[crossfire] gtkv2 client vs gtk client gap list.
Yann Chachkoff
yann.chachkoff at myrealbox.com
Sat Feb 4 04:08:03 CST 2006
> Briefly discussed on irc, but also related to other discussions, is perhaps what client(s) to use going forward.
> To me, at some level, keeping the gtk(v1) client about may not make a lot of sense.
I'm not sure about that, at least not on the short term. The gtkv2 is far from complete IMHO.
On the longer term, it is probably correct that the gtkv1 would get superceded at some point, though.
> Especially if we start going down the path of new character creation and other widgets - I don't look forward to trying to write those for the gtkv1 client.
> I know a lot of people still use the gtkv1 client.
Well, I think it is actually more accurate to say that it is the most used one :).
> So my basic question is, for those of you that do, what needs to be changed/added/fixed in the gtkv2 client so you would use it.
My most important complain is already well known: gtkv2 requires a 1280x1024 screen resolution, which is not available (or comfortable) on many screens. The resolution currently considered as standard is 1024x768 (a lot of laptops are limited to it, while a lot of 17''CRT monitors can only display 1280x1024 at rather low frequencies). Although I understand that people that got bigger screens would want a client best suited for them, let's not forget all those who cannot properly display such a big client: they'll have no other choice but quit playing, or deal with ugly things like virtual scrolling.
I think that the problem comes down to the impossibility to reconfigure the client interface to suit your needs - not everybody needs/wants a 25x25 map display, for example; others may want to get bigger tiles instead of getting more. Before scrapping gtkv1, I think that the v2 must provide the same level of display configuration.
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