Trusty McLegit wrote:Any idea when Vulkan is coming? I know there's probably not a set time line but like are we talking near future, or like 10 years from now?
Why not just run a map, turn on vid_fps and start changing settings?insightguy wrote:Not sure how viable is this, but what about a "simulation map" of sorts? a map that runs in the background to show what actually changed and to test what's making the game into a power point presentation?
GFD wrote:A global change to the simplified menus is changing "automap" to just "map" to reduce usage of confusing buzzwords
GFD wrote:"Dead players lose" does not currently function, but would be a lot less confusing to use than the current system of 7 separate menu items for controlling what's lost upon death.
GFD wrote:
- the "advanced options", "midi player options", "module replayer options", and "reverb environment editor" submenus are all things that would go straight over the heads of most users.
GFD wrote:[*]"icon's death kills its spawn" is very niche and also uh doom 2 spoiler warning much????
[*]"end sector counts for kill %", [...] are pretty niche.
Graf Zahl wrote:Constructive ideas are welcome
Yes, while I haven't made a post about it yet, this is actually one of the changes I've already made locally, for the same reasons. I realized it ended up being more confusing without the distinction between "level" and "map" (something I realized while using the 'map' CCMD and being like "hmm, hold up").Gez wrote:I strongly disagree with this. Automap isn't confusing. Map, however, is confusing because it's a synonym for level. I mean, we have the MAPINFO lump and all.
Automap is what it's called in Doom and other games.
The problem is that, from what I can tell, with 7 options there are 128 possible combinations, but only 48 of them aren't redundant. Many combinations also seem very unlikely to be used, so I thought the best solution might be to just give a couple "presets".Gez wrote:You could have a "Player lose upon dying" header with the items grouped below.GFD wrote:"Dead players lose" does not currently function, but would be a lot less confusing to use than the current system of 7 separate menu items for controlling what's lost upon death.
The whole idea is to offer a version of the menus with reduced complexity. Leaving these submenu entries intact means the user has to scan over more items to find the ones they want, and makes the menu more imposing/intimidating, while not offering enough benefit for non-power users.Gez wrote:Then they don't need to enter these menus.GFD wrote:
- the "advanced options", "midi player options", "module replayer options", and "reverb environment editor" submenus are all things that would go straight over the heads of most users.
Wouldn't these perfectionists be the sorts of power users accustomed to the inner workings Doom engine that would be using the advanced menus anyway?Gez wrote:GFD wrote:[*]"icon's death kills its spawn" is very niche and also uh doom 2 spoiler warning much????
[*]"end sector counts for kill %", [...] are pretty niche.
Perfectionists like to have those.
Again, my vision is to preserve the existing menu structure separately for power users like you and me. They can completely ignore this simplified version I'm building for less advanced users. I don't see any downside to offering this as an optional option.Graf Zahl wrote:How often have we seen that somebody 'optimized' their product by dumbing down the user interface and in the process the old power users lost their flexibility.
Ok so it's not really a replacement menu, it's actually a supplemental one. I can get behind that.GFD wrote:Again, my vision is to preserve the existing menu structure separately for power users like you and me.
Graf Zahl wrote:Even then, dumbing down the terminology is going to help nobody.
GFD wrote:Help text is another thing to consider for the future after other stuff like organization has been agreed upon. It would be a whole task unto itself, considering the sheer amount of text that would have to be written and reviewed.
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