seblindfors / ConsolePort

ConsolePort - Game Controller Addon for World of Warcraft
Artistic License 2.0
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General feedback #3

Closed seblindfors closed 9 years ago

seblindfors commented 9 years ago

Use this thread to post general feedback. What you should post here:

What you shouldn't post here:

Unoriginal02 commented 9 years ago

For now i have one little observation About the mouse (cursor) trigger.

While on the battlefield grabing quests and killing mobs or interacting with the environment (switching stuff) you made unnecessary the use of the mouse. Knowing the pointer is on your character's head, is enough to realize how to aim to npcs/stuff to interact with them

Here is the behavior that i find strange: When you press R3 to interact with the enviroment, the mouse pops up. It becomes handy in some situations like having to loot stuff one by one.

Sometimes when i only need to interact with an NPC to turn in quest, I press the button, deal with him with the square and circle buttons, and go back to business.

But for some reason sometimes after pressing the button i move the cursor sligthly off my character's head, and when i get back to business and try to turn left or right, my toon does nothing and i see a cursor flying around instead. Then I have to put it in place by moving the cursor or casting monk's roll spell.

Random ideas: Would it be great if...

Thank you!!

seblindfors commented 9 years ago

I'll try to explain why this is happening and how I'm still trying to figure out a better behaviour for the mouse look. I share your annoyance regarding the occasionally flailing cursor. If you type /framestack in the chatframe (same command to turn it off) and center your cursor, you will see a frame called CP_MOUSELOOK. This is the actual trigger for mouse looking. It behaves in a certain way:

This means, where the code isn't perfected yet, you may have to drag your cursor away from the character and then back to re-lock the mouse look feature.

Why do all this? Because if mouse look is triggered at all times by having the mouse centered, the cursor would be locked in the center of the screen and right clicking for looting, items, NPCs, etc, will stop working completely. Now, my approach might not be the best one. I'll try to fix something a little more intuitive, but for now, you know how it works.

About moving the cursor to the screen center: I've been digging through the API for this and unfortunately it doesn't exist as a plain usable function. The only way to programmatically move the hardware cursor inside WoW is to spam it with excessive use of mouse look toggling. If done just enough, the cursor becomes centered, but if done slightly too much, the game client crashes. There might be a way to circumvent this and I'm looking into it.

By "done with browsing panels", do you mean when all overlapping frames are closed? As in, let's say I have my bags and my glyph pane open. The mouse look will then be triggered when I close those frames, essentially letting the addon know I'm done with the UI for now?

Unoriginal02 commented 9 years ago

Yes. I meant that. For now you addon feels like it has two modes.

Battle mode: moving, targeting, attacking, interacting. Panel mode: Browsing quests, items, bags... Etc.

So once you close all panels it would be like you get into battle mode again without mouse.

seblindfors commented 9 years ago

I've changed up the mouse look behaviour. See if this fits your needs.

If you use DS4Windows, you will also need to update to the new profile, since the old profile has a macro that triggers too fast for the new behaviour. Will look into fixing the frame trigger aswell.

Unoriginal02 commented 9 years ago

How do you feel this change in behavior?

seblindfors commented 9 years ago

I've gotten used to clicking RS to get out of mouse look, but overall not much different. It kinda makes more sense to have it this way though. Have you tried it yet?

Unoriginal02 commented 9 years ago

Hello, i've been testing and comparing stuff, here's some thoughts:

First, your initial approach to disable mouse look with (R3) is rock solid.

I've been testing the new idea and this is what I found:.

After playing a bit with this configuration I got back into the old one, and suddenly everything became very intuitive. So i got two thoughts:

After that i tried mixing up stuff, and i tried different DS4 profiles basically switching L3 <-> R3, so i could summon the cursor & interact wich stuff with L3. I found that "slightly" more comfortable to my play style, but this is only for my own style, there must be people who prefers to summon & interact with R3 instead.

¿So what? After testing this new system, I found that your initial approach is far better. It works like you excpect, and how you expect, so i would stick with it. Maybe the only real problem here is the (sometimes) misplaced mouse that don't trigger mouselook when you are done with panels. Maybe that frame trigger solution does the trick, maybe somethiing else.

