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Add more settings to the pause menu. #6722
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#5797 is about normal and zoom FOV.
Only a few basic settings, for reasons explained here #3818 (comment) |
@paramat I understand. The formspec can't be too cluttered and clients can't change their zoom FoV cause of the recent changes. I was thinking mainly of normal FoV, since in order to change it you have to log out and re-log in, it would be nice to have that adjustment easily accessible. And as for clouds and maybe shader controls in the menu that would allow the client to dynamically find the right balance of eyecandy/performance for their machine. Here is my wish list(will be constantly updated):
and here is my TODO list(also going to be updated):
|
@paramat is it okay if I play around with some ideas and post some screenshots to get people's opinions? |
Of course, no need to ask me. |
True |
Erm, unless they are cached and only changed when reset. |
Do players need to quickly reset 'build inside of player' in-game? |
Ya, view range won't be needed. As for building inside the player I'm not sure, you almost might as well but I don't know how simple you want the menu to be. |
yeah I put view range, then realized its unlimited. |
Would it be worth it to add any graphics settings? for example: I can run simple leaves real well, but only if I'm not in a jungle then I need opaque leaves. |
Building inside of the player is a useful setting IMO because I got a little annoyed that there wasn't a key for it so I had to log out to reset it. |
Not leaves settings, that's something you set once according to desired performance.
Minimap has a key already. The rest do not have a good reason to be set in-game, so no for all 4. |
Yeah, I took away fog and 3d_clouds bcs they didn't need to be in there, and I have already removed them.
Ok, makes sense. |
Being able to change settings in-game via menu would be very useful, and
IMO a great feature addition.
…On Fri, Jan 26, 2018, 6:07 PM Tre ***@***.***> wrote:
Yeah, I took away fog and 3d_clouds bcs they didn't need to be in there,
and I have already removed them.
This issue doesn't seem to have much input, i recommend waiting for more
dev input before working on this.
Ok, makes sense.
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@jastevenson303 any suggestions? |
Perhaps. I never felt the desire to disable 'enable build where you stand' as it is very important to me. Others who might profit from it do not even know that the option exists. Settings that change in my minetest.conf from time to time and would be nice to change even while playing in a world are:
Changing graphics settings (smooth lighting, waving trees, leaf transparency, filters, ..) might also be of intrest as the effects could be observed immediately and the settings thus be understood. No idea if those can be changed while the game is running. Font and font size are settings which are seldom changed after the player has found settings he/she is comftable with. Yet at first start a too small, too big or otherwise unreadable font may make it close to impossible to play. Might be mixed in with language setting. Sometimes the font i use is too big to read a sign. Using a smaller font would be very tiresome for the eyes. -> increase/decrease font size It is true that the above two groups (graphics and font/language) are both usually set only once. Still, beeing able to observe the effect without having to restart could help understand what they mean. Functions on function keys (show hud, chat, debug options, third person view, minimap activation/size, chat console, take screenshot) might be added even though there is already a key for it. Reason: Players can see what is activated. Effects of accidently pressed keys can be undone. Options become available for Android users. |
Mouse sensitivity. Cue paramat saying "no".
I'll look through and suggest more soon.
…On Sat, Jan 27, 2018, 12:23 AM Sokomine ***@***.***> wrote:
@paramat <https://github.com/paramat>:
'enable build where you stand' might be justified if builders need to
switch often between those modes while building, @Sokomine
<https://github.com/sokomine>
Perhaps. I never felt the desire to disable 'enable build where you stand'
as it is very important to me. Others who might profit from it do not even
know that the option exists.
Auto jump (step height?) that is/was enabled on Android clients and allows
to walk up full blocks without jumping fits into the same category. I can't
even remember the name for the setting. Yet it would be something I'd love
to be able to turn on and off easily.
Enabling/disabling autorun (Continous forward?) belongs here as well.
Needs to be turned on and off while playing, not as a global setting. The
key for that also needs to be added to the key settings menu.
-> settings category "game controls"?
Settings that change in my minetest.conf from time to time and would be
nice to change even while playing in a world are:
- minimap-settings. Usually disabled to save ressources while
developing but wanted on servers.
- language (easy to start with the wrong one; change seldom needed)
- screenW/screenH: indirectly. sometimes minimizing the window in
order to check something or to take a smaller screenshot is needed. It is
annoying that switiching between two resolutions is no longer working well.
