"Beware of the Leopard" I believe. </pedant>
Why would they keep a leopard in the basement? That doesn't make any sense at all.
These forums are CLOSED. Please visit the new forums HERE
settings.ini - wow, that's useability in action! |
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Huns Valen
Don't PM me here.
![]() Join date: 3 May 2003
Posts: 2,749
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11-20-2005 00:12
"Beware of the Leopard" I believe. </pedant> Why would they keep a leopard in the basement? That doesn't make any sense at all. _____________________
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Seifert Surface
Mathematician
![]() Join date: 14 Jun 2005
Posts: 912
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11-20-2005 00:29
Why would they keep a leopard in the basement? That doesn't make any sense at all. Well yes. I think that might have been the point. _____________________
-Seifert Surface
2G!tGLf 2nLt9cG |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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11-20-2005 01:55
As someone who approaches the SL UI at times like a baby with a busybox, .INI files scare me. I've edited it before, but it's out of necessity (i.e. FOOT SHADOW-KILLING HACK) instead of comfort. Thar be a big difference.
Some other related observations:
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Briana Dawson
Attach to Mouth
![]() Join date: 23 Sep 2003
Posts: 5,855
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B.s.
11-20-2005 06:04
Hover tips don't hit the asset server or the database. They get their information from the sim you are on. It is quite possible we all will be seeing more advanced options moved to the settings.ini. Why? Ease of use, usability. Every time we add more options to the preferences it becomes more confusing and harder to use, harder to find the settings that actually want to be changed. The idea is to make the default the best option for 90%+ of the users, add options to the preferences that satisfy another 9.9%, and keep from confusing 99.9% of the users by putting the really advanced options for that .1% into the .ini where more than likely the people who really want it will have no trouble finding or changing it. We are looking at making access to this easier, via additional shortcuts or some other method. Like much of Second Life this is in part an experiment. The default behaviors could change, the options in the settings.ini could change. Feedback on what should be where is welcome. However utilizing the settings.ini in addition to the in world preferences allows the greatest amount of control to those who really want it while making the product easier to understand and more usable for the majority. This is a bullshit answer. The avatar creation sliders are enough to cause sensory overload but i dont see you moving to make that system any easier. WTF is the preferences for if not to toggle a setting on or off? This is sheer laziness. Thank the GODS i don't pay for 3 sims anymore. Briana Dawson |
Hank Ramos
Lifetime Scripter
![]() Join date: 15 Nov 2003
Posts: 2,328
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11-20-2005 08:10
Sounds like we need LL to make a "power toy" or something to easily edit the INI file. Or one of us can just whip up an editor. It's not that hard.
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Jonquille Noir
Lemon Fresh
![]() Join date: 17 Jan 2004
Posts: 4,025
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11-20-2005 08:15
Why did Philip bother to post it to the forums as a 'maybe, what do you guys think?' if it was a done deal? There's something worse than a company that doesn't give a shit what its clients want or think, and that's one who pats them on the head and pretends to give a shit.
Don't bother asking for our opinions on something that you're going to do no matter what we say. _____________________
Little Rebel Designs
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Psyra Extraordinaire
Corra Nacunda Chieftain
![]() Join date: 24 Jul 2004
Posts: 1,533
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11-20-2005 08:18
Also, can we make shiny a mandatory feature that can only be killed using debug? thx ![]() KILL shiny? Shiny is worth more than our lives! Even to THINK of killing shiny is blasphemy! That's it. Drop and give me.... INFINITY. |
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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11-20-2005 08:24
It would be if the HUD could tap sources other than the LL data stream. Changing settings in the inis wouldn't be such a bother if we could build an object that gave people control of those files from inworld through a client API. Gotta go with 3ggZ00r and Alondria on this one. Things get more centralized and less extensible with every update. But it's their "experiement," their livelihoods; who are we to preach extensibility to them? Oh and I must say this. Come on Khamon: touch_start(integer p) { llEmail("effector@example.com", "presto", "i can control the world from my HUD!" ![]() } It's not perfect, but geezus, it's a huge step. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Enabran Templar
Capitalist Pig
![]() Join date: 26 Aug 2004
Posts: 4,506
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11-20-2005 08:36
KILL shiny? Shiny is worth more than our lives! Even to THINK of killing shiny is blasphemy! That's it. Drop and give me.... INFINITY. Sir, yes sir! ![]() |
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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11-20-2005 09:00
This is a bullshit answer. The avatar creation sliders are enough to cause sensory overload but i dont see you moving to make that system any easier. WTF is the preferences for if not to toggle a setting on or off? This is sheer laziness. Thank the GODS i don't pay for 3 sims anymore. Briana Dawson And yes, avatar creation could definitely use some major help in the 'ease of use' department. _____________________
- Kelly Linden
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Sean Martin
Yesnomaybe.