Excuse my bad engrish, hope i explained myself well.

seblindfors commented 9 years ago

The buggy L3 is due to hardcoded "mouse steer", which is what happens when you press Left mouse button while in mouse look. This is usually triggered by holding both mouse buttons, but happens in locked mouse look aswell. I attempted to override this feature, but it doesn't always work as expected. I'm suspecting there is no rock solid way of making that behaviour work all the time.

I've just realized not everyone uses auto loot so I'm just gonna go ahead and code manual looting.

So let's figure out when the flailing cursor happens. I've noticed it sometimes happens when you have auto loot on and loot very rapidly. I can fix that easily. Anything else?

Unoriginal02 commented 9 years ago

Hello! Yesterday i had a great time playing, and found the new feature to loot manually (Autoloot:off) by pressing "O" is incredible. Maybe a bit slow in delay, and maybe i missed a little tip that tells me to pick up stuff by pressing "O". I think i realized because the item was highlighted.

I thought this solution may solve the 90% of the problem: Before this patch I had to summon the cursor manually to loot the things i want, and sometimes placing accidentally the mouse out of the "mouselook" triggering box. That caused to not let the right stick behave like it should once you got into battle again, showing your cursor flying around instead.

Yesterday, after the patch I had absolute 0 flailing cursors on combat mode (Questing, fighting, looting). The only moments that may cause it to happen were when interacting with panels, but this was not much of a deal. Once you know that you summoned the mouse to make it move trough the screen, you are more aware to put it in place once you are done.

In a nutshell: With the new feature, the flailing cursor thing was almost done to me. I have to add that this issue while browsing panels with the mouse got less evident by the time i got more used to the addon and its behavior. This is good, and this is bad aswell because it means that there is a little bump on the learning curve.

I still guessing if triggering mouselook:on once you close all panels, might help for those times that you don't think to put it in place. ¿What do you think?.

The overall sensation of the new patch is awesome.

Unoriginal02 commented 9 years ago

Gonna leave this here: I'm Spanish, I could help if needed to translate.

seblindfors commented 9 years ago

Holding down the shift modifier (normally L1) should make the tooltip pop up and there should be a tiny instruction to press circle to loot on it, hehe. This solution is a bit unclear so I'm going to work on it. The problem I found with keeping the tooltip visible at all times is you sometimes don't want it. It's a little bit intrusive, especially when sitting in the middle of the screen. For example, I have zero interest in something like Netherweave Cloth, so why show its tooltip just because I'm about to loot it.

I'm glad this solved most of your problems. When it comes to the learning curve, I hope you realize I intend to build complete support for the entire interface eventually. You should barely have to use the mouse mode at all. Is there anything about the currently implemented frames (gossip, questframe, taxi, bags, questlog, map etc) that you find unintuitive and in need of change?

Edit: Regarding the closed panel trigger... I keep track of all the currently SUPPORTED frames in order to know which frame needs focus, and how to rebind the controller buttons in response. When a mouse look trigger is added to this whole mess, it will only work with supported frames, meaning if you have a currently unsupported frame open, the check for open panels will not take it into account. Since there is no way to actually check how many panels are open without keeping track of every single frame, implementing this behaviour at this time is not without its cost. Mouse look would be triggered incorrectly, for example when closing all unsupported frames but keeping a supported frame open. If I can't be clever enough to figure something out, you'll have to wait until I've added full interface support until I can start testing this.

Unoriginal02 commented 9 years ago

"Holding down the shift modifier (normally L1) should make the tooltip pop up", Oh yes, that's important and didn't knew that. Maybe it is possible to add a bro-tip in the loot window aiming you to press L1 to pop up Tooltip?

tolltip

Then, once the tooltip is open it will tech you how to actually loot. The good thing is that you only need to see it once to figure out how to loot for the rest of the game.

About the intuitivity of the implemented panels, the overall feeling is that most of the things works as expected and using the button combinations you expect to use. There are some little things that may not work smooth as silk and i am trying to collect them. But before sharing them i like to go deeper in the use of the addon because some things that may look not comfortable maybe aren't a global problem for everyone, but a problem only for me about my personal way to interact.

