Alpha Transparency - Ability to give icons different transparency colors. This alone would vastly improve the way people see BYOND games visually.
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.
mouse_position - Position of the screen (client.screen) in which the cursor is located. Read only.
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.
Layered Areas - Ability to put down multiple areas in one location. There are many reasons for this.
Pager Messages - The whole <-- and --> stuff needs to go... First off, in my opinion, messages should be in smaller windows like other instant messengers. If you're going to make a messenger type service, might as well make a nice one. If messages just have to be in one window, at least put To Person, From Person, or something.
Sounds - Now that BYOND has this new sound system, we should be able to control sounds more. Such as change volume of sounds to allow soft music to play in the background while louder sounds play. Or allow players to customize the sound volumes of music and sound effect. You don't have a good sound quality game if you can't change the game's sound volume.
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.
I have a few more but I have other stuff to do. I'll post them later.
ID:134874
![]() Jul 25 2005, 3:20 pm
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Digital Samurai 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. Then you're out of luck and out of date. Advice: Get a real mouse. Heh. |
Aaiko wrote:
Digital Samurai wrote: Generally people who use one-button mice are used to it and have other ways of bringing up the context menu/right-clicking. Clicking and holding the button, for example. |
Aaiko wrote:
see_invisible_range I like that idea too. That way you can do more "event-toggle"ish things, like you can make an NPC disappear without making a duplicate of the room that doesn't have the NPC and warping the player to the duplicate after he does whatever quest. mouse_position I'm not sure what you'd use this for, but k. Right Click A lot of people have coded their verbs so that you can't right-click anyway; usually just to disable macros but it ends up giving both effects. Pager Messages - If you're going to make a messenger type service, might as well make a nice one. Do you not know why non-members don't get Pager? its not supposed to be an IM, its just supposed to be if you need to contact a person to notify them of something. That's why its called "Pager" and not "BYONDIM". Its not like people with real pagers (the ones you clip on your belt) use their computers to send messages to each other. (in fact I don't even know why you're able to do that with phones now. Isn't talking faster?) Especially because most people have their pagers set so that they make a noise when you recieve a message. That's very annoying. Sounds I 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. The HTML Pop-ups appear in the same places the Alerts and the "Input("Blah") in list()" things go (Strangely, I don't know what to call those) ("BYONDIM". that sounded so dumb =) |
I have a windows 98 with a one button mouse, but my windows ME, and XP have two buttons with the roller thing.
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Aaiko wrote:
Alpha Transparency Naturally we all want that. =P see_invisible_range I like the idea of more visibility controls, but I think I'd rather a list on each client (much like images) that takes type paths, text references and tags. If you're on that list you're invisible to that client. So if I add /obj/stain to my list I wont be able to see any /obj/stain type atoms. If I add "\ref[src.mob]" I wont be able to see myself. If I add "invisible" I wont be able to see any objects with their tags set to "invisible". Right Click This has been suggested before, and I think I may have heard something on the grape vine about it, but I don't remember what I heard exactly. What I'm hoping for is the ability to use the same Click() proc for both right and left clicks, with an argument to tell you which one. Then the default version of Click() would (by default) bring up a context menu if the right button was pressed. Layered Areas - Ability to put down multiple areas in one location. There are many reasons for this. At the risk of being one of those guys who says "just make it yourself" when ever a feature is requested, this isn't that hard to work around. Especially considering that it would require a complete overhaul of a lot of the older systems. Pager Messages I'd rather see the ability to reformat the messages yourself than remove the incoming and outgoing arrows. So you'd have two text boxes, one for incoming pages and one for outgoing. Let's say you put this in the incoming box: "[Time] <font colour="green">In-</font>[Name]:[Message]" And I sent you a message saying hi, it would show up as: "11:45PM <font colour="green">In-</font>DarkView:Hi." Sounds More control is on it's way. Like they've said, v3.5 is just a lead-up to v4.0. The idea is to lay ground work for features like this in v3.5 so that when v4.0 comes out the upgrade comes easier. HTML Pop-up Windows I believe this is also on the way. I'm pretty sure some radical changes are on their way for the browser. |
Aaiko wrote:
Then you're out of luck and out of date. Advice: Get a real mouse. Heh. actually there isn't much you can do with a 2-or-more button mouse that you can't do with one. 1-button mouses usually use CTRL-click or ALT-click (or maybe even CTRL-ALT-click) as a mean to pull up the 'right-mouse-button-menu'. i'm so used to trackballs, i don't miss computer mice at all. i use a logitech Trackman Wheel, and a Microsoft IntelliExplorer trackball- both quite decent for every day work or gaming. and no carpal tunnel! (with the logitech i get super thumb muscles!) |
While some of these can be added yourself, I won't deny that it would work better if included by default.
