-
-
Notifications
You must be signed in to change notification settings - Fork 12
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Crossing marking extension not visible #637
Comments
Or split up the quest into the regular, unmodified "Does this crossing have markings on the ground?" quest, and a separate SCEE-specific "What markings are on the ground here?" quest that is only asked for |
Same for surface, tree leaves, layer, opening hours, and some SCEE quests. |
I'm not quite sure what is meant by "until it's enabled" in "as there's zero visual indicator, that the gear does anything else on this quest, until it's enabled." ? Do you mean that there is some visual indicator (in the quest list) when you do enable the quest? From other comments, I assume the issue is that you'd like to know which quests are exactly the same in SCEE as in vanilla StreetComplete (i.e. their Quest files have not been modified at all, however slightly)? @RubenKelevra How about if only UI is changed (i.e. If that is what you means, perhaps overlaying a small The gear icon is used to tune/reconfigure the quest behaviour by the user. If there is no tuning available for that quest, there is no gear icon for that quest, of course. The gear icon is grey-colored if unmodified from SCEE defaults, but if the user has modified data in it (e.g. the selectionElement) the icon will get orange dot in the middle (meaning the user has the option to reset that quest back to SCEE defaults). If the quest is modified globally in SCEE code, it will not have that orange dot, as it is not modified-by-user, and cannot be reset. For me, it would be hugely surprising if there was "modify settings" (gear) icon, but it was unclickable / "disabled". I'd probably waste at least half a day looking into code for missed prerequisites to find out how I can enable that gearbox, so I can click on it! (talking about Principle of Least Astonishment) IOW, those are two orthogonal things, so I'd keep them as separate.I.e.:
Anyway, does not seem like a bug to me. I'd say such info that the quest is not 100% the same as in vanilla SC would nice to have, but unless someone wishes to do the PR (in such a way which does not touch every quest; as that would complicate every subsequent merging) does not look like a high priority to me... Alternatively (or additionally), people interested in helping tracking modified quests, can make a section (or better yet, a linked subpage) on the SCEE wiki and note which quests are modified (and in which way). |
Well, yeah. See screenshot. It's highlighted with a red circle in the background as soon as I enabled it. But that's not the case by default. By default it's just a gear, like on every other quest, where you can modify the filter. There's no info about additional features. As soon as it's activated once, even if clicked again and respond that I don't want to have it active, it stays marked red. Suggest that if there's an expansion available that it's marked red. And if you click on it and say you want the expansion enabled, that the marking changes to green. If you click on it again, the popup asks if it should be disabled and if confirmed it changes to red again. Something like that.
Nope, I don't care if it's modified. I just want to see if I can extend the features further, without clicking on every gear icon in the list. |
To bring it in the point: the most gears just allow fine tuning element selection but a few gears can do more. Without opening all gears, you do not know if there is an expert version of this quest or just fine tuning of element selection. |
Yes, good summary. And once you've found and activate it, it's marked by a color - which would be helpful beforehand. |
If any gear is modified, it is marked. |
Ah okay. Haven't played with that yet, since the reinstall. Anyway, shouldn't it be "unmarked" again if I click it an I select that I don't want to enable the extension? 🤔 |
Yes, if you choose to reset it to defaults (e.g. via
Thanks for that @rusty-snake, it seems I was misunderstanding the original issue. So, the idea is to differentiate gear icons which lead only to generic For example, the I wonder though, how would knowing in advance which UI is present to limit Whether they do it via simplified or advanced UI should only be a matter of convenience, no? Surely people would not choose finding the quest based solely on which UI for Gear settings it has? Or perhaps none of examples above would qualify for "special" icon as they are just simpler Then there are other quests which have extra non- But, IMHO, if one wants to learn what new functionality has been added (if that is the idea), is not following changelogs better solution (better then going manually after each upgrade verifying which icons perhaps changed1)? Or regular wiki / README.md if one is contemplating installing SCEE for the first time and wants to know what differences does it have? 🤷♂️ Footnotes
|
Yes, it should. Might be different bug (see It worked fine in regular |
I was pretty suprised today to find that there's a crossing marking extension in SCEE, as there's zero visual indicator, that the gear does anything else on this quest, until it's enabled.
How about following The Principle of Least Astonishment and mark the gear button, even if the function is not active?
Say red for not active, green for active?
This way users get a clue that this button does something different here.
Does it happen in normal StreetComplete?
No
Versions affected
Android 12
SCEE 58.22
The text was updated successfully, but these errors were encountered: