The problem with Firefox and toolbar icons

The other day I said:

If one takes any XUL (e.g. Firefox, Thunderbird) application and tests it against Gtk+ theme engines or color schemes other than the Ubuntu defaults, various design shortcomings become evident, including things such as the developers’ inability to choose a toolbar icon set for Linux/X11 that doesn’t become uncomfortably unreadable against bright backgrounds.

I have to apologize for not doing the research on the icon part of this particular statement. It turns out this isn’t Firefox’s fault; it is just using the platform icons as it’s supposed to do on Linux/X11 since version 3.0 or so. So where do these icons come from? Let’s take a look at chrome://browser/skin/browser.css:

/* 24px primary toolbar buttons */
#back-button {
list-style-image: url("moz-icon://stock/gtk-go-back-ltr?size=toolbar");
}
#back-button[disabled="true"] {
list-style-image: url("moz-icon://stock/gtk-go-back-ltr?size=toolbar&state=disabled");
}

Since I use the Oxygen style in KDE for Qt 4 applications, I have set Oxygen Gtk for Gtk+ 2 and Gtk+ 3 applications, so those applications will use the Oxygen icon theme as well. But checking /usr/share/icons/oxygen/16x16/actions/, there are no files named gtk-*.png like Firefox wants. So it must obviously be using icons from the GNOME theme instead.

Bingo.

Mozilla’s decision to have Firefox use native icons on X11 seems questionable to me, since it breaks cross-platform consistency and tends to look like crap (compare Firefox on Windows, even on XP). But the actual bug here is quite clearly not theirs. The icons in question come from the gnome-icon-theme (3.4.0-2 installed) in Debian, and according to its copyright file:

It was downloaded from http://download.gnome.org/sources/gnome-icon-theme/

One would think these people know better than this since there are other popular Linux distributions out there using bright color schemes by default, such as Fedora. The good thing about colorful icons is that they are generally designed to stand out regardless of the background color; it’s quite hard to achieve the same effect with monochrome designs.

Unswitching browsers

I could not bear using Chromium for a week as I originally intended. All right, I admit I always intended to go back to Firefox, but the whole exercise didn’t go as planned for various reasons.

The thing is, I have always used Firefox since version 1.0 or so and it has basically become part of my personal life — it’s impossible for me to stay mad at it for too long after all we have been through together.

Nothing of this renders the points I previously raised here any less valid, but I have coped with those annoyances for a good while already — let’s not get too demanding in the usability department here, otherwise I may as well invest a zillion dollars in Apple products right now.

Besides, Chromium insists on taking up preposterous amounts of CPU time in the background every once in a while, even after getting rid of a certain bug with the Linux kernel and leap seconds. Despite all its inefficiencies, I have never seen Firefox indulge in such erratic (and potentially harmful for laptops) behavior like that while idle. I already did my best to diagnose the issue, but I never had that much interest in using Chromium as my primary web browser in the long term anyway. After all, I am a KDE user, which means I like options — the Chromium design philosophy is more or less the antithesis of that, and it shows.

There’s also these two seemingly minor annoyances, and this — which makes more sense if you take this (from about 10:58 hours earlier) into consideration.

Not to mention that there’s no Chromium add-on providing a Bookmarks menu that looks nice, probably due to the previously mentioned design limitations. It’s also somehow more natural for me to have the Home button at the right end of the toolbar, but this might just be Firefox inculcating habits.

Going back to Firefox, it does seem like resetting its configuration and clearing all of my old web history before March 2012 improved overall performance. In case someone else wants to try resetting their own configuration:

  1. Backup your profile or the whole .mozilla directory (on Linux/X11, no idea about other platforms);
  2. Go to the about:support page, and choose the Reset Firefox option;
  3. Follow the instructions on the screen to create a new profile preserving your browsing history, bookmarks, cookies, and saved passwords.

When done, you will be left with an additional copy of your old profile that might or might not still work — I didn’t check this. You can start Firefox with the -P switch to see the previous profile, and possibly delete it after you are done making sure all the information you need is present in the new one. You will lose all your installed add-ons, their configuration, and your browser preferences; this is pretty much the whole point of the procedure.

I for one had accumulated heaps and heaps of unused or obsolete configuration entries (both from add-ons and old Firefox versions) carried over since late 2008. That can’t possibly be healthy, especially considering that I have tried many, many add-ons and hidden configuration options over the years, and used pretty much all versions since Firefox 3.0.

