Add a Tips and Tricks page containing the loading screen tips #6980

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Vantha wants to merge 3 commits from Vantha/0ad:tips-page into main
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Continuation from D1730

Continuation from [D1730](https://code.wildfiregames.com/D1730)
Vantha added 1 commit 2024-08-26 14:35:08 +02:00
Add a Tips and Tricks page containing the loading screen tips
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fba8f13ae5
Vantha requested review from Imarok 2024-08-26 14:35:08 +02:00
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Owner

Do you have to move all those images? If so prefer git mv so that git keeps their history. Same for all the files you moved around. Also you might check in public or in the mod mod, if there are textures.xml files next to those, which would need to be copied / moved as well.

Do you have to move all those images? If so prefer git mv so that git keeps their history. Same for all the files you moved around. Also you might check in public or in the mod mod, if there are textures.xml files next to those, which would need to be copied / moved as well.
Vantha added 1 commit 2024-08-26 17:02:07 +02:00
Revert "Add a Tips and Tricks page containing the loading screen tips"
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This reverts commit fba8f13ae5.
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The reason I'm touching the tip image and text files is because tips are no longer exclusive to the loading screen and should therefore be moved out of its directories.
I added the commit again, this time making sure to use git mv for all file relocations. I pushed the changes to my branch, but for some reason the pull request hasn't updated yet... ?
What exactly are the textures.xml files needed for? (The tip images previously had none)

The reason I'm touching the tip image and text files is because tips are no longer exclusive to the loading screen and should therefore be moved out of its directories. I added the commit again, this time making sure to use git mv for all file relocations. I pushed the changes to my branch, but for some reason the pull request hasn't updated yet... ? What exactly are the textures.xml files needed for? (The tip images previously had none)
Owner

The textures.xml files are used to define the compression method for images. It allows some to make use of transparency for instance, while other don't need to store this data.

The textures at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/ui/loading/tips
use the closest textures.xml file they can find, which is the one provided by the mod mod:
https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/art/textures/ui/textures.xml

The textures.xml files are used to define the compression method for images. It allows some to make use of transparency for instance, while other don't need to store this data. The textures at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/ui/loading/tips use the closest textures.xml file they can find, which is the one provided by the mod mod: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/art/textures/ui/textures.xml
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The textures.xml files are used to define the compression method for images. It allows some to make use of transparency for instance, while other don't need to store this data.

The textures at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/ui/loading/tips
use the closest textures.xml file they can find, which is the one provided by the mod mod:
https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/art/textures/ui/textures.xml

I see. I don't think modifying them is necessary here.

By the way, (sorry if this is a dumb question) why isn't the pull request being updated? I've pushed a new commit to the connected branch already.

> The textures.xml files are used to define the compression method for images. It allows some to make use of transparency for instance, while other don't need to store this data. > > > The textures at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/ui/loading/tips > use the closest textures.xml file they can find, which is the one provided by the mod mod: > https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/art/textures/ui/textures.xml > > I see. I don't think modifying them is necessary here. By the way, (sorry if this is a dumb question) why isn't the pull request being updated? I've pushed a new commit to the connected branch already.
Vantha force-pushed tips-page from c23b7dfb4a to 8fe98ebe27 2024-08-29 12:19:26 +02:00 Compare
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Nevermind, I forgot to force push. This pull request is completely up-to-date now.

Nevermind, I forgot to force push. This pull request is completely up-to-date now.
Member

Guess I'd prefer if you move tips images to art/textures/ui/tips/ instead of art/textures/ui/tipdisplay/images/ and use art/textures/ui/tipdisplay/ for ui sprites only.

@Stan what is your take here?

Guess I'd prefer if you move tips images to art/textures/ui/tips/ instead of art/textures/ui/tipdisplay/images/ and use art/textures/ui/tipdisplay/ for ui sprites only. @Stan what is your take here?
Owner

Define sprites ? If you mean sprites.xml they should be in GUI.

Define sprites ? If you mean sprites.xml they should be in GUI.
Member

Define sprites ? If you mean sprites.xml they should be in GUI.

Those images for the ui component itself like for example
binaries/data/mods/public/art/textures/ui/tipdisplay/button-decoration_back.png

> Define sprites ? If you mean sprites.xml they should be in GUI. Those images for the ui component itself like for example binaries/data/mods/public/art/textures/ui/tipdisplay/button-decoration_back.png
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Define sprites ? If you mean sprites.xml they should be in GUI.