Maybe a diffrent issue.
- enable_local_map_saving: beeing able to activate that while playing
on a server would be very very welcome. This is easily the most often
changed setting in my minetest.conf and a frequent reason for a restart.
Could be implemented as a CSM technically but ought to be triggered by a
menu setting instead of a CSM command because not only those who follow
development closely ought to be able to use it. Maybe a diffrent issue as
well but ought to be placed in the same menu.
Changing graphics settings (smooth lighting, waving trees, leaf
transparency, filters, ..) might also be of intrest as the effects could be
observed immediately and the settings thus be understood. No idea if those
can be changed while the game is running.
Clouds are sometimes disruptive on servers with high mountains -> on/off
switch welcome
Font and font size are settings which are seldom changed after the player
has found settings he/she is comftable with. Yet at first start a too
small, too big or otherwise unreadable font may make it close to impossible
to play. Might be mixed in with language setting. Sometimes the font i use
is too big to read a sign. Using a smaller font would be very tiresome for
the eyes. -> increase/decrease font size
It is true that the above two groups (graphics and font/language) are both
usually set only once. Still, beeing able to observe the effect without
having to restart could help understand what they mean.
Functions on function keys (show hud, chat, debug options, third person
view, minimap activation/size, chat console, take screenshot) might be
added even though there is already a key for it. Reason: Players can see
what is activated. Effects of accidently pressed keys can be undone.
Options become available for Android users.
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@Sokomine Thanks you for all of those nice suggestions! I'll be sure to add many of them to my todo list, though not all of may be implemented. @jastevenson303 although paramat may not like the idea, I personally don't mind it as many other games have it in their options menu. Also, I do know that @SmallJoker would be for this option. |
I must object to this. Graphics can change(as in my example above), and customizing these setting is much much easier to do in game. Also, why not? The more that's in the menu the better right? Of course there is things that are unnecessary, but only because they are already changeable in game. |
@Sokomine
There's a bindable key for that already if wanted in-game.
Which ones?
That's really not needed in-game and is rarely set wrongly.
You can resize the screen by dragging. Resizing the wiindow in-game is not much needed.
I feel that's not enough justification.
I feel that's not justified.
There are in-game keys already and the argument is weak, text already appears when you use these.
They should be added to the existing android 'gear icon' menu instead. What is added needs justification, we can't add things for minor convenience. |
jastevenson303
Actually that may be justified as you need to instantly see the effect, not sure. ThomasMonroe314
You should discuss them first, these need justification. TekhnaeRaav
Of course, but that's not a justification, otherwise we would have all 100-200 settings in pause menu.
No. I've explained why, many settings don't need to be changeable in-game, and because of the code bloat and extra maintenance it causes. Every setting duplicated outside of advanced settings creates a large amount of formspec work. ///////////////// Please everyone, there are too many suggestions here with too little justification, think about what few settings have a lot of justification for fast in-game access. |
@paramat what do you mean by justification? |
Yes sorry, a good reason. |
In my opinion, all audiovisuals and input settings should be accessible in-game, as they have the most significant, and not to mention immediate effect on gameplay. |
Yes, and this practice dates back to Quake. It was a step up from Doom's
setup.exe. Circa 1995.
…On Fri, Dec 7, 2018, 12:39 AM ClobberXD ***@***.***> wrote:
If #6965 <#6965> isn't going to
be taken up again, I'm willing to make an attempt at this too.
To support settings changes on-the-fly, I suggest having a C++-side
callback that allows for immediate updating of only the changed settings,
like the one in #6965 <#6965>.
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I disagree, it seems ideal but is practically difficult and problematic, as the game is still running. Having many settings requiring a world restart creates performance gains and simplifies code. So what settings are available in-game needs to be minimised and carefully considered, only a very few need to be in-game. |
@paramat This is not just about the time taken to change the setting(s). In #7760 I've given an example of why leaving the game (even if just to change a setting) could have negative side-effects:
Leaving or dying would result in the weapons being dropped on the ground, and possibly into enemy's hands. This is just one use-case where on-the-fly settings would be useful. |
A significant loss from exiting to menu is rare though, and most players will, and should, have their settings correct before playing in such a critical situation. So a significant loss is a very rare situation. So on balance for many settings, the performance and simplicity gains from not having it changeable in-game outweigh the very minor benefits. I do agree that a very few settings are probably justified being adjustable in-game. Mouse sensitivity is something that is used as an example, although it is slightly slower to exit to memu to tune the value (you would do this in singleplayer obviously), once a good value is set you don't need to touch it for months/years. So i'm not sure it's justified to be adjustable in-game. |
Some setting need fine tuning. Repeated fine tuning. Going back to the
menu sucks for this. But I agree it's a balance. Not being able to /set
mouse_sensitivty in-game is the worst.
