Should UI be available in mouselook?
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-01-2006 14:59
When you're in mouselook some UI elements like the chat history are available and can be clicked on to open/close etc. by using ALT+leftclick. For some reason most of the other UI elements are not accessible at all in mouselook, even though in theory they would work just fine by using ALT+click. To avoid clutter it could be made to appear only when ALT or some other buttons is held down.
If you want to try out some UI stuff in mouselook you can hold ALT and click on the mini map, that brings up the map. Clicking on the sim name brings up the about land box.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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02-01-2006 15:09
So basically, you want to add a command like:
llForceFirstPerson()
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-01-2006 15:13
From: Hiro Pendragon So basically, you want to add a command like:
llForceFirstPerson() Well, I just want to be able to do all the same things in mouselook as I can when I'm not in mouselook. Like picking up stuff, editing stuff etc. It seems like someone at one time decided that we shouldn't be able to do those things in mouselook for some reason.
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Myrrh Massiel
Registered User
Join date: 7 Oct 2005
Posts: 362
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02-01-2006 15:38
From: someone I just want to be able to do all the same things in mouselook as I can when I'm not in mouselook. It seems like someone at one time decided that we shouldn't be able to do those things in mouselook for some reason. ...this really annoyed me when i was new to SL... ...i've since acclimated a bit, but mouselook mode is just so much more intuitively navigable for most gamers, sidesteps camera angle issues entirely (especially in realistically-proportioned spaces), dramatically improves situational awareness, inherently produces more natural avatar behavior - it just seems asinine that full UI access is constricted to third-person perspective... ...the only advantage i can see to the current default is that it strokes players' vanity, and i can't deny that vanity is a huge aspect of many players' SL experience...
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SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
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02-01-2006 15:45
In response to the thread title question: "Yes".
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Adrian Zobel
Registered User
Join date: 4 Jan 2006
Posts: 49
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02-01-2006 15:56
I have a different perspective on this. Rather than making the UI available in mouselook, I'd like to have a way to put the camera in mouselook-position (roughly where your avatar's eyes are) while leaving everything else the same as normal mode.
We already have two standard camera-positions (first-person and third-person) and two standard control modes (turning by mouse or turning by keyboard). It seems to me that that should add up to four modes (2 times 2 equals 4). It would be so nice if the other two modes were available.
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Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
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02-01-2006 16:06
Yes, I agree, we should be able to put the camera right in front of our forehead without having to go into mouselook.
I always thought this was odd that we could not.
One thing you can do though, is go ctrl-alt-shift-4, it simulates the effect somewhat if you do not mind the fact that you can not see anyone else.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-01-2006 18:00
From: Myrrh Massiel mouselook [...] dramatically improves situational awareness How, by eliminating peripheral vision, or forcing you to set your FOV wide enough to induce nausea? I find mouselook amazingly constricting. I can't tell where I am unless I manually turn myself around and around and around. I've wondered why some people seem to do that a lot, now I understand... they're operating in Mouselook ALL THE TIME. Hell, I've actually been thinking of using GLintercept just so I can get a better idea of what the hell is going on when I'm in mouselook for flight or 'weapons'. I want a waypoint interface. Let me control-shift-cokebottle click points on the ground or on prims, and let SL figure out how to move me there. Don't make me microcontrol my avatar until I can do it with Powergloves, a DDR mat, and a head-mounted display.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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02-01-2006 19:29
Yes but no. Mouselook is okay for what it is and I'm sure there are many many many good good good reasons for it work the way it does so I would never ever in a million years ever suggest deleting it from the feature set.
That said, hopefully clearly enough that no gooberbrain will ever accuse me of being a mouselook-hating monster, we need a first person mode. We need a real first person mode. We need a first person function that allows us to be immersed in our view while still being able to use our mouse to access various UI features.
Everybody seems to know this. In fact, I was told by several residents and Lindens in my first few weeks that a first person mode had existed before mouselook and would be reintroduced in a future release. I'm still waiting.
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
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02-02-2006 03:27
From: Khamon Fate Everybody seems to know this. In fact, I was told by several residents and Lindens in my first few weeks that a first person mode had existed before mouselook and would be reintroduced in a future release. I'm still waiting. Hmm interesting, if this has really existed they're sure taking their time in adding it back.
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Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
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02-02-2006 07:30
There have been several times I've lamented the lack of the pie menu in mouselook mode, particularly when people install teleport buttons in small crevacies in narrow caves and you have to fight with the camera for a minute to get a good look at it.
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Jake Reitveld
Emperor of Second Life
Join date: 9 Mar 2005
Posts: 2,690
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02-02-2006 13:15
I think we need to dump mouselook for a first person view, withe the ui in place.
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