Experimental #10853 Tiles Windows
Finally was able to test out an experimental again. Some minor bugs or strange hiccups of note as follows:
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Marlin 39A .22 rifle seems to be unable to function because it is a Tubeloader firearm and it requests a magazine in order to load it. Which it of course does not have. Perhaps other tube load firearms may have this problem as well, yet I have only tested for a few hours and had not gotten to them.
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Firearm Holster; If the holster does not contain a firearm. Whenever I pick up a random item, that random item will be stored in a holster. Not sure if this is intented or not, but since almost every holster I’ve ever seen irl has had no bottom that would be able to contain anything(much) other than a gun.
3)Containers and Inventory Menu:
-Items before the new system would specify each denomination that the container held. This was very useful information that was important for inventory management. The categorical system now drops everything into pockets we have no idea which pocket and dumps all the unit amounts into a single pile such as “Food” 20 Sardines; even though you could have them in multiple cans in multiple pockets, with no way of knowing the amount of units per container as it use to be. To say it is messy is an understatement. I have no idea where everything is or how much of each container is left. Nor can I find half empty containers without examining every pocket individually and then examining each container within the pocket
-Garments do not seem to have a function to move from one pocket to another between garments. Everything picked up is auto-dumped into whatever free space is available instead of asking the player(as an option); Bulk same items could be asked where to be placed until container/pocket is full and ask where to place the remainder. I suspect micro-management is an annoyance for some, while imperitive for sanity sake for others like me. Like buying a bunch of items in real life and throwing everything at random in a room till it hits the ceiling without any organization.
-Food item and food containers; The nutrition table that we had in game could be inspected at a glance before picking up any such items(when scrolling a list). This is no longer available. I believe it is incredibly important to have an idea when staving off starvation to know this information per item as it was at the top of every food item. Which leads me to a directly connected problem.
-Eating Menu; This menu while useful seems to be the only way to view nutrition of food items at the moment. It also lacks each food container to differentiate what and where from my character actor is consuming. The list dumps every similar/same item into a pile irregardless of location and/or container around the actor or in pockets. I have no idea if I’m eating something from the floor, the fridge or in my own pockets of which garment. Nor do I know how many units from specific containers that I am consuming to keep track of open/closed containers and how many units within(see previous problems above).
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Perhaps and most likely due to the ongoing work, regarding containers. But I do not know how much is being worked on, nor concepts thought of, as of yet. To clarify, I am merely marking the problems I see with the latest experimental #10853.
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One possible menu solution to consider. In Linux systems and maybe others. File Explorers have had a long standing amount of practice in a very similar manner to what we use in CDDA. KDE Plasma “Details” mode in the file explorer looks like a potential solution.
Yes. I am aware we do not use “Point and Click”. That is not the point of this example. We can use the same/similar scrolling we normally use to access each item as we already do.
An example to keeping order:
Top to bottom of the player actor.
HEAD:
…>Garment
…-pocket->item container; item contained(6)
Torso:
…>Garment
…-pocket->
…-pocket-v
…-------------list of items similar to the image provided.
…-------------items(79)
…-------------more items (21)
You get the idea.
I do not specifically intend the use of split screen. But that was the only image I could find at the time of writing this as a visual example. The open and collapse approach to inventory management would compliment the pocket system rather well for organization
(I am having great difficulty with the craptastic forum trying to give an accurate example and it keeps turning my characters into things I do not intend to write. So please ignore oddly placed periods and tills because I have no idea wtf it is doing. It is ruining my examples. I apologize if this is not conveyed in as well detailed a manner)