Aaiko wrote: Alpha Transparency - Ability to give icons different transparency colors. This alone would vastly improve the way people see BYOND games visually. Lummox already made a post about a new dmi format. It might be able to support that eventually. mouse_position - Position of the screen (client.screen) in which the cursor is located. Read only. You can do this with my KeyState library. Layered Areas - Ability to put down multiple areas in one location. There are many reasons for this. Yes, there are reasons that would be nice. But that goes totally against the way the map structure is. That's like asking for multiple turf objects per tile. I ask you, how do you propose to have one turf object located in the contents of multiple area objects? If messages just have to be in one window, at least put To Person, From Person, or something. Seconded. Sounds - Now that BYOND has this new sound system, we should be able to control sounds more. Such as change volume of sounds to allow soft music to play in the background while louder sounds play. Or allow players to customize the sound volumes of music and sound effect. You don't have a good sound quality game if you can't change the game's sound volume. They just switched to a new sound library just recently; and, if I recall correctly, said that more sound options will be on the way. So they are probably already working on this. I have a few more but I have other stuff to do. I'll post them later. Most of what you asked for has already been asked for multiple times by other people. While it doesn't hurt to remind them, most of it is probably on their to-do list already. |
Nadrew wrote:
One button is so redundant now not many people account for it, get with the times! =P I've been hearing a lot of misuse of the word redundant lately. What's up with that, was a new meaning for it added to the dictionary? But yet, with something as cheap and simple to upgrade as a mouse, you should not have to cater to those who don't want to upgrade. |
Loduwijk wrote:
But yet, with something as cheap and simple to upgrade as a mouse, you should not have to cater to those who don't want to upgrade. As has been stated multiple times, people with 1-button mice are fully capable of accessing all button features. For various reasons I happen to use the equivalent of a 1-button mouse for most of my day, and I use "right-click" contextual menus all the time. |
it's not a matter of 'upgrade' and there is no need to 'cater' to such users, just preference. users of the Macs have been using for ages it seems, and will likely continue to do so.
heck, sometimes i prefer the cool see-through mice of the G5-era Macs over just about everything except my trackballs. |
digitalmouse wrote:
Aaiko wrote: Try using some commercial 3d modelling software. Even mac users have to buy a 3-button mouse for that. :P CTRL and ALT are usually used for something in those programs. |
i've used AutoCAD, Maya 3D, Anim8or, and currently tinker with Blender- all with trackballs. i still feel more comfortable with this kind of pointing device- or with my wacom tablet.
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Loduwijk wrote:
Most of what you asked for has already been asked for multiple times by other people. While it doesn't hurt to remind them, most of it is probably on their to-do list already. I know, and this is not the first time I have suggested some of these things, I just wanted to be clear on how important they were. |
Loduwijk wrote:
Yes, there are reasons that would be nice. But that goes totally against the way the map structure is. That's like asking for multiple turf objects per tile. I think that multiple areas would be wonderful! Also, there are ways to get 2 turfs in one tile, so why not areas? 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. I think there should be a way to make it work so that you can have two areas. |
Jamesburrow wrote:
I think that multiple areas would be wonderful! Also, there are ways to get 2 turfs in one tile, so why not areas? Ways to make 2 turfs on one tile No, bingo you have one turf with a graphical underlay of the other turf in one area. |
Aaiko wrote:
Alpha Transparency - Ability to give icons different transparency colors. This alone would vastly improve the way people see BYOND games visually. This has been suggested before by you, and also addressed by me. You're not going to get an answer plainer than you've already had. 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. 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. 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. Something like this might be worth considering. Layered Areas - Ability to put down multiple areas in one location. There are many reasons for this. But there are many more reasons it's unworkable, one of them being that BYOND would have to be entirely overhauled. Pager Messages - The whole <-- and --> stuff needs to go... First off, in my opinion, messages should be in smaller windows like other instant messengers. If you're going to make a messenger type service, might as well make a nice one. If messages just have to be in one window, at least put To Person, From Person, or something. This might be doable, but we'd need a lot more discussion on it. More customization here would be nice as well. However, bringing this totally in line with other messenger programs isn't the direction we're looking to go in. The pager services BYOND, not vice-versa. Sounds - Now that BYOND has this new sound system, we should be able to control sounds more. Such as change volume of sounds to allow soft music to play in the background while louder sounds play. Or allow players to customize the sound volumes of music and sound effect. You don't have a good sound quality game if you can't change the game's sound volume. That feature was already on the drawing board, and in fact this week Shadowdarke and I are going to be hashing out a bit of how to implement more advanced sound control. 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. I can see some of this with limits. Plenty of developers are probably stupid enough to try to pop up windows out of the screen area, so we'd have to compensate for that. Lummox JR |
What about if you have a mouse with only one button on it?
Of course I'm not saying I wouldn't like this feature. =D