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[Freeciv-Dev] Re: [PATCH] message window -- related to (PR#902)
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[Freeciv-Dev] Re: [PATCH] message window -- related to (PR#902)

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To: Reinier Post <rp@xxxxxxxxxx>, FreeCiv <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [PATCH] message window -- related to (PR#902)
From: Francois Taiani <francois.taiani@xxxxxxxx>
Date: Sun, 26 Aug 2001 15:20:54 +0200

Reinier Post wrote:
> 
> On Sat, Aug 25, 2001 at 07:06:33PM -0700, Trent Piepho wrote:
> 
> > It seems like your patch won't help at all if you are playing against 
> > humans. The message window will still pop-up in front of you when they 
> > attack, which is certainly rather annoying.
> 
> This is one of the interface quirks every Freeciv user will encounter.
> The standard solution is to minimize the messages window, instead of
> closing it.
> 

Which is a bit like permanantly disabling the message window. Even F10
won't bring it back (BTW, little advertising for my work: patch proposed
with (PR#902) fixes that F10 pb). An idea could be to enhance the
current main_message_area, so that it also allows event related map
navigation (like go to locatin and pop up city). Apparently it seems all
messages of the message window are also printed there. This would not
solve the pb of the other "poping windows" like science reports, treaty
window, a.s.o., but it would offer an alternative to the meswin. Some
icons / colors in the main message area / message window would also be
useful to differentiate critical events (units lost fight in a city,
disorder ...) from less important one (city growth, "We love the
president day" ...).

> > I think a real fix would be to not have the message window pop to the 
> > front every time a new message arrives.  That would work with both humans 
> > and AI players, and wouldn't need this extra packet that seems like a 
> > kludge to me.
> 
> Yes.  Also, some AI-related messages should be added to the message list.

Can you give examples ?

Francois


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