It’s probably more important to keep the web history under control, though. Older versions of Firefox—if I recall correctly—had a user-visible option in Preferences to limit history to a given amount of time, but that doesn’t seem to be the case as of Firefox 13 and it’s all or nothing. Of course, it’s also possible that the current defaults do limit history and there simply isn’t a way to change that limit anymore; so if I ever changed it with a previous version, it would have become inaccessible to me later short of using about:config.

The Treachery of PNG Images

These two images are not the same, at least if you are using the default Firefox configuration on Linux/X11 with gfx.color_management.mode set to 2 (only tagged) instead of 0 (all disabled). It turns out I disabled that setting entirely at some point—for some reason—and later forgot about it.

To be more specific, the image to the right is the intended rendering. This is what the side-by-side comparison above should look like with the defaults.

It also seems I have been leaving behind a trail of PNG files in the web that contain bogus ICC information that causes Firefox—again, with the default configuration—to render them differently than I actually intended when exporting them in the GIMP. In the case of my avatar, it’s not a big deal since it’s just Xykon from the Order of the Stick serving as my terrifying spokesman spokeslich. However, if my memory serves me right I have seen this being an actual issue with my whole website layout in my default-configured virtual machines — and I always dismissed that color disparity as being caused by VirtualBox instead of Firefox.

Thankfully, the website CSS currently makes more use of browser gradients to prevent the faulty (?) graphics being used in practice. The spritesheet that contains the post category icon (used in the front page) is evidently affected, though.

But to what degree is it Firefox’s fault? Unfortunately, I understand jack shit about color profiles and I don’t seem to have a tool handy to tell me what the technical differences between both images are. I suspect I did something wrong in the GIMP at some point, or perhaps the problem was created by my application of a certain PNG optimization script. Does the wrongly rendered version of my avatar actually have color profile information in it?

What I do understand is that color profile information in PNG files has bitten my ass several times over the years, and not just with Firefox, but also with Wesnoth (via SDL_image).

If anyone there thinks they have a definitive answer to this conundrum, please share.

EDIT: Yes, I reuploaded my avatar to the Wesnoth.org forums and my Twitter profile during the last couple of days in order to fix this issue. It was just matter of opening importing the current versions in the GIMP and then saving exporting the unaltered contents to new files. I will probably try the optimization procedure on the fixed versions later.

EDIT 2: Also, yes, I am aware that the two sample images look identical in non-Gecko browsers.

After the Storm 0.8.1

Version 0.8.1 is out, right on schedule!

Just like the last time, this version will definitely not be exempt of flaws. You will most likely stumble upon dreadful bugs along the way, and I will need your help to fix them — make sure to report them in the campaign’s forum topic as usual!

Special thanks go to bumbadadabum for kindly providing a patch to integrate the changes to the Aragwaithi faction from his multiplayer add-on (The Aragwaithi in the 1.10 add-ons server) into AtS. 0.8.0 users shouldn’t have any game-breaking problems playing with their old units from saved games of E3S3 (Amidst the Ruins of Glamdrol), although some animations may not display correctly. If in doubt, restart from the start-of-scenario save for E3S3.

Also note that due to an internal change, if you load the start-of-scenario save for E3S4 (Outpost of Hell) from version 0.8.0, you will see the loadscreen twice. This is normal and intended, and only affects old saved games for that scenario.

This release is a turning point for various reasons I had already explained a while ago. The good thing is that once scenarios stop landing in SVN, I no longer need to worry about release schedules and pacing. I can now start pushing bug-fix releases as necessary, without affecting the development of the campaign finale.

It is also a turning point in other senses that attentive players will most certainly realize on their own. But in case someone feels disappointed by certain developments: I left enough clues scattered everywhere before, and everything is going according to plan. The bottom line is: if you don’t like the story and you can’t ignore it, don’t play the campaign. And just to be clear, it has never been my intention—at least since I resumed its development in 2011—for it to be eligible for mainline or anything like that.

