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Author Topic: Trading Interface Layout  (Read 1146 times)

Henour

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Trading Interface Layout
« on: August 09, 2014, 08:07:40 am »

Currently the traders itemlist takes up a fixed Width on the screen (With a fixed number if characters no matter the font size as well).

For items with longer names this means often you can't see without going into the Detail view what item it actually is. For example I can see only "(-<<grown durian wood" but have no idea what it actually is if I don't use the view good option which gets old really fast.
(Example screenshot).

http://i.imgur.com/eayFy8K.png

Its a bit better without Truetype Fonts (http://i.imgur.com/ZAqUM1e.png) but there is still a lot of wasted space.

I guess it would be rather easy to allot some of the empty space to the Traders itemlist on larger screens.
Eg always give the trader at least 35 Characters, the next 50 go the the players item list and anything beyond that is Split 50/50 or something the like.
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Bumber

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Re: Trading Interface Layout
« Reply #1 on: August 09, 2014, 08:57:06 am »

The military screen removes vowels from names if they're too long. This could come in handy, too.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

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Henour

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Re: Trading Interface Layout
« Reply #2 on: November 06, 2014, 04:52:12 am »

Our wishes have come true!

Quote
Made column widths even in trade view and abbreviated strings differently
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GavJ

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Re: Trading Interface Layout
« Reply #3 on: November 06, 2014, 02:02:18 pm »

Our wishes have come true!

Quote
Made column widths even in trade view and abbreviated strings differently
I'm not sure what you mean. I'm playing DF 2014 40.14, newest release, and I still have trade columns smashed into tiny amounts of space and can't see anything.  Is there a command I'm missing that changes that? (Tab doesn't work) Seems like still an issue.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Dirst

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Re: Trading Interface Layout
« Reply #4 on: November 06, 2014, 03:34:16 pm »

Our wishes have come true!

Quote
Made column widths even in trade view and abbreviated strings differently
I'm not sure what you mean. I'm playing DF 2014 40.14, newest release, and I still have trade columns smashed into tiny amounts of space and can't see anything.  Is there a command I'm missing that changes that? (Tab doesn't work) Seems like still an issue.
Because that's a fix that came with 40.15.  Unless your processor has a flux capacitor in it, it's unlikely to incorporate features that you haven't downloaded yet.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Harken

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Re: Trading Interface Layout
« Reply #5 on: November 06, 2014, 04:51:28 pm »

Our wishes have come true!

Quote
Made column widths even in trade view and abbreviated strings differently
I'm not sure what you mean. I'm playing DF 2014 40.14, newest release, and I still have trade columns smashed into tiny amounts of space and can't see anything.  Is there a command I'm missing that changes that? (Tab doesn't work) Seems like still an issue.
Because that's a fix that came with 40.15.  Unless your processor has a flux capacitor in it, it's unlikely to incorporate features that you haven't downloaded yet.

He's playing 40.15 before it's cool.
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Dwarf Fortress utilizes the most advanced graphics engine, your brain.

GavJ

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Re: Trading Interface Layout
« Reply #6 on: November 06, 2014, 05:41:44 pm »

Sorry, versions getting rolled out too quickly for this old codger to keep up with.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.