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Kill count screen cuts off on long-named monsters #8957

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narc0tiq opened this issue Sep 12, 2014 · 8 comments · Fixed by #34117
Closed

Kill count screen cuts off on long-named monsters #8957

narc0tiq opened this issue Sep 12, 2014 · 8 comments · Fixed by #34117
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<Bug> This needs to be fixed Info / User Interface Game - player communication, menus, etc.

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@narc0tiq
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Example:
kill count cut off
The monster's name being shown in the example is giant black widow spiderling, and as far as I can tell, it probably printed the count (in this case, 5) on the next line, where it got overwritten by the 2 from the giant wasp kills.

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@narc0tiq narc0tiq added <Bug> This needs to be fixed Info / User Interface Game - player communication, menus, etc. labels Sep 12, 2014
@illi-kun
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Changing the number of records per line from 3 to 2 should help (it can be done in the file game.cpp, function void game::disp_kills()).

@narc0tiq
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Seems to me like that'd lead to a lot of whitespace hanging around -- there's already a fair bit of it visible in the above screenshot, making it all the more "interesting" to try to tell which number goes with which name. Clipping the name or letting an entry use more than one row seem like better options.

There's also the Dwarf Fortress option of cutting letters out of the middle of words to make them fit in limited horizontal space ("gnt blk wdw spdrling" would fit), and might be usable in other places, as well -- but I can't imagine how that would interact with localizations. Probably poorly.

@BevapDin
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BevapDin commented Oct 1, 2014

@narc0tiq How about given every second row a different background color? Would this solve the two much whitespace problem and allow 2 columns? Github does it:

aaa bbb ccc
aaa bbb ccc
aaa bbb ccc
aaa bbb ccc
aaa bbb ccc
aaa bbb ccc
aaa bbb ccc

@KA101
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KA101 commented Oct 1, 2014

Sounds like a great idea, until we can't always guarantee contrast. Grey critter shows up on grey line, illegibility ensues. :-/

@narc0tiq
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narc0tiq commented Oct 2, 2014

@BevapDin That might be okay if we don't color the critter name, otherwise we run into the problem @KA101 just mentioned.

It'd also make it a lot easier to follow which number goes with which critter, and that can only be a good thing.

@KA101
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KA101 commented Oct 2, 2014

Obvious solution is to then lock all names into contrasting colors with their lines. Seems worth a shot.

@kevingranade
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What about alternating bold and non-bold?

@KA101
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KA101 commented Oct 2, 2014

That would work too.

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Labels
<Bug> This needs to be fixed Info / User Interface Game - player communication, menus, etc.
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5 participants