![]() Join date: 13 Sep 2005
Posts: 584
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11-20-2005 09:46
Adding UI elements in SL for any settings in the .ini is trivial. BS or not, what I gave was the design reason behind this particular implementation. And yes, avatar creation could definitely use some major help in the 'ease of use' department. HEH at least its nothing like Poser. Talk about bad design. THAT company has problems. (Whoever owns it now.) Even thou it is a bit more detailed. Poser has been the single most annoying program I have ever delt with. |
Enabran Templar
Capitalist Pig
![]() Join date: 26 Aug 2004
Posts: 4,506
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11-20-2005 10:08
HEH at least its nothing like Poser. Talk about bad design. THAT company has problems. (Whoever owns it now.) Even thou it is a bit more detailed. Poser has been the single most annoying program I have ever delt with. My sphincter, working three hours a day for two weeks, could have produced a better UI than Poser has. It is the single worst commercial example of user experience I have ever beheld. |
Moopf Murray
Moopfmerising
![]() Join date: 7 Jan 2004
Posts: 2,448
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11-20-2005 10:17
Adding UI elements in SL for any settings in the .ini is trivial. BS or not, what I gave was the design reason behind this particular implementation. And yes, avatar creation could definitely use some major help in the 'ease of use' department. Yes, which shows that you're a group of coders with no useability expert. Design being done solely by coders isn't a very good way to make your software accessible to the predominate user - the consumer. Do you actually have a useability expert on board at all? I mean, full time involved in the day to day development of SL? EDIT: Yes, we already know it's trivial for the .ini because your actual UI is so convoluted to add new options that it's more trouble than you can be bothered with. That has been said by a Linden on these forums before - your own architecture makes you take the easy, less intuitive route. _____________________
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Moopf Murray
Moopfmerising
![]() Join date: 7 Jan 2004
Posts: 2,448
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11-20-2005 10:21
Why did Philip bother to post it to the forums as a 'maybe, what do you guys think?' if it was a done deal? There's something worse than a company that doesn't give a shit what its clients want or think, and that's one who pats them on the head and pretends to give a shit. Don't bother asking for our opinions on something that you're going to do no matter what we say. Hey, that's such a normal way of a company making customers feel like they're involved! It's the way many companies operate. As an analogy, we went for a visit to the school that my daughter is starting in January. They've just appointed a new headteacher which the current headteacher started by saying that said the children were involved in picking, by having discussions, saying what they'd like to see in a headteacher etc. Involving them in the process. She totally ruined it at the end, by a slip of her tongue I suspect, by saying that when the headteacher was appointed the kids actually thought they'd had an input but actually their views hadn't been taken into account at all and were a seperate exercise that had no bearing on the appointment itself. For some reason, that feels real familiar with LL ![]() PS. Oh yes and another teacher said that picking the headmaster has been a very intensive process. That last 2 days! _____________________
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Eggy Lippmann
Wiktator
![]() Join date: 1 May 2003
Posts: 7,939
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11-20-2005 15:06
Come on Khamon: touch_start(integer p) { llEmail("effector@example.com", "presto", "i can control the world from my HUD!" ![]() } It's not perfect, but geezus, it's a huge step. You could already control the world from any other object, attachment, or website or application... dude i can send email from my freaking cell phone, who cares about your silly HUD ![]() _____________________
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Eggy Lippmann
Wiktator
![]() Join date: 1 May 2003
Posts: 7,939
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11-20-2005 15:09
Yes, which shows that you're a group of coders with no useability expert. Design being done solely by coders isn't a very good way to make your software accessible to the predominate user - the consumer. Do you actually have a useability expert on board at all? I mean, full time involved in the day to day development of SL? STFU noob ![]() Who here remembers the last time LL tried to hire a "usability expert"? ![]() His name was Oracle Omega... he got to play SL for free and in the end his input amounted to "yup, looks about right". The much touted 1.2 UI revamp ended up being the silly blue buttons at the bottom of the screen... _____________________
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Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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11-20-2005 15:33
ok. Why not have a 'designer/scripter/builders' client, and a 'socializer's client'. I dunno. It seems like that's where we're headed. Download "SecondLife Basic" or "SecondLife Pro". The Basic version wouldn't even -have- building options as to not scare the ... as Enabran said, 'uninitiated'.