The changelog for this version follows:

Version 0.8.1:
--------------
* Graphics:
* New or updated unit graphics: most Aragwaith units (wayfarer).
* Scenarios:
* E2S3.1 - Unrest in Raelthyn:
* Updated to use Aragwaith units.
* E2S8 - And then there was Chaos:
* Fixed elves who are initially Loyal getting a duplicate
trait when switching allegiances.
* E3S2.1 - Return to Raelthyn:
* Minor map balancing changes.
* E3S4 - Outpost of Hell (Gateway):
* New scenario.
* E3S5 - Pass of Sorrows (Gathering Storm):
* New scenario.
* Sound effects:
* Added hit and death sounds for Doors.
* Added additional explosion/thunder sounds.
* Added magic glyph sounds.
* Units:
* Balancing:
* Removed marksman special from the Demolisher Drone's ranged attack.
* Increased Sprite's impact resistance from -20% to 0%.
* Increased Fire Faerie's impact resistance from -20% to 0%.
* Increased Dryad's impact resistance from -10% to 0%.
* Increased Aragwaith Seer's HP from 39 to 44.
* Increased Aragwaith Seer's melee attack from 7-2 to 8-2.
* Increased Aragwaith Seer's ranged attack from 8-3 to 10-3.
* Decreased Shaxthal Razorbird's melee attack from 10-1 to 8-1.
* Decreased Shaxthal Thunderbird's melee attack from 13-1 to 10-1.
* Gave Doors a unit icon for the sidebar and the attack dialog.
* Updated Aragwaith units to match the faction from bumbadadabum's
"The Aragwaithi" add-on. This has resulted in the following changes:
* Protection only affects allied L1 and L0 units instead of any allied
lower level unit
* Ancient Banner abilities: +leadership, -protection, -steadfast
* Ancient banner resistances: impact 10% -> 20%
* Ancient banner stats: HP 55 -> 58, MP 4 -> 5
* Ancient banner attacks: sword renamed to scythe
* Archer attacks: melee 6-3 -> 4-3
* Captain abilities: +leadership, -protection, -steadfast
* Captain resistances: blade 20% -> 10%, fire 10% -> 0%, cold 10% -> 0%,
pierce 20% -> 10%
* Captain stats: HP 43 -> 55, MP 4 -> 5
* Captain attacks: spear renamed to glaive, 17-2 -> 18-2; sword renamed to
glaive, 9-4 -> 10-4
* Eagle Master stats: HP 48 -> 45, MP 7 -> 9
* Eagle Master attacks: blade 9-3 -> 10-3, impact 15-2 -> 16-2
* Eagle Rider defense: mountain 60% -> 50%
* Eagle Rider stats: HP 36 -> 34, MP 7 -> 9, cost 21 -> 23
* Eagle Rider attacks: impact 10-2 -> 12-2
* Flagbearer abilities: +leadership, -protection, -steadfast
* Flagbearer resistances: blade 20% -> 10%, fire 10% -> 0%, cold 10% -> 0%,
pierce 20% -> 0%, impact 10% -> 0%
* Flagbearer stats: HP 34 -> 45, MP 4 -> 5
* Flagbearer attacks: spear renamed to glaive, sword renamed to glaive
* Greatbow stats: HP 43 -> 46, MP 5 -> 6
* Greatbow attacks: melee 13-3 -> 10-3
* Guard abilities: +steadfast
* Guard resistances: pierce 20% -> 10%, impact 20% -> 10%, blade 30% -> 10%
* Guard stats: HP 40 -> 54, XP 78 -> 64, cost 27 -> 28
* Guard attacks: melee 12-3 -> 11-3
* Guardian resistances: fire 10% -> 0%, cold 10% -> 0%
* Guardian stats: HP 51 -> 62
* Lancer now has a female variation
* Lancer stats: HP 40 -> 48, cost 38 -> 34
* Longswordsman stats: HP 38 -> 46, MP 5 -> 6, XP 78 -> 88, cost 24 -> 27
* Pikeman resistances: blade 20% -> 10%, impact 10% -> 0%, fire 10% -> 0%,
cold 10% -> 0%
* Pikeman stats: HP 44 -> 50, XP 94 -> 70
* Pikeman attacks: melee 17-2 -> 16-2
* Scout now has a female variation
* Scout stats: HP 31 -> 36, XP 36 -> 40
* Scout attacks: melee 10-2 -> 11-2
* Shield Guard abilities: +protection, +steadfast
* Shield Guard resistances: pierce 30% -> 10%, impact 30% -> 10%, blade
40% -> 10%
* Shield Guard stats: HP 54 -> 66
* Shield Guard attacks: melee 16-3 -> 15-3
* Silver Shield now has a female variation
* Silver Shield stats: HP 54 -> 62, MP 8 -> 9, cost 38 -> 48
* Silver Shield attacks: melee 13-4 -> 12-4
* Slayer stats: HP 45 -> 53, MP 5 -> 6, cost 46 -> 62
* Slayer attacks: melee 12-4 -> 11-4
* Sorcerer renamed to Sorceress, no longer has a male variation
* Spearman resistances: blade 20% -> 0%, pierce 20% -> 10%, impact 10% ->
0%, fire 10% -> 0%, cold 10% -> 0%
* Spearman stats: HP 30 -> 34, XP 38 -> 43
* Spearman attacks: 11-2 -> 12-2
* Strongbow stats: HP 35 -> 38, MP 5 -> 6, XP 80 -> 85, cost 31 -> 38
* Strongbow attacks: melee 9-3 -> 7-3, ranged 8-4 -> 9-4
* Swordsmaster id changed, breaking old saved games with the unit
* Swordsmaster stats: MP 5 -> 6
* Swordsman resistances: blade 10% -> 0%
* Swordsman stats: HP 28 -> 32, XP 32 -> 39, cost 13 -> 14
* Warlock renamed to Witch, no longer has a male variation
* Witch stats: XP 44 -> 54, cost 18 -> 22
* Witch attacks: staff renamed to kick, 6-2 -> 7-1
* Wizard no longer has a male variation
* Wizard attacks: melee 10-2 -> 7-2, ranged 11-3 -> 10-3

