In response to Jamesburrow
Jamesburrow wrote:
Ways to make 2 turfs on one tile
Create the icon for the two turfs, but make one have some 'transparent' areas. Put them both in the same spot, the one with the transparent areas last.

Bingo! You now have two turfs in one area.

No you don't. There's only one turf in any given spot. One is an underlay of the other.

And you're misusing the word "area" here to mean "turf". An area is a collection of turfs, not a specific spot on the map; that specific spot is a turf.

I think there should be a way to make it work so that you can have two areas.

With turfs the effect is purely graphical, and in the map editor rather misleading.

Lummox JR
Aaiko wrote:
Right Click - Ability to use the right mouse button. There are many ways this could be done without messing with verbs. Let each atom have a var called right_click or something. If the developer sets the atom's right_click var to 1, then right click will call the atom's RightClick() proc, and if it's set to 0, it will call the verb list and do any other thing it does in the current version.

I'd suggest that BYOND just checks whether atom.RightClick() is defined for an object, instead of checking some sort of atom.right_click variable.
Aaiko wrote:
HTML Pop-up Windows - These need some improvements. Developers should be able to hardcode where on the screen HTML windows come up and should be able to move them around with code. It seems that the HTML window loads inside another BYOND window which stops javascript that moves the window around from working.

Totally agreed. This would help especially in cases where you would like to turn the titlebar off, as well as can_resize and the like, in order to keep it in a set location, but defer from doing so because it pops up in one of the worst places for most games.

RD
In response to Wizkidd0123
Wizkidd0123 wrote:
I'd suggest that BYOND just checks whether atom.RightClick() is defined for an object, instead of checking some sort of atom.right_click variable.

Agreed. This would probably work similarly to the extra mouse procs, that generate extra client->server messages if they're defined.
In response to Lummox JR
mouse_position - Position of the screen (client.screen) in which the cursor is located. Read only.

This might be useful if it was measured in pixels. And yet, the feasibility of doing this is pretty low. Almost all code processing is done at the server end, which means the client would have to continuously update the server.

Why not, instead of constatnly updating the server, only get the mouse co-ordinates if they're needed? So (e.g.) client.MousePosition would send a request for the co-ordinates and return it in a list form (pixel_x,pixel_y), and would only be used when necessary.
In response to Hazman
Remember that there's a delay in network transmissions; it might take a second or so to return the information on a slow or overloaded connection, by which time the info would probably be completely out of date.

I just don't see this as being feasible.
In response to Wizkidd0123
Aaiko wrote:
Right Click - Ability to use the right mouse button. There are many ways this could be done without messing with verbs. Let each atom have a var called right_click or something. If the developer sets the atom's right_click var to 1, then right click will call the atom's RightClick() proc, and if it's set to 0, it will call the verb list and do any other thing it does in the current version.

In ECMAscript the click function generates an onClick event with a 'which' attribute. This attribute is a number representing either the left(1) or the right(3) button on the mouse. I believe some browsers support the middle(2) button, but I'm not sure.
I could see something similar with DM that wouldn't be so labor intensive as the suggestions already presented. Just pass a number (LEFT_BUTTON:1, RIGHT_BUTTON:3, MIDDLE_BUTTON:2) as an argument to the click procs:
client/Click(Object,Location,button)

For users with a one button mouse (Which I prefer, seeing as how I've used Macs for ages. I can't play Byond on a Mac, though, so this is a moot point for me) another argument could be passed to specify the modifier key held while clicking the mouse (CONTROL_KEY:1, ALT_KEY=OPTION_KEY:2, SHIFT_KEY:3). Or, have these keys as bits in the modifier key argument, such that you could check if multiple modifier keys had been held down.

I don't see the modifier keys as being of much use to any Byond game, but I include them for completness... and in the forelorn hope that Byond will someday offer support for Macs.
In response to IainPeregrine
IainPeregrine wrote:
the forelorn hope that Byond will someday offer support for Macs.

