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F5 'pointing at' information now runs off-screen (and remove range all, tile info, param1) #6110

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paramat opened this issue Jul 8, 2017 · 21 comments
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Bug Issues that were confirmed to be a bug @ Client / Audiovisuals

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@paramat
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paramat commented Jul 8, 2017

screenshot_20170708_171342

^ 1280 720

screenshot_20170712_030800

^ 800 600

Depending on nodename. I suggest everything in 'pointing at' is moved to a new line.

@paramat paramat added @ Client / Audiovisuals Bug Issues that were confirmed to be a bug labels Jul 8, 2017
@Desour
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Desour commented Jul 9, 2017

Since a new line would take more space I would suggest something else: The seed takes very much space but you don't need to see it all the time => it should be transferred to the output of the status chatcommand.

@azekillDIABLO
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@DS-Minetest Debug is not meant to not take place; but to be useful 👎

@octacian
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octacian commented Jul 9, 2017

Yes, pointing at would be much better on a newline. However, it might look a bit weird seeing as the first and third lines would be longer than the second line, so maybe it should be placed on the second line? This could be a bit interesting to handle though seeing as the information about what you're pointing at doesn't always show (e.g. if you're looking at air).

I'd honestly like to see the f5 menu redesigned a little bit so that it only shows the version, position, FPS, and direction looking (but not actual yaw) on the first press of f5. Then show the rest with a second press and require the debug privilege. This could be useful because you might not always want the client to be able to do things like check what a block is. It would be more appropriate to inject a CSM for this. Information like range, drawtime, dtime jitter, and items like that (which should still be available) could then maybe be moved somewhere like the profiler.

@paramat
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paramat commented Jul 9, 2017

Seed is very useful to have quickly found, so it should stay. It's one of the most important pieces of information in F5.
Another line taking space is no issue, F5 is optional and inevitably covers part of the screen, 1 more line makes little difference.
Yes since 'pointing at' often does not show it should be the 3rd line.

I now think showing param1 is pointless as light information is coded into upper and lower 4 bits, and '238' as in my screenshot shows nothing useful.
Actually since i would like to remove param1 i might as well do this task.

@paramat paramat self-assigned this Jul 9, 2017
@paramat paramat changed the title F5 'pointing at' information now runs off-screen F5 'pointing at' information now runs off-screen (and remove param1) Jul 9, 2017
@Desour
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Desour commented Jul 9, 2017

showing param1 is pointless

👍

Seed is very useful to have quickly found

I don't think so. Seeds are normally very long numbers, transcribing them takes very long. Relative to that, the 7 characters of "/status" are very fast written.

Debug is not meant to not take place; but to be useful 👎

But seeing the seed always isn't really useful imo. And a 3rd line might also be a bit ugly.

@bigfoot547
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If you guys are worried about a debug screen that takes 3 lines, look at M*******t's debug screen. It takes the whole window! Then you turn on the pie chart.......
Just hold F3+C for 10 seconds then let go...

@Ezhh
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Ezhh commented Jul 10, 2017

Seed being visible from F5 has saved me a lot of bother more than once.

I also usually have F5 active at all times because I like to see my coordinates, and do consider how many lines it uses to be important. With that said, no issues with three lines, but it would be nice if they could remain somewhat balanced in length. Is there really no way to just make the text wrap?

@paramat
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paramat commented Jul 10, 2017

Maybe removing param1 will be enough to stop it running off-screen, i'll see.

@Desour
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Desour commented Jul 11, 2017

I just don't understand why it's important to always see the seed, it doesn't change once you entered a world. Can you read something out of it, is it human-readable?

@paramat
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paramat commented Jul 12, 2017

People take screenshots of something interesting in a world, to locate it you need to se the co-ordinates and seed in the screenshot, it's very convenient to have this in a screenshot.
In many situations seed is very often needed to be easily and quickly viewable without having to navigate into a world's map_meta.txt.
It's one of the most important pieces of information in F5, there is other information there which is less important. maybe we can consider removing other information?

@paramat
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paramat commented Jul 12, 2017

I've added another screenshot for 800x600 which is even worse, the 1st line doesn't fit and 'pointing at' is mostly missing.
There seems to be no need for 'range all = 0/1' as that is notified on-screen already and is obvious from fog.
And what is RTT? does anyone need it in F5?
Because smaller game windows have more problems i suggest moving 'pointing at' to a 3rd line and removing 'range all' and 'param1'.
Param1 is always 0 for solid nodes and is coded and unreadable for light sources, so seems near-useless.
Another queston: is the texture file name useful to see in 'pointing at'? Seems useless to me when you have the nodename already displayed. It is also ften a very long string.

@NathanSalapat
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The inclusion of param1 does seem mostly useless, it's just the nodes light level, not really sure how that could ever be useful to know.
I can see the texture file name being useful for texture pack creators, but with the node's name they can always look at the mods code to see what texture the node is using.

@paramat paramat changed the title F5 'pointing at' information now runs off-screen (and remove param1) F5 'pointing at' information now runs off-screen (and remove range all, tile info, param1) Jul 12, 2017
@paramat
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paramat commented Jul 12, 2017

Just found out the tile pointed is not the tile pointed, it only displays the '0' tile for the pointed node, that is, the top tile.
PR coming.

@rubenwardy
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No one has 800x600

@Ezhh
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Ezhh commented Jul 12, 2017

Isn't 800x600 the default?

I've often played with it left on the default. (Though I don't care if all the F5 info fits or not).

The sad thing for me has actually always been that you can't have the server turn off this info. It allows everyone to cheat in mazes. :)

@paramat
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paramat commented Jul 12, 2017

No one has screen size 800x600 but people do not always play fullscreen for performance reasons. I can't because FPS at desired view range suffers, and it's too big a game window for my fairly large and close display (and too much motion sickness).

Yes 800x600 is the default but we may change that to a more likely minimum of 1024x576 (16:9 widescreen ratio).

We now have a 'debug' priv that controls whether wireframe mode of F5 is shown, this maybe could be extended to hide all F5 information (there may be an issue somewhere) or maybe we can consider controlling what can be seen with GUI flags (why isn't wireframe mode controlled by GUI flags?).

@paramat
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paramat commented Jul 12, 2017

PR #6125

@paramat
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paramat commented Jul 12, 2017

Screen dimensions PR #6126

@Ezhh
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Ezhh commented Jul 12, 2017

debug should not be needed for all F5 information as it's useful to a player in most situations. But it would be nice if there was an option to limit it. (Even though I am the one requesting that option, I would not want it to be default as its use only kicks in for servers where being able to find your way is part of the challenge). I did check previously for gui flags for this and found none. It would be a good thing to have.

@MisterXtreme
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I personally think that you should only be able to see the seed if the user has the seed priv (granted by default?), as it makes cheating easier then any CSM, grab that seed, make a world, and noclip in the desired area.

@paramat
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paramat commented Jul 17, 2017

#6126 merged.

Debug priv discussion can continue in the relevant issue (by Wuzzy2 i think).

@paramat paramat closed this as completed Jul 17, 2017
@paramat paramat removed this from Requests in Server-sent Client Side Modding Jul 19, 2018
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