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Allow fine-tuning the virtual floor style #7577

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merged 2 commits into from
May 30, 2018

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AaronVanGeffen
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The virtual floor by @JeroenDStout, introduced in the v0.1.2 release, has generally been well-received. However, some players find it too intrusive in its current appearance (cf. #7221). This PR gives them the option of a toned-down version, rather than having to turn it off completely.

screenshot_20180528_221350

The clear/transparent style, introduced by this PR, looks like the virtual floor as originally introduced in #6338:

The glassy/translucent style is the virtual floor as we've come to know it since the v0.1.2 release, and remains the default setting.

@janisozaur
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Have you thought of maybe taking #7575 into account in some way?

@AaronVanGeffen
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That issue is what brought this idea back to mind, actually! I think height labels could be introduced to the virtual floor as well, but I'm personally not convinced they'd be very useful.

@Broxzier
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Broxzier commented May 28, 2018

What about drawing the grid on the surface too, for giving more of a sense what tile you're above?
And is it easy to adjust the thickness of the purple lines?

@AaronVanGeffen
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What about drawing the grid on the surface for giving more of a sense what tile you're above?

Hmm… In a different, darker colour, perhaps? (Is there any demand for this?)

And is it easy to adjust the thickness of the purple lines?

They're sprites, so we'd need additional sprites to offer different sizes.

@Broxzier
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Hmm… In a different, darker colour, perhaps? (Is there any demand for this?)

In #7575 there's a vertical line that shows what tile the element is on:
image
RCT2 does have a similar thing with the white selection on the surface, but with the virtual floor enabled the purple grid can hide it completely, taking that sense away. Drawing the grid on the surface too may help get that sense back. I don't know if there is any demand for this, it was just something that I thought could improve the user experience even more.

They're sprites, so we'd need additional sprites to offer different sizes.

I was afraid so. Maybe it's something for later, let's first hear if the players find this improvement enough.

@@ -176,7 +176,7 @@ void input_handle_keyboard(bool isTitle)
}
}

if (gConfigGeneral.use_virtual_floor)
if (gConfigGeneral.virtual_floor_style > 0)
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I'd rather have a check like virtual_floor_style != VIRTUAL_FLOOR_STYLE_DISABLED or something similar.

@@ -396,6 +397,9 @@ void virtual_floor_paint(paint_session * session)
0, 0, 0, 1, _virtualFloorHeight, 5, 5, _virtualFloorHeight + ((dullEdges & 0x8) ? -2 : 0));
}

if (gConfigGeneral.virtual_floor_style < 2)
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And then check here for virtual_floor_style == VIRTUAL_FLOOR_STYLE_DISABLED.

@AaronVanGeffen
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@Broxzier Thanks for the feedback. I've added an enum for the config values. Much better to look at, and verify, indeed!

@AaronVanGeffen AaronVanGeffen added the changelog This issue/PR deserves a changelog entry. label May 29, 2018
@Broxzier Broxzier merged commit bf44007 into OpenRCT2:develop May 30, 2018
@AaronVanGeffen AaronVanGeffen deleted the virtual_floor_options branch May 30, 2018 11:12
janisozaur added a commit that referenced this pull request Jun 10, 2018
- Feature: [#1417] Allow saving track designs for flat rides.
- Feature: [#1675] Auto-rotate shops to face footpaths.
- Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride.
- Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool.
- Feature: [#7187] Option for early scenario completion.
- Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API.
- Feature: [#7267] Leverage more historical data in Finances window.
- Feature: [#7316] Cheat to allow freezing all staff
- Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view.
- Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster.
- Feature: [#7459] Allow opening and closing of parks that use no money.
- Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier.
- Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces.
- Fix: [#2611] Some objects show (undefined string) instead of a description in Korean.
- Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension.
- Fix: [#5210] Default system dialog not accessible from saving landscape window.
- Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2.
- Fix: [#6141] CSS50.dat is never loaded.
- Fix: [#6647] Changelog window causes FPS drop.
- Fix: [#6938] Banner do not correctly capitalise non-ASCII characters.
- Fix: [#7176] Mechanics sometimes fall down from rides.
- Fix: [#7303] Visual glitch with virtual floor near map edges.
- Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected.
- Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug).
- Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries.
- Fix: [#7341] Staff may auto-spawn on guests walking outside of paths.
- Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list.
- Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set.
- Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before.
- Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance.
- Fix: [#7405] Rides can be covered by placing scenery underneath them.
- Fix: [#7418] Staff walk off paths with a connection but no adjacent path.
- Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated.
- Fix: [#7436] Only the first 32 vehicles of a train can be painted.
- Fix: [#7480] Graphs skip values of 0.
- Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled.
- Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up
- Fix: [#7544] Starting a headless server with no arguments causes the game to freeze.
- Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money.
- Improved: [#2989] Multiplayer window now changes title when tab changes.
- Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair.
- Improved: [#5832] Resize tile inspector automatically when selecting a tile element.
- Improved: [#6221] The scenario editor's invention list is now resizeable.
- Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed.
- Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error.
- Improved: [#7435] Object indexing now supports multi-threading.
- Improved: [#7510] Add horizontal clipping to cut-away view options.
- Improved: [#7531] "Save track design" dropdown now stays open.
- Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile.
- Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers.
- Improved: [#7567] Improve the performance of loading parks and the title sequence.
- Improved: [#7577] Allow fine-tuning the virtual floor style.
- Improved: [#7608] The vehicle selection dropdown is now sorted orthographically.
- Improved: [#7613] Resizing the staff window now resizes the name and action columns too.
- Improved: [#7627] Allow scrolling up and down on spinners to change their values.
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3 participants