For now, the learning curve is super smooth.

Unoriginal02 commented 9 years ago

"Edit: Regarding the closed panel trigger..." Then the cost (at least for now) of this feature is too expensive for what it solves. No one will die without this, and by the time you implemented all frames there won't be much situations where you need the actual cursor. So this very little problem will almost solve by itself, isn't it?

seblindfors commented 9 years ago

Well, I'll have to retract my previous statement since I figured out a way of achieving this. I've hooked the function called by the PS-button to trigger mouse look, so if you use it to close all frames (like using escape button) then mouse look will be triggered. This might be a decent solution. Let me know what you think.

Unoriginal02 commented 9 years ago

Sounds awesome! I have a question about it but i have to realize wich is the behavior of the ESC key when pressed once while there are many panels opened.

If it closes all the panels, your idea i awesome and my question dumb. If it closes only the top panel, then my question would be if it is good to trigger autlook before all panels are hidden, and if it is a bad thing, the next question would be if there is a way to tell the addon to trigger auto look as soon as the last panel is closed via PS button.

I remember a feature that hids the trigger box whenever there is a panel onto your characters head, so maybe it is possible to recognize if there are still panels open, and trigger autolook as soon as the last one is closed via Ps.

Important note: i have zero idea about programming, so maybe my questions are dumb as fuck.

seblindfors commented 9 years ago

By default the PS-button is bound to "Toggle Game Menu", which is the function that

  1. Clears your target
  2. Closes all panels
  3. Opens the game menu

On a fresh character with default keybindings, this is done with the Escape button on a keyboard. In the addon, by default, it is done with the PS-button. I frequently use the PS-button to clear my target and hide all obstructing UI panels. Since this function already closes ALL panels , there is no need to check whether a panel is open. Now, if you close the frames one by one, it won't trigger, but if you close them all at once, it will.

Unoriginal02 commented 9 years ago

Then it is the best idea ever. I'm gonna check this out asap!

Edit: I flash tested it and it looks amazing. Awesome work sir, I'm enjoying it pretty much!

seblindfors commented 9 years ago

Spent my day in photoshop instead of coding: screenshotsplash

Unoriginal02 commented 9 years ago

Totally worh it

seblindfors commented 9 years ago

I thought so too! You can type "/cp type" or "/cp controller" to bring it up. Works like a charm!

Unoriginal02 commented 9 years ago

Mini Wishlist:

1-Context: When manually looting, the first object is highlited. once you loot it, if you want to loot the rest, you have to do it by pressing down and "o" as many times as you need.

Is it possible to auto highlight the next object after the one you looted? That way you could loot quickly spamming "o" and skip that f*cking netherweave cloth and keep spamming until it's done.

2- Is it possible to configure mouse look sensitivity separating vertical and horizontal sensitivity? I am probably the worst controller player on earth, and when things goes messy on the battleground, sometimes my camera points up and down making me lose the focus of the mobs (i'm playng a monk)

Then i thought that maybe it would be nice to be able to turn the character (via mouselook) really quick, and the up & down tilt make it slower.

3- Context: i found myself looking for an object on the bags with the mouse. I knew were the object was and it would be faster to reach it by mouse than pressing buttons. Once hovering over it the tooltip appears and so does the suggestion to equip it with "o". But if you press it nothing happens. Seems you must get to the object via buttons and then equip it as suggested.

¿Working buttons while hovering objects in the bag?

Do you find any of those interesting?

Regarding the controller selection, how it sounds to pop this screen the first time you launch the addon?

seblindfors commented 9 years ago
  1. Yes, I will fix this pretty soon! The manual loot thing was pretty much thrown in there in 5 minutes.
  2. This is a hardware issue. As far as I know, you have to set this up in the software running your controller. In DS4Windows you can mess with the value "Mouse Sensitivity", and in the tab "Curve" in your profile, you can change the mouse acceleration curve for RS.
  3. This can be implemented. I have this functionality elsewhere actually. The map responds to both mouse cursor and controller buttons, and disables the controller buttons when the mouse is over the map. I'll make it happen.
  4. The controller selection does already pop up the first time you launch the addon. Remove your SavedVariables and see for yourself :)
Unoriginal02 commented 9 years ago

About 2: i will check it via ds4 as you suggest. Only one thought, there is a place inside wow's mouse configuration menu where you can modify mouselook sensitivity and cursor speed. I configured it turn super fast when in mouselook, and to move the cursor really slow in mouse mode. That made me think that maybe there was a chance to modify it spearately via WoW. :(

seblindfors commented 9 years ago

Didn't even know that. I will look into it.