BYOND does support Macs. However, the following note, copied from the download page, applies:

This is NOT a standard Mac OS X gui program. Like the Linux and FreeBSD versions, it is TEXT ONLY and runs only from the Unix command line. If you are not familiar with the Unix side of Mac OS X, you are better off finding a PC or using Virtual PC to run the Windows version.
In response to Wizkidd0123
Wizkidd0123 wrote:
IainPeregrine wrote:
the forelorn hope that Byond will someday offer support for Macs.

BYOND does support Macs. However, the following note, copied from the download page, applies:

This is NOT a standard Mac OS X gui program. Like the Linux and FreeBSD versions, it is TEXT ONLY and runs only from the Unix command line. If you are not familiar with the Unix side of Mac OS X, you are better off finding a PC or using Virtual PC to run the Windows version.

Which means that BYOND doesn't support Macs. ;)

Seriously, I'm not sure that anyone besides myself has ever used this version. It's there and available for any unix person with OS X to be able to host games, but it isn't really useful for much else.
In response to digitalmouse
digitalmouse wrote:
i still feel more comfortable with this kind of pointing device- or with my wacom tablet.

I couldn't do without my optical wireless mouse. It's everything I could ever need- sometimes, when I'm leaning back on my rotating chair I use the side of my head as a mouse pad.
In response to Elation
I use my cat. :P
In response to Hedgemistress
_>
Ewwwww...
In response to Mike H
I installed it once on my Powerbook and promptly forgot about it.
In response to Mike H
i got the mac version running on a G5 box some months ago, and i thought it ran Chatters quite speedily. unfortunately i could not keep the box (i set it up for a friend, so he eventually came and took it to his home).

now that i have a two older PowerMacs running Debian linux, i would love to put them to use as BYOND hosting servers.

:(


In response to digitalmouse
digitalmouse wrote:
now that i have a two older PowerMacs running Debian linux, i would love to put them to use as BYOND hosting servers.

If you know of a good LiveCD that would allow me to boot and compile with a minimum of fuss, I'd be willing to look into a LinuxPPC version.
In response to Mike H
arg- i've never tested a LiveCD to see if gcc and the like are loaded up, to be honest. i usually install the distro to the harddisk after making sure the LiveCD works with all the hardware, and install the compilers if they are not already there.

http://www.ubuntulinux.org/ Ubuntu's PPC LiveCD - http://us.releases.ubuntu.com/releases/5.04/ works within reason on the G3/4/5 PowerMacs, as long as you meet or (preferrably) exceed the RAM requirements (128MB).

[edit]
https://wiki.ubuntu.com/forum/software/Compiler
https://wiki.ubuntu.com/InstallingCompilers

these two wiki posts above indicate that gcc is not installed by default, and goes through the steps of getting the essentials (via apt-get or Synaptic). i have no clue at this moment if you can install them while using the LiveCD. i'll try to make a test early this week and get back to you.
In response to Mike H
Mike H wrote:
If you know of a good LiveCD that would allow me to boot and compile with a minimum of fuss, I'd be willing to look into a LinuxPPC version.

unfortunately I have not found a LiveCD distro that includes compiler tools yet. it appears i would have to 'roll my own', and while that is certainly doable (i know the process from researching a BYOND-linux-on-bootable-cd dead project), i just don't have that much time to make one.

what i *can* do, though, is give you ssh/ftp access to one of my existing PPC machines and let you 'have at it'. i'd love to see these machines get used as BYOND hosting servers - sure they are a bit old, but not ready for the scrap heap just yet!

In response to Lummox JR
Lummox JR wrote:
Aaiko wrote:
see_invisible_range - Range of invisibility a mob can see. For example, src.see_invisible_range=(4 to 28) would allow the mob to see anything with invisibility settings between those two numbers.

Augh. You have no idea how difficult it would be to implement something like that. The fact that you want that suggests you're using invisibility for things it wasn't designed to do. Stretching the engine is great, but sheesh.


What if you could only see atoms with an equal invisibility setting, or one of null/zero? I'm asking this because there are alot of things images can't do. For example, flicking an icon_state. If this really is more work than loot (I just made that up XD), then can you maybe add some more to the /image object?
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