The subject line says it all, really. Is there an option or switch to shut o
ff that big honking non-functional graphic that pushes the actual buttons off
the bottom of my screen, thus preventing me from using Vassal 3.0?
Yeah, I know. "Upgrade your hardware." Not gonna happen anytime soon.
That Splash graphic should be at least half as large as it is. Opening Vassa
l at work is the equivalent of turning around and telling everyone you're abo
ut to be unproductive for an hour
There are a few other problems, under Windows some of the wizard screens do n
ot show up on the taskbar. So it's possible to have Vassal open and not even
know it unless you Alt-Tab through the windows. I'm not at all enamored wit
h all the stuff which happens before the main Vassal Window appears, as I'm s
ure everyone knows by now!
uckelman wrote:No, I don't like it either. What I'd prefer is splitting out the Editor
so that we have two apps. (This would be trivial---it would amount to
having the Editor app start from the point in the code where you hit
the "Edit Module" button now.)
uckelman wrote:I think it's important that we have a splash screen---but a true one,
just a graphic that displays for a second---but there should be a pref
for turning it off.
uckelman wrote:The other two things you can do from the current initial window, check
the server status and load extensions, could be moved to menus in the
main app. (I assume that hardly anyone starts VASSAL just to check the
server status, so that wouldn't merit having its own app.)
This would also remove a few hundred lines of code from the codebase.
Less code is a Good Thing.
Agree with all of this too. But does anyone even use the Extensions loader?
Or is it just there to test extensions under development? I thought you jus
t dumped the extensions in a sub-folder so they were picked up automatically.
I've never used it myself.
This brings up an issue, lets say someone wants to start altering the code fo
r all of this right now... how do new features get authorised? Do we wait fo
r Rodney to give the thumbs up? Democratic vote? How do other Open Source p
rojects work, does anyone know? I'm happy to (continue to?) go with a "Rodne
y sez" system, just curious!
Thus spake "bsmith":loader?Agree with all of this too. But does anyone even use the Extensionsyou just dumped the extensions in a sub-folder so they were picked upOr is it just there to test extensions under development? I thought
automatically.I've never used it myself.
I don't know---I've never used that myself either. If anyone uses it,
Brent would (or would at least know how).
Are we talking about the 'Extension Design' buttons on the splash screen dial
og? Yes, using them every day at the moment. This is how you create/edit exte
nsions. Not needed when you are just playing a game that uses extensions.
This brings up an issue, lets say someone wants to start altering the code for all of this right now... how do new features get authorised? Do we wait for Rodney to give the thumbs up? Democratic vote? How do other Open Source projects work, does anyone know? I'm happy to (continue to?) go with a "Rodney sez" system, just curious!
Thus spake "Brent Easton":dialAre we talking about the 'Extension Design' buttons on the splash screenexteog? Yes, using them every day at the moment. This is how you create/editnsions. Not needed when you are just playing a game that uses extensions.
I figured you'd know.![]()
It would be ok if this were relocated to the File menu in the editor, yes
tThis brings up an issue, lets say someone wants to start altering the code
for all of this right now... how do new features get authorised? Do we waihfor Rodney to give the thumbs up? Democratic vote? How do other Open
Source projects work, does anyone know? I'm happy to (continue to?) go wita "Rodney sez" system, just curious!
Nobody wants to have to fork the code, so it's worthwhile to try to reach a
consensus. I can be pretty flexible when the chips are down.
rk
*********** REPLY SEPARATOR ***********
On 14/01/2008 at 4:09 PM Joel Uckelman wrote:Thus spake "Brent Easton":dialAre we talking about the 'Extension Design' buttons on the splash screenexteog? Yes, using them every day at the moment. This is how you create/editnsions. Not needed when you are just playing a game that uses extensions.
I figured you'd know.![]()
It would be ok if this were relocated to the File menu in the editor, yes
Extension work is a two step process. First you have to 'Load Module' and loa
d the base module, which is basically the same 'Edit Module', except it loads
it into an ExtensionWindow instead of a ModuleWindow. Step 2 is to Load/Crea
te the Extension, which MUST follow the loading of the module.
uckelman wrote:I'll look into doing this as soon as the bug parade for my 3.1.0 builds
is over.
--
J.
Are you really going to work on this interface stuff Joel? Should I create a
short spec document outlining what we have decided? At least then you can c
oncentrate on the implementation when the time comes, without having to re-vi
sit these conversations. I'll post it in [Development] and we can alter as n
eeded until everyone is happy.
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