- User Since
- Apr 29 2021, 1:30 PM (84 w, 1 d)
Nov 7 2021
Good thing you pointed it out!
I really appreciate that, else who knows what could happen.
Nov 6 2021
Move the change of the caption
Nov 1 2021
Oct 31 2021
I'm pretty sure I overlooked something then. I'll be at my main machine tomorrow I think, then I'll be able to provide a fix.
This definitely shouldn't happen. I will look at it as soon as possible,.
This dialog pops up when finishing a game, right?
Oct 28 2021
@Langbart Good idea! I'll see what I can do in a few days when I am back at my main machine.
Oct 22 2021
- Quit to replay menu, when in replay session
Oct 20 2021
Improve upon Freagarach's feedback
Oct 17 2021
- Use translate instead of translateWithContext
Oct 15 2021
Sorry for the long silence, I didn't really find time to come back to this. Anyways, should I now replace every translateWithContext with translate? Or should the code be retained in cases like these: "caption": translateWithContext("gameFinished", "Quit"),? I suppose not, because "Quit" is "Quit" no matter how you see it, but I want to be sure.
Aug 26 2021
Good catch! It should now work.
- Switch to Replay Menu when exiting replay without seeing summary
Jun 21 2021
@Langbart, if you could test the changes I just made, that would be great!
I sadly don't have 2 machines ready right now (or could I just open up another account ?), so I can't test it, but I think it's right.
- Fix bug reported by @Langbart
Jun 13 2021
- Quit to campaign menu, when in campaign session
May 19 2021
Improve on Freagarach's feedback and increase the size of the QuitConfirmation and the QuitConfirmationReplay dialog, so the text doesn't clip out of it's boundaries
Improve on Freagarach's feedback
I am not quite sure if should change the translation files, as there are now other strings, but I've been told once on the IRC that that's normally not included in the patch.
Change QuitConfirmation and QuitConfirmationReplay strings, as well as fix lint warnings
I think "Quit and View Summary" translates best what the button does, more back and forth shouldn't be necessary.
Of course there were multiple opinions in the forum post, but the most prominent answer was this:
May 17 2021
If I ask you: "Do you want coffee?" and give you three options: "Yes", "Pie" and "No", you don't really know what the implications of "Pie" are. Do you get the coffee and the pie? Dou you only get pie? Is it a bogus answer that has no impact (since it is not an answer to the question).
Thanks that helped a lot!
Link to the forum discussion: https://wildfiregames.com/forum/topic/40219-discussion-which-dialog-looks-and-sounds-the-best/
May 16 2021
Thanks for the feedback @Freagarach,
May 15 2021
@Langbart regarding your suggestions:
Fix error and translate strings
May 13 2021
May 11 2021
Sorry for the late reply @wraitii .
I just tested your changes and everything works as expected.
May 3 2021
Add forgotten preprocessor
I sadly couldn't get the the hook to work without changing too much of the code, so I've let it be. It would probably the best if you did it.
Improve on wraitii's feedback
There is a way to set up a configuration hook to reload things without adding the code in JS, if you're up for that (otherwise I'll see if I can do it myself), but that's a minor thing.
I would be up for doing this, sure. I want to get to know the codebase more anyways :D.
If you could just point me in the right direction? Thanks!
Improved on Stan's feedback and moved the code that emulates the right-click so it can be done without restarting
Rework solution based on wraitii's feedback
I'll update the diff in a second.
First, I would probably do the change in LoadHotkeys: when FindScancode returns UNIFIED_CTRL, you'd instead use UNIFIED_SUPER. It should work the same, but it would work better with the in-game editor.
I have worked on this yesterday and it works much better now, you don't even need a restart.
I am only unsure about the Engine.ReloadHotkeys() call I made in the options.js file.
Secondly, you would probably need to change the key names in the hotkey editor, too, because CTRL would need to show as SUPER. I'm not sure if it's better to do that in C++, in CHotkeyPicker, or in JS.
After looking at it, I don't think this should be done as it's confusing when Ctrl appears when you type in Super or the other way around. The user should already know that those actions are changed, so I would let it be as it is.
May 1 2021
Thanks for the feedback!
- Merge branch 'master' of https://www.github.com/0ad/0ad
Added a "Mac Mouse" option
Apr 29 2021
I also should add that only hotkeys that only use Ctrl should be changed, because of conflicts that could happen, as seen above.
I think the easiest solution would be to do this change in C++, to be honest, and just pretend 'Ctrl' is pressed when 'Cmd/Super' is pressed, and not considering Ctrl for hotkey resolution. Might be a bit tricky.
I think this wouldn't be the best solution as: