Mark de Wever | 3 Mar 2007 17:53
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making WML error messages more intrusive

At the moment there's quite a lot of UMC which uses deprecated WML and
it doesn't seem to get fixed. I think this might be partly caused by the
fact people don't know things are broken; most people don't look at the
console output Wesnoth generates.

To solve the problem I want to make a new logger, which stores all WML
problems encountered in Wesnoth and adds an extra button on the startup
page. This button named broken WML will show the messages encountered.
If no messages are available the button will be grayed out, if there are
messages the button will be red so it really gets noticed. I _want_ the
button to be intrusive so it does get noticed and not overlooked.

Next to that I think it might be nice if some syntax will be obsoleted
that the message will contain when the support gets removed. After the
support has been removed the message can stay for a while to indicate
when the support has been removed.

Once we find somebody who wants to work on the new campaign server we
can also start to block content which in known to be broken or at least
give an indication that it is broken.

How does this sound?

Mark de Wever aka Mordante/SkeletonCrew
Richard Kettering | 5 Mar 2007 21:04
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Re: making WML error messages more intrusive

I think it's a really bad idea to clutter up out main page with more  
buttons.

OtOH, I think we can be a lot more draconian, and can get these  
problems solved much faster, if we do one simple thing.  Every time a  
message about deprecated WML gets sent to the console, ALSO throw a  
dialog about it, right up in the user's face.

It'll get stuff fixed in a jiffy.

On Mar 3, 2007, at 10:53 AM, Mark de Wever wrote:

> At the moment there's quite a lot of UMC which uses deprecated WML and
> it doesn't seem to get fixed. I think this might be partly caused  
> by the
> fact people don't know things are broken; most people don't look at  
> the
> console output Wesnoth generates.
>
> To solve the problem I want to make a new logger, which stores all WML
> problems encountered in Wesnoth and adds an extra button on the  
> startup
> page. This button named broken WML will show the messages encountered.
> If no messages are available the button will be grayed out, if  
> there are
> messages the button will be red so it really gets noticed. I _want_  
> the
> button to be intrusive so it does get noticed and not overlooked.
>
> Next to that I think it might be nice if some syntax will be obsoleted
(Continue reading)

Nils Kneuper | 7 Mar 2007 19:31
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Re: making WML error messages more intrusive

Richard Kettering schrieb:
> OtOH, I think we can be a lot more draconian, and can get these
> problems solved much faster, if we do one simple thing.  Every time a
> message about deprecated WML gets sent to the console, ALSO throw a
> dialog about it, right up in the user's face. 
Man, I would love to have a way to inform all users ingame about
anything that is broken in content. Either a really annoying popup box
as long as we are in devel-version and non-rc state and once we are in
rc/stable state I would go for messages that are shown like normal
ingame chatmessage using some "special" color (no idea what could be
used for this). Users of the develversion should know they are testing.
There we can show all that stuff to the users and force them to close
each dialog. Once in a stable state showing the errors in the corner ist
IMO the way to go.
And I think having some way to get a "collection" of all bugs found
shown ingame with some nice stats might be a good thing as extra. Though
showing them ingame should have a higher priority.
Greety,
Nils Kneuper aka Ivanovic
Mark de Wever | 9 Mar 2007 21:01
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Re: making WML error messages more intrusive

On Wed, Mar 07, 2007 at 07:31:22PM +0100, Nils Kneuper wrote:
> Richard Kettering schrieb:
> > OtOH, I think we can be a lot more draconian, and can get these
> > problems solved much faster, if we do one simple thing.  Every time a
> > message about deprecated WML gets sent to the console, ALSO throw a
> > dialog about it, right up in the user's face. 
> Man, I would love to have a way to inform all users ingame about
> anything that is broken in content. Either a really annoying popup box
> as long as we are in devel-version and non-rc state and once we are in
> rc/stable state I would go for messages that are shown like normal
> ingame chatmessage using some "special" color (no idea what could be
> used for this). Users of the develversion should know they are testing.
> There we can show all that stuff to the users and force them to close
> each dialog. Once in a stable state showing the errors in the corner ist
> IMO the way to go.
> And I think having some way to get a "collection" of all bugs found
> shown ingame with some nice stats might be a good thing as extra. Though
> showing them ingame should have a higher priority.
> Greety,
> Nils Kneuper aka Ivanovic

I like the idea of configuring how the message is shown, if the dialogs
are too intrusive it's easy to change, so I'll start to make it like
that.

Regards,
Mark de Wever aka Mordante/SkeletonCrew
Mark de Wever | 14 Mar 2007 00:02
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Re: making WML error messages more intrusive

On Fri, Mar 09, 2007 at 09:01:07PM +0100, Mark de Wever wrote:
> I like the idea of configuring how the message is shown, if the dialogs
> are too intrusive it's easy to change, so I'll start to make it like
> that.

Both boucman and soliton think the current messages are too intrusive.
One of the problems in that messages before a game are started are all
stored in a queue and shown after the first event in the game. It's not
possible to identify the origin of these messages.

I haven't had problems with these messages, since I don't have broken
content in my version of Wesnoth. If more people think these messages
are too intrusive I think it might be better to change them to chatlog
messages for now and maybe make them more intrusive if most UMC has
catched up.

Regards,
Mark de Wever aka Mordante/SkeletonCrew
Mark de Wever | 18 Mar 2007 22:19
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Re: making WML error messages more intrusive

On Wed, Mar 14, 2007 at 12:02:59AM +0100, Mark de Wever wrote:
> On Fri, Mar 09, 2007 at 09:01:07PM +0100, Mark de Wever wrote:
> > I like the idea of configuring how the message is shown, if the dialogs
> > are too intrusive it's easy to change, so I'll start to make it like
> > that.
> 
> Both boucman and soliton think the current messages are too intrusive.
> One of the problems in that messages before a game are started are all
> stored in a queue and shown after the first event in the game. It's not
> possible to identify the origin of these messages.
> 
> I haven't had problems with these messages, since I don't have broken
> content in my version of Wesnoth. If more people think these messages
> are too intrusive I think it might be better to change them to chatlog
> messages for now and maybe make them more intrusive if most UMC has
> catched up.

I tested with some old content and noticed a message every attack so I
agree with soliton and boucman and change the messages to chat messages.

Regards,
Mark de Wever aka Mordante/SkeletonCrew
Mark de Wever | 24 May 2007 20:29
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Re: making WML error messages more intrusive

On Sun, Mar 18, 2007 at 10:19:42PM +0100, Mark de Wever wrote:

> On Wed, Mar 14, 2007 at 12:02:59AM +0100, Mark de Wever wrote:
> > On Fri, Mar 09, 2007 at 09:01:07PM +0100, Mark de Wever wrote:
> > > I like the idea of configuring how the message is shown, if the dialogs
> > > are too intrusive it's easy to change, so I'll start to make it like
> > > that.
> > 
> > Both boucman and soliton think the current messages are too intrusive.
> > One of the problems in that messages before a game are started are all
> > stored in a queue and shown after the first event in the game. It's not
> > possible to identify the origin of these messages.
> > 
> > I haven't had problems with these messages, since I don't have broken
> > content in my version of Wesnoth. If more people think these messages
> > are too intrusive I think it might be better to change them to chatlog
> > messages for now and maybe make them more intrusive if most UMC has
> > catched up.
> 
> I tested with some old content and noticed a message every attack so I
> agree with soliton and boucman and change the messages to chat messages.

I tested again and the dialogs for deprecated messages are really too
annoying so I removed that option. They're now always shown in the
chat message area.

Regards,
Mark de Wever aka Mordante/SkeletonCrew
Mark de Wever | 7 Mar 2007 18:10
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Re: making WML error messages more intrusive

On Mon, Mar 05, 2007 at 02:04:43PM -0600, Richard Kettering wrote:
> I think it's a really bad idea to clutter up out main page with more  
> buttons.
> 
> OtOH, I think we can be a lot more draconian, and can get these  
> problems solved much faster, if we do one simple thing.  Every time a  
> message about deprecated WML gets sent to the console, ALSO throw a  
> dialog about it, right up in the user's face.

I also thought about that solution before but it seemed a bit harsh to
me... but I'm not objecting to that idea and it would indeed keep the
interface cleaner.

> It'll get stuff fixed in a jiffy.

Oh yeah if nobody objects then I'm going for the click away a lot of
dialogs in order to play with broken content.

Mark

Gmane