Chromium: day two

A couple of things:

  • I cannot press Escape on a loaded page to stop all playing GIF animations.
  • There isn’t an obvious way to search page contents backwards with the keyboard as in Firefox (it is Shift+F3 there).

What the hell?

Switching web browsers

For more than a year I have been actively avoiding the web browser that all the cool kids use these days. I’m obviously talking of Google Chrome.

For all its excellent performance and ease of use, I kept being bothered by its insistence on breaking the mold and looking like a completely different thing running on my Linux system, instead of behaving like an application blending with its environment. I think it was this big annoyance that kept me from adopting it as my regular web browser for all this time. But compared to Mozilla Firefox, I think there’s just no matter of dispute anymore. Chromium/Google Chrome keeps getting better, and Firefox is stuck in the noughties, much like an evolutionary dead end in the history of fail web browsers.

Continue reading “Switching web browsers

Upcoming add-on management UI changes in Wesnoth 1.11.0

Back in January, I posted my initial plans for Wesnoth 1.12 in the developers’ mailing list to gather some feedback and hopefully motivate other developers to do the same with theirs. Guess what, that didn’t work, so here I am back at home cooking up code and user interface changes in solitude. In fact, it’s all almost ready for 1.11.0.

1.11.0 is getting closer, but it’s still a little too far; this is mainly because the map format and editor changes in trunk have not been finalized yet and loose ends abound. Thankfully, I am not the one responsible for that mess. My mess is much prettier, practical, and necessary; and it is this mess that my post is all about.

Continue reading “Upcoming add-on management UI changes in Wesnoth 1.11.0

After the Storm Episode III: General status update

Since the first three scenarios of After the Storm: Final are already out (0.8.0), I can now talk about my plans for the campaign to ensure we are all on the same page later.

This episode’s final scenario count is preliminarily advertised as twelve in the campaign menu entry, but the number may change as I see fit. More importantly, the final seven scenarios will be published as an atomic batch instead of separately. In fact, it’s very likely they will not enter the SVN repository until they all are finished.

For now, two more scenarios are expected to land in SVN trunk during the upcoming months; Outpost of Hell (E3S4) and Pass of Sorrows (tentative name for E3S5). Anyone who has been paying attention to the story and dialog sequences found in E3 so far will be able to predict the events taking place in E3S4 and E3S5. However, these scenarios (E3S4 in particular) require new units for gameplay and story reasons, and—since I am the only dedicated ‘artist’ working in the campaign—this part may take some time.

The campaign’s overall structure has resulted in decidedly slow storytelling and I don’t regret this design; basically, if you don’t like this, this campaign is not for you. However, things are going to get far more complicated after E3S5 as we approach the conclusion. Getting the finale right—in regards to code, prose, and art together, but especially art—may require a greater amount of energy than anything done before for AtS; hence, once E3S5 is out you may rest assured that unless a miracle occurs, the rest will take a large amount of time to be properly finished and released as After the Storm version 0.9.0.