Unoriginal02 commented 9 years ago

Allpha 0.2.6 - The wizard setup is awesome!! One of the things i wrote down to comment later was to talk about those who are too impatient to get into the addon and forget to set up the keys first. (it happened to me) Now it is solved in an awesome way.

About the wizard into the control selection screen i would like to share something: lines

1- In the title bar, it sounds a little weird to me. Note that i'm Spanish so maybe it is a personal problem. Suggestions: -Select a Controller -Choose a Controller -Controler Selection

2-(In blue) Seems there is a lot of empty room above the controllers Suggestion: What about writing the controller name?

3-(Pink) Crazy mirrored gray spots o.O

4-(Green) Here's for the OCD ones: PS controller is a bit lower than Xbox's. i drop this comment for the sake of those who can die from watching something slightly not aligned.

Usage: Each time i went t this screen, i tried to select the controller using the arrow keys on the controller itself. Dunno if it happened to you aswell

Unoriginal02 commented 9 years ago

Alpha 0.2.6 - SpellBook Look at this behavior: Once the SpellBook opened you the highlighed icon appears on the topleft spell. It wont let you jump into the next column of spells if you press Right. It will only allow to browse by pressing up or down.

BUT, if you are in the second collumn and you press right, then it will switch pages and jump into the next collumn.

Note: Browsing item in the bag allows you to browse using all four directions. I expected the spellbook to behave that way aswell.

Bonus Track: When switching tabs (triangle), it is clear that there is interaction there, because there is the triangle icon beneath the tabs. The only thing that i felt slightly off, is that it is not clear wich kind of interaction are we talking about. As soon as you spam triangle twice, you realize that this is to switch tabs. So this issue is not much of a problem. But once you start polishing the whole thing maybe it worths a minute to think about it. Suggestion: Once you are in the spec specific SpellBook tab (default tab), place the triangle button at the right side of the global spells tab. That way you are telling where the button is pointing. Once in the global spells tab, Place the triangle button at the right side of the spec specific spells tab.

Now i think about the other tabs with the non activated talent trees. Maybe you could allow tab navigation via button combinations like:

And from there you could bind as many tabs as you find by using the common combos you taught us in the action bar:

PS: Hope i'm not annoying with all the observations.

seblindfors commented 9 years ago

Graphics: Love your feedback on the graphical parts, haha! The setup wizard is also a bit wonky, with shadows not lining up and weird artifacts around the button icon. Feel free to mess with the graphics in any way you want as long as you don't overwrite the originals!

With regards to the controllers being slightly unaligned: They really shouldn't be! They are taken from the same image, rotated and cropped in the same fashion and using the same effects. The problem you refer to is actually the differing shapes of the controllers. Sizing up the xbox controller would mean screwing up the horizontal alignment instead!

Adding the names of the controllers is an idea, yes. Wording is also a bit strange, I agree. Just imagine if you have like a Logitech controller and that screen pops. Your controller is nowhere to be found! I guess it would be better to imply it's simply the layout you prefer personally.

The whole damn controller selection tab is mirrored and you can clearly tell. I really hate the sharp line in the middle of the panel. The weird gray spots exists on the current splash frame and it's the only reason they're there. Feel free to fix my mistakes!

Spellbook: What the hell! This must have happend recently, since it has been working flawlessly for me. I think I might know what's causing it without even looking at the code though, since I recently rewrote some of the button input.

That tabbing system is not a bad idea, but I'll have to make pretty big changes to get that working. We'll see how I approach this. Also, Cross belongs to the static button set and cannot be "reverted" to its original binding when you enter combat so for that reason I will never use it to control the interface.

The triangle tab is simply a quick system implemented for me personally to grab spells on new characters. It's not final. I'll get around to fixing it eventually! If you open the Talent or Glyph frame, you'll that I've already implemented something similar to what you suggested. The triangle moves depending on the tab you're in.

Edit: I love feedback. Feedback is good. I'm not making this addon for myself, I'm making it for others because I love playing this way personally. I want the addon to suit everyone, which is why all feedback is good. :)

Unoriginal02 commented 9 years ago

Do you mind to send me the files on psd so i can mess around?

seblindfors commented 9 years ago

The PSD files are now on the git. Feel free to play around. :)

seblindfors commented 9 years ago

The spellbook iteration bug is fixed. It was just a tiny error on my part. :)

Unoriginal02 commented 9 years ago

Look at this !! sample01

sample 02

sample 03

I kept most of the original artwork, modifying only the controllers and the circles taht surround them (the cricles are still in place, i only fixed shadow.

Would it be enough if i re-send the PSD and you export the assets you need in your fashion?

seblindfors commented 9 years ago

This is why I'm a programmer and not a designer. I like these better. Thanks :)

Edit: The PSDs are good. I might need some of the stuff for other graphics down the road.

Unoriginal02 commented 9 years ago

You can't imagine how much i would love to do the poetry you do with code. But yet... i'm only firend with css :(

Unoriginal02 commented 9 years ago

So i upload the psd and it will be it?

seblindfors commented 9 years ago

Maybe, I'll have a look at the PSD and see if I need anything extra!

It would be nice if you left them unrasterized so I can see the effects you're using.

seblindfors commented 9 years ago

Do you have any thought on the updated wizard now that we're at it? image

Unoriginal02 commented 9 years ago

Maybe. It overall does it's job. maybe a inner shadow on the button frame (triangle). Maybe get rid of the controller in the background and make the window less taller. Just to fit its content.

what do you think? is there something off to you?

Unoriginal02 commented 9 years ago

Uploaded all files unrasterized, i hope you find what you need.

seblindfors commented 9 years ago

I'm not going to use the tilted textures. I'm going to use the normal ones and then just flip them with code, to save some space. This is where I'm at right now, hehe. image

Unoriginal02 commented 9 years ago

You seem motivated that is good ^^

seblindfors commented 9 years ago

Hm, maybe you can help me figure this out. The alpha channel renders white glow instead of drop shadow where transparency isn't full. image

Unoriginal02 commented 9 years ago

The only guess i have is that maybe the backgroun of the image unmasked is white, and as the mask tries to pick only the black of the shadow, it also picks some white. How those it look with the mask deactivated?

seblindfors commented 9 years ago

Setting the background to black fixed it. Thanks!

seblindfors commented 9 years ago

Looks pretty cool :) image

Unoriginal02 commented 9 years ago

They pop all casual :D

seblindfors commented 9 years ago

I did the assign button thing from scratch. Better looking now in my opinion. image Regarding the size: I want to leave room for a tick box that says "Never show this again" because some people might have 14 button controllers and you don't want that screen to pop up everytime you log in.

Unoriginal02 commented 9 years ago

Issue regarding player portraits: Today i wanted to be social. I was about to kill an elite for a quest when another played appeared and said:"invite pls"

Well i targeted the buddy and when i tried to press the right button (R3) on his portrait i dieded in struggle to make the contextual menu pop up, because the macroed double click closed it all the time.

seblindfors commented 9 years ago

I know about this. I did implement a fix for it, but you can't mess with the dropdowns at all it seems. It will cause execution taint and then nothing works until the interface is reloaded. It's probably not impossible, but I haven't figured out how to solve either:

  1. No double click macro needed
  2. Opening secure drop downs without taint I might be able to fix it eventually. No promises though.
Unoriginal02 commented 9 years ago

I guess i'm going to install Clique aswell and bind some basic action on player's frames while hovering the mouse.

Unoriginal02 commented 9 years ago

Last suggestion on the wizard. I still find there is a lot of room above the controllers, what about writing a centered sentence that works as a salute from the addon?

"Welcome to ConsolePort, please select a layout to start the configuration"

layout

PS: at morning i forget how to engrish, sorry. What do you think?