He is referring to the png texture files used for the buttons, background, and decoration.
The idea is to distinguish between said textures and the tip images (which are only bare data) and put them into two seperate directories.

> Define sprites ? If you mean sprites.xml they should be in GUI. He is referring to the png texture files used for the buttons, background, and decoration. The idea is to distinguish between said textures and the tip images (which are only bare data) and put them into two seperate directories.
Member

Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about.

Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about.
Owner

There is also what was done by @Dunedan in https://code.wildfiregames.com/rP28109

binaries/data/mods/public/art/textures/ui/tipdisplay/button-decoration_back.png

They should go into the modern theme folder in the mod mod maybe.

There is also what was done by @Dunedan in https://code.wildfiregames.com/rP28109 > binaries/data/mods/public/art/textures/ui/tipdisplay/button-decoration_back.png They should go into the modern theme folder in the mod mod maybe.
Member

Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about.

Can we just disable this "feature"? When looking at the cases Gitea complains about in this PR, these are all false-positives complaining about the intentional use of certain unicode characters. Changing the text to what Gitea suggests, would result in using wrong characters.

cc @Stan, @Itms

> Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about. Can we just disable this "feature"? When looking at the cases Gitea complains about in this PR, these are all false-positives complaining about the intentional use of certain unicode characters. Changing the text to what Gitea suggests, would result in using wrong characters. cc @Stan, @Itms
Owner

Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about.

Can we just disable this "feature"?

Done 👍

> > Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about. > > Can we just disable this "feature"? Done 👍
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They should go into the modern theme folder in the mod mod maybe.

What's the reason for the differentiation between public and modmod anyway? The stone button is stored in public and the red button in modmod...

> They should go into the modern theme folder in the mod mod maybe. What's the reason for the differentiation between public and modmod anyway? The stone button is stored in public and the red button in modmod...
Owner

The point is someday to provide the engine without the public mod. It's already the case when running the mod downloader. Where everything you need is in the mod mod

The point is someday to provide the engine without the public mod. It's already the case when running the mod downloader. Where everything you need is in the mod mod
Author
Member

So, new stuff should generally be placed in the mod mod? (if reasonable)

So, new stuff should generally be placed in the mod mod? (if reasonable)
Vantha force-pushed tips-page from 8fe98ebe27 to e4c3b0f2ec 2024-09-06 12:16:20 +02:00 Compare
Vantha force-pushed tips-page from e4c3b0f2ec to 691a89f860 2024-09-10 11:50:03 +02:00 Compare
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Changes:

  • rebased the branch to the merge of #6957
  • added mouse event masks to the 'Next' and 'Previous' buttons for improved hover detection

Questions:
Should I move the contents of art/textures/ui/tipdisplay/images into a separate folder art/textures/ui/tips/ (alongside tipdisplay/) as suggested?
I could move the sprite files currently in art/textures/ui/tipdisplay into mod mod, but don't know where exactly, since there already is a button/ folder. Also, I doubt these button styles will be used anywhere else in the game - as they are visually limited to the parchment background - I'd suggest to leave them where they are right now.

Changes: - rebased the branch to the merge of #6957 - added mouse event masks to the 'Next' and 'Previous' buttons for improved hover detection Questions: Should I move the contents of `art/textures/ui/tipdisplay/images` into a separate folder `art/textures/ui/tips/` (alongside `tipdisplay/`) as suggested? I could move the sprite files currently in `art/textures/ui/tipdisplay` into mod mod, but don't know where exactly, since there already is a `button/` folder. Also, I doubt these button styles will be used anywhere else in the game - as they are visually limited to the parchment background - I'd suggest to leave them where they are right now.
Owner

Mod mod is 0 A.D. agnostic. Basically anything for 0 A.D. should be in public. Public could also be named empires_ascendant.

Modmod is the bare minimum required for the engine to run.

So no tips in modmod :)

Mod mod is 0 A.D. agnostic. Basically anything for 0 A.D. should be in public. Public could also be named empires_ascendant. Modmod is the bare minimum required for the engine to run. So no tips in modmod :)
Vantha added the
Theme
UI – Miscellaneous
label 2024-09-13 12:27:45 +02:00
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Is there anything that still stands in the way of merging this PR?

Is there anything that still stands in the way of merging this PR?
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Reference: 0ad/0ad#6980
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