I thought that LL was trying to focus on conversion from basic to premium... I'm not so sure the mentality jives here... but we'll see. Hopefully we won't lose stuff like Debug and shift-alt-9, highlight transparent, etc. _____________________
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Strife Onizuka
Moonchild
![]() Join date: 3 Mar 2004
Posts: 5,887
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11-20-2005 16:25
I was the smart a$$ who requested that it be moved to the settings.ini file. I've been working surpadicly on a config tool for the settings.ini file. There are something like 300 settings. Most of which you don't want to change. Did you know there is a setting to change the increment that axis rotation snaps to?
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey |
SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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11-20-2005 21:19
Torley, about particle sliders, that would be wonderful , but....
Although particles are a client side production, altering the properites of a particle system involves an llParticleSystem call to the the server which both takes time and would also require an update of any other clients with the particle system involved in view. This would make twidding the particle sliders slow and server intensive compared to how particle system sliders could and should work, which would be that the visible changes would occur on the particle system designer's machine only, until she clicks an ok button or oherwise commits. Imagine the welcome area full of HUD particle system controllers all making the particle system run through all the value of all the parameters, maximum particles and maximum updates. Heh Heh. Might be a self limiting problem. _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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11-20-2005 21:24
I was the smart a$$ who requested that it be moved to the settings.ini file. I've been working surpadicly on a config tool for the settings.ini file. There are something like 300 settings. Most of which you don't want to change. Did you know there is a setting to change the increment that axis rotation snaps to? Why didn't you tell me about that Strife , remember me complaining about how it uses 1/2 1/4 1/8 etc. fractions of a circle instead of nice old familiar degrees? Well at least you did tell me now. Hmph. --------------- How can you have a useful SL client with Zero building ability ? People might want to take an object out of their inventory, right? _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Jeffrey Gomez
Cubed™
![]() Join date: 11 Jun 2004
Posts: 3,522
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11-20-2005 22:11
Now if there was just a setting to shut off this blasted script scheduler, life would be good.
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SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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11-20-2005 23:14
Now if there was just a setting to shut off this blasted script scheduler, life would be good. ![]() _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Dyne Talamasca
Noneuclidean Love Polygon
![]() Join date: 9 Oct 2005
Posts: 436
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11-21-2005 01:02
It is quite possible we all will be seeing more advanced options moved to the settings.ini. Why? Ease of use, usability. Every time we add more options to the preferences it becomes more confusing and harder to use, harder to find the settings that actually want to be changed. The idea is to make the default the best option for 90%+ of the users, add options to the preferences that satisfy another 9.9%, and keep from confusing 99.9% of the users by putting the really advanced options for that .1% into the .ini where more than likely the people who really want it will have no trouble finding or changing it. We are looking at making access to this easier, via additional shortcuts or some other method. Speaking as an avowed power user, might I suggest that a better way to go about this is to move these controls to an "Advanced Prefs" panel? Or something more akin to the Debug menu, that has to be turned on? Even though I have no trouble finding and using .ini settings, that doesn't imply that I WANT to do it that way. It's still counter-intuitive and annoying. Requiring users to leave the program entirely in order to change settings is poor design. It also reinforces the gap between normal and advanced user (by using completely inconsistent methods rather than building on what is already learned). _____________________
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Eggy Lippmann
Wiktator
![]() Join date: 1 May 2003
Posts: 7,939
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11-21-2005 01:40
Torley, about particle sliders, that would be wonderful , but.... Although particles are a client side production, altering the properites of a particle system involves an llParticleSystem call to the the server which both takes time and would also require an update of any other clients with the particle system involved in view. This would make twidding the particle sliders slow and server intensive compared to how particle system sliders could and should work, which would be that the visible changes would occur on the particle system designer's machine only, until she clicks an ok button or oherwise commits. Imagine the welcome area full of HUD particle system controllers all making the particle system run through all the value of all the parameters, maximum particles and maximum updates. Heh Heh. Might be a self limiting problem. It would be trivial to make a really fast particle configurator if we had access to the damn code, or a client-side VM. I've said before in another thread that LL is crap at paying attention to details. Everything available in scripting should also have a GUI and vice versa. There should be GUI editors for particles, vehicles, and complex multi-prim shapes a la ShapeMaker and XyObject. _____________________
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Eggy Lippmann
Wiktator
![]() Join date: 1 May 2003
Posts: 7,939
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11-21-2005 01:41
Now if there was just a setting to shut off this blasted script scheduler, life would be good. YES! Gods above, yes. _____________________
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