Spider Mandala
Photshop Ninja
Join date: 29 Aug 2003
Posts: 194
|
04-27-2005 13:50
From: Catherine Omega 3. What would it take to implement a way for users to add simple features to the UI? I know much of the UI has already been switched to use XML, but there are a few gaps. If there were a way to first create a toolbar or window, (or even just edit the existing toolbar) then to make the client llSay something on a given channel, it'd be all that was necessary to make a game that used custom UI elements. Sure, there'd be lag, and no feedback from the client to change icons, and certainly the user would have to download a file and install it in their SL directory, but it'd be a really good start.
Wow, I cant begin to think of all the uses something like this could have. If there were a smooth way of using the XML capabilities we already have installed to be able to make custom UI's games could take on an incredible new feeling in SL. Perhaps a UI picker in the client itself to point towards a specified file in a UI directory? If an attachment or object could trigger this, we could make it so that an attachment: llCallUI(gameui, variable), that the player would access while playing the game, and then could llDefaultUI() upon taking it off to return them to the standard set up? I really cant support this idea enough, it would add an amazing new level of depth to SL, vehicle huds, weapon huds, game interface screens, buttons for macros on the toolbar... the potential is awesome.
_____________________
"There's an old saying in Tennessee, I know it's in Texas, probably in Tennessee, that says, fool me once... shame on... shame on you. You fool me, you can't get fooled again." -George W. Bush East Literature Magnet School, Nashville, Tennessee, Sep. 17, 2002
|
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
|
04-27-2005 13:52
From: Spider Mandala Perhaps a UI picker in the client itself to point towards a specified file in a UI directory? If an attachment or object could trigger this, we could make it so that an attachment: llCallUI(gameui, variable), that the player would access while playing the game, and then could llDefaultUI() upon taking it off to return them to the standard set up? I really cant support this idea enough, it would add an amazing new level of depth to SL, vehicle huds, weapon huds, game interface screens, buttons for macros on the toolbar... the potential is awesome. That's not a question!  Seconded.
|
Quin Qin
Registered User
Join date: 14 Apr 2005
Posts: 11
|
Amendment, Correction, Objectioin, Better Av Tools
04-27-2005 14:16
From: Nekokami Dragonfly Is LL more likely to want to support non-human avatars and/or scripted avatars (NPCs), or allow import of custom avatar meshes with scripting? Or neither? It seems a fair number of people would like to have alien, animal, or otherwise non-human avs, and similarly quite a few people would like to be able to have easier-to-create animals, monsters, humanoid robots, etc. (though I would expect a high prim cost for such objects). What is the LL position on this, especially from a technical standpoint? Which would be less problematic to implement?
Thanks,
neko I dont neccesarally second this but i do second that we need some more/better avatar tools. Things like a posture slider arent as difficult to add as the request for uploading custom meshes. Time and time again it has been explained why custom meshes are a problem. Look up any thread where someone asks "why cant i just bring in a model from Maya/ 3ds Max?" The posture slider can start at upright and end at knuckles dragging on the ground. With the way we swing our arms as default i suspect some avatar creators can make use of that. Also I don't second the NPCs but I do second scripts applied to avatars. Scripted clothing and bodies would provide even more possiblities to the seemingly infinite choices we already have. My own question is: Will the avatar tools in the Apperance Menu ever improve? Ribcages and shoulderblades especially. They are monstrously huge on the male shape. the shorter you get the worse it looks. Some compensation for smaller avatars would be nice. I already noticed somewhere that a second skin layer would be implemented sometime in the future so custom skin owners can apply tattoos. Cheers on that! In summation: Posture Slider and Smaller Avatar Solution.
|
Quin Qin
Registered User
Join date: 14 Apr 2005
Posts: 11
|
04-27-2005 14:51
From: Doctor DeFarge Are there any functionalities planned to create and manage user quests?
We would like to have the possibilities to give people more long-term motivation by having a quest logbook. Quest could be good for adventure games but even for jobs.
A quest should have a description, a final condition (object returned/object created, avatar at place XY) and a defined reward (Lindendollar).
Is is planned to add a jobs category to the find functionality or even a more sophisticated skill search possibility?
One problem of a lot of players it to raise money and finding a source to do so.
Another (for exampe for a group like us) it is hard to get in contact to the people who could do some jobs in bigger (and cool) projects. Maybe a tagging approach like in social software as delicious or flicker... seconded
|
Lily Lioncourt
Dreamer in the Garden
Join date: 15 Jan 2005
Posts: 18
|
Prim Limits
04-27-2005 15:23
From: Cristiano Midnight When can we realistically expect an increase in prim limits? We have remained at the same level for more than a year, which as you know on the low end especially is extremely inadequate for an enjoyable experience. Oh yes!!! Seconded!!!
_____________________
Those who would trade their freedom for safety deserve neither. - Benjamin Franklin
Who looks outside, dreams; who looks inside, awakes. Carl G. Jung
|
Jeska Linden
Administrator
Join date: 26 Jul 2004
Posts: 2,388
|
04-27-2005 16:38
Thanks everyone for posting questions. If your question wasn't answered, please feel free to post it over in the Hotline to Linden Forum. 
|