Jeskko
Feb 25 2007, 01:32 AM
- implement a setting that allows you to define if you want the full screen mode to include just 1 or all displays that are connected to the computer
- there should be some kind of integration to in-game 'channels' command and add channel-tab in windows
- menus in the botton don't get closed if you press elsewhere in the client
- maybe implement showing the output of 'map' command somehow in the map window
- implement full readline bindings (ctrl-w removes previous word, ctrl-t transposes 2 previous characters etc.)
- 'look' output at outdoors doesn't go into map window currently if it's dark and I haven't got infravision
Ivan
Feb 25 2007, 04:38 PM
I don't want to spam idexpage too much, so I will just add reply here:
So here is what I suggest after playing 20 minutes with batclient.
While moving fast in outerwold I use capital letters N, S, SE etc.
But the problem is that I don't release shift key at any point, and there fore shit + enter doesn't send my input at client. This could be easily fixed in tinyfugue, can't remember how, but there should be solution.
That pop-up window for news reader is nice feature. But could it be closed automatically when I quit the reader.
Is there way to change window tabs with key-combinations, like alt +1 is "general" tab, alt + 2 "Tells you" tab
And for last, is it possible to make window for last command output/echo.
Thank you for cool looking client.
Looking forward to see new features and updates.
Ivan Ihmemies, kiertelevä kaupparatsu.
Grediah
Feb 25 2007, 04:51 PM
It would be nice to allow the "Action buttons" to be horizontally (as it is now) and vertically.
1, 2, 3, 4, 5, 6, 7
vs
1,
2,
3,
4,
5,
You got the idea :)
- G
Grediah
Mar 7 2007, 08:43 PM
Someone might have though of this already, but lets speak out lout.
Configurable "prot" -tab which small radio buttons which indicate if the prots are active or not.
Click to view attachmentHere in the
wonderful example picture the test character has Unstun active and AoA as sticky, flex has dropped.
- Grediah
Calmar
Mar 9 2007, 09:57 AM
I would still like to have all battle related messages in one window, now skills/spells and hp reports come to different window than hits and rounds.
I've had a bit of a play and a few things strike me:
A minor problem with menus (previously mentioned here).
A lack of consistency about how windows work (I'm going to expand upon this a bit later). E.g. the map and battle windows have menu entries, but the generic window does not and it appears to be impossible to change other settings of the map and battle windows other than the font.
The multiple windows as they are are quite clumsy.
1) All windows need to be quite wide because all output is basically the same width.
2) All windows need to have quite a few lines since one would like to be able to view fairly long lists in the generic window, a number of messages from a channel in any channel oriented/tell window, the whole map in the outerworld and a round of battle in the battle window.
This means that you need a huge screen or a very small font to see all the windows at the same time.
Moving between windows is not easy. There's no way to cycle windows and there's also no way to send a window to the bottom of a pile. So you sometimes have to move or resize a window to uncover another window.
However, I have suggestions.
These comes from a view in which I am concerned with what kind of triggers I'd want.
First, input to the client (from the player).
It would be nice if input windows were optionally independent from output windows. One input window could be used for most purposes, such a window does not have to be particularly big and can be visibile all the time. Then I could hide a larger (generic) window without loosing my main input.
In fact, if I had multiple inputs, perhaps I should be able to tie a stream of input (from a particular window) to a particular kind of processing. E.g. I could tie one window to a script/function that takes all input and modifies it so that it becomes a commands toto send messages to a channel. Such a pipeline could also have it's own macros and such, suitable for the destination of the input. E.g:
<input> => {aliases/macro processing} => party say ~~~~ <input> ~~~~~
Maybe there should be one general list of all input windows etc (perhaps even a list of input pipelines as well), from which one could select a particular window (to view and be given focus etc).
A similar thing could occur with output windows. Rather than have special windows, why not make all windows equivalent. If you have a play, try closing the generic window completely and ask yourself "is that window a bit different from any other window?".
The same thinking applies. From a pipeline approach you start with a single stream of output from the mud.
If a set of (default) scripts were then used to tag bits of this output, these bits could then be sent on to the appropriate processing pipelines (each bit of tagged mud output could be sent to more than one) and then, at the end of these pipelines, sent to windows.
I.e. take some mud output, tag different bits of the mud output and pass each tagged region on for tag specific processing. E.g. battle output would be processed by the battle pipeline and then send to and window that displays battle output.
But wait, it's more general than that. Imagine If it was possible to define any tags you liked by basically choosing a name and some method (e.g. a regexp match) used to apply the tag. You could then specifiy which macros (or pipelines or whatever) were interested in which tags, and ultimately which output windows will display which output.
As an example of what I mean, suppose I tag party status information with a 'partystatus' tag. It can be picked up by some macros and triggers and then whatever windows accept 'partystatus' output would display it. I could put that information in a window that otherwise only displays information tagged with 'map' (but that would be a bit odd). However, I could have a window for party status and spell/skill rounds or something. Obviously, any processing that occurs would be able to modify tags, so I could add some 'alert' tags for any low hp/sp so that I get a line popping up in my 'alert' window.
It should then be easy for a user to choose which output goes to which window. If there were a decent set of defaults, no scripts or tags would even need to be created. You'd just be able to specify 'battle_rounds', 'battle_hits', 'party_report' etc are all picked up by a particular window.
Under this plan, you'd need no special implementation of a map window or battle window. You'd just need some default scripts that do the appropriate tagging and some default windows that pick up that information. Then all windows really could work in exactly the same way.
Before you say "but that's what triggers do', I do know this. You could do this with triggers etc that direct output to particular places. However, whether that's a nice way of doing things or not, what I am talking about is either comlimentary or perhaps just an initial default stage of such triggering. They key idea is to tag/direct mud output in the same way as any macros and triggers are defined (with a default set of tagging triggers) and to allow a simple method by which a window can "pick up" tagged output rather than have to direct output to a window (checking that it exists first etc).
Adding an option to automatically being output windows to the foreground (to the front of the display above other windows) when they receive some output would also be very handy.
Ideally, I could then work with one main input and various output windows, a map window, a battle window, a generic window etc.
I'd configure any important windows to be brought to the front when they received output. In this situation I could type my input in my main, active, input window. When mud output reaches my map window, it could be brought to the front, so I wouldn't need to go looking for it. If a battle starts, the battle output could jump to the front.
Of course, I wouldn't need to overlap the windows, they could be side by side, in which case there wouldn't be any visibile difference to what we have now, but I could if I wanted.
Also, all windows and tabs should be interchangable. I don't see why it would not be possible to attach any window or set of tabs to another window or detach and single tab. Then you could create yourself a nice arrangement of windows and tabs however you liked. Probably input tabs would be collected together with other inputs, but you could mix them.
Grediah
Mar 9 2007, 08:10 PM
One more thing that is confusing me time after time is, when move in outerworld and go to some room with monster it is displayed normally.
Green Plains (n,s,e,w,ne,nw,se,sw).
a small, brown fieldmouse
When I personally stop moving I tend to 'look' at the room. When I type that in outerworld room the main window only updates the content of the room ie. monster in this case. Resulting the following display on main window.
Green Plains (n,s,e,w,ne,nw,se,sw).
a small, brown fieldmouse
a small, brown fieldmouse
So I'm suggesting that should 'look' in outerworld display also short room description with exits.
- G
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