…On Sat, Dec 8, 2018, 6:34 PM Paramat ***@***.***> wrote:
A significant loss from exiting to menu is rare though, and most players
will, and should, have their settings correct before playing in such a
critical situation. So a significant loss is a very rare situation.
So on balance for many settings, the performance and simplicity gains from
not having it changeable in-game outweigh the very minor benefits. I do
agree that a very few settings are probably justified being adjustable
in-game.
Stating "all audiovisuals and input settings should be accessible
in-game," is a sloppy approach because that doesn't consider what actually
needs to be adjustable in-game.
Mouse sensitivity is something that is used as an example, although it is
slightly slower to exit to memu to tune the value (you would do this in
singleplayer obviously), once a good value is set you don't need to touch
it for months/years. So i'm not sure it's justified to be adjustable
in-game.
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1 year bump. Any core dev support? (i'm neutral). |
Already three issues were merged into this one because it would be convenient to do fine-tuning in-game. If you close this issue, people will just open a new one with a similar idea. I like this request, although the exact implementation should IMO rather be like a minimal version of the Advanced Settings dialogue. |
Many players - including young ones - don't even realize you can adjust the mouse sensitivity via the game, as opposed to the operating system's setting. If they don't realize this, they likely won't adjust it via the OS. I suggest a new unique issue be created recommending putting the mouse sensitivity setting in-game via a slider. Also, one adjustment is rarely enough. Repeated adjustments need to be made, as you very rarely ever land on the perfect value the first time. I've mentioned this above, but it bears repeating. |
I've spent some time thinking about this issue and a possible implementation: Why is this important?Problems caused by the current situation:
How can we do it?Use the existing CSM environment? (iirc that's the approach the author of #14785 tried to get started with)
Create a new, separate "trusted mainmenu environment, but in-game" used for the settings menu?
Additional considerationsFor an in-game settings menu to be really useful, we'll need to implement support for in-game changes for more settings.
We'll need to distinguish client-side and server-side settings.
|
Good suggestions!
So a lua env that drives the pause menu (hmm, pmcsm)? The menu would come from builtin, if we also allow users to add mods to it, we get something I thought of as client-settings csm (cscsm): A modding env that the user uses for freely programmable advanced config. Needful to say, this modding env needs to be restricted in the kind of information it gets, to avoid cheating. If you have an
Ideally we should've made the distinction clearer much earlier already. E.g. by prefixing the names ( |
While I do agree on having a separate environment for the pause menu, what would be a usecase for user-programmable CSMs in such an environment though (especially given that it will likely be constrained)?
It should be able to set keybindings. Then we can follow/replace #15152 with a Lua-side form for configuring keybindings.
How about using
This can also be implemented in a way similar to above with e.g.
With #12488 in mind this might not be very far off in the future. |
Arbitrary key binds. E.g. press a key to en/disable autojump (or change any other setting), or press a key to switch between two different key bind layouts, or move your joystick in a specific direction and press a key to trigger some action. Some more restrictive, specialized language could probably also solve the issue, but throwing lua at it is easier, for both us to implement and maintain and for the user to learn, and a specialized language might end up being too restrictive to cover all users' wishes. |
Problem
You currently have to leave the subgame you're playing in, in order to change any settings besides the volume and keys. This can get very tedious when you try adjusting any settings to your liking which are more subtle in nature.
It's even worse when joining a heavier subgame with a longer load time, or a server where you have to not only constantly retype your login credentials but also wait for all the media to load.
Solutions
My idea is to take the current sound volume and configure keys buttons and put the volume slider and the keys button into a new menu that is opened by an options button.
The menu could have other settings like FOV and enable/disable clouds and many more could be added.
FOV getting added to the menu might be able to replace #5797 cause a slider to set the FOV is the only use that I can think of for that feature in CSM atm
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