Writing the finale is not a big deal per se since I’ve always known where the characters are going. The problem is making sure it’s worthwhile to play and read. I’ve always been flexible to plot changes in that regard since I resumed work on E1 last year; after all, this is a game, not a novel. The execution of the plot is also a touchy subject since the matter of the campaign doesn’t really fit neatly in a turn-based strategy game, and compromises must be made.

As usual, art is an ever-present issue as well. The finale requires more new units, props, and terrain graphics. When it comes to unit art, I have always been able to manage by reusing previous assets, making minor modifications and calling it ‘new’; but terrains and props are uncharted lands for me, which is why I fear art will take up most of the production time for the finale. And this is all not taking portraits into account; ideally at this point all major characters from this campaign—as opposed to those introduced in IftU—would have their own portraits, but that just hasn’t happened yet and is unlikely to happen in the near future.

In any case, this has been a very interesting journey. I hope it comes to an end soon and Final can be completed before the end of the year, but I’d not be surprised if it takes longer than that.

After the Storm 0.8.0

Version 0.8.0 is finally out, 16 days after the original deadline. Oh well. At least it didn’t take half a year like the last time I failed to meet a release schedule.

This version will most certainly not be exempt of flaws. It introduces the first three playable scenarios of Episode III (Final), plus two cutscenes; the playable scenarios haven’t been tested very thoroughly by my dedicated QA team or myself, and thus might be full of balancing issues, especially on difficulty levels other than Normal.

I guess I might as well take this opportunity to mention that Normal is, in fact, the only difficulty level I actually test.

There’s also a few bug fixes in this version, but nothing too important other than a voodoo fix for crashes affecting Mac OS X users at the end of Episode II (previously described in the forums). Somehow, I managed to forget to mention this item in the changelog this time; I feel this isn’t the only thing I forgot to do before releasing. Ah well, it probably isn’t my fault seeing as how I have to take care of so many things (cough art cough) for this campaign.

UPDATE: The immediate implication of this fix is that you will need to run Fate (the final cutscene scenario of Episode II, not the whole episode) again if you want Anya’s and Durvan’s stats to carry over to Episode III.

The changelog for this version follows:

Version 0.8.0:
--------------
* Scenarios:
* Mal Hekuba now wears purple TC as he did in IftU.
* E3S0 - Opening (Within):
* New scenario.
* E3S1 - Beyond her Smile (A Light in the Darkness):
* New scenario.
* E3S2 - Return to Raelthyn (Reckoning):
* New scenario.
* E3S3 - Amidst the Ruins of Glamdrol (A Path to Follow):
* New scenario.
* Units:
* Balancing:
* Increased Chaos Hound's recruit cost from 18 to 20.
* Increased Shaxthal Razorbird's recruit cost from 18 to 19.
* Decreased Shaxthal Runner Drone's ranged attack strength from 8-3 to 7-3.
* Fixed invisible Chaos Longbowman and Heavy Longbowman units due to missing
graphics.
* Fixed Elvish Trapper and Elvish Prowler disappearing during animations.
* Fixed NPC bird code deleting the previous on-map unit when moving a
bird to an occupied hex (i.e. worms in E2S9).
* Removed Kri'tan.

Where in the world is After the Storm 0.8.0?

I’ll start by admitting that there was a severe schedule slip again, induced by both personal and technical difficulties. After the Storm: Final scenario 3—which was supposed to be the last scenario introduced by the 0.8.0 update—was only completed a couple of nights ago, despite scenario 2 being completed well before the last week of April.

That said, E3S0 through E3S3 are complete in SVN trunk as of this writing. The problem is that I might still delay 0.8.0 for a while so I can deal with two pending artwork issues (for E3S0 and E3S2, respectively) and perhaps do some additional balancing.

In the meantime, Mac OS X users need to be aware of a certain crash issue affecting the last release currently available, 0.7.4.

I might delay 0.8.0 even more in order to include E3S4 in it. That scenario, however, requires more new artwork that the previous ones combined, and—since I’m not an artist—I can’t guarantee an output rate that would allow for a prompt release this month. I advise patience for the time being.

That is, assuming anyone still cares about this thing!