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Jopsy Pendragon

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Everything posted by Jopsy Pendragon

  1. When a user double-clicks on ground, one of three things can happen: The user teleports to that location. The user walks to that location (or flies if the user is flying). Nothing happens. How do we make it so that we have this functionality and still don't overcomplicate the interface or introduce unnecessary steps/clicks in the UI. By making it so that if you 'double-click' WON'T teleport (or walk) the avatar if their mouse is over something with a scripted Touch Action or some other default click action like sit, pay, open, etc. I tried this feature in emerald and rapidly turned it off because it failed to make this distinction.
  2. "We need new tools, but *not* at the expense of the old ones." -- Darien Don't get me wrong... I'm not saying that anything has to be removed so that SL can move forward. =) Problems like search and groupchat are heinous blemishes on our SL experience, they simply must be fixed. They drive us nuts daily, and a few residents find them sufficient cause to abandon SL. No where near the number of potential residents that turn away because SL just looks increasingly... well... old. Windlight was a great step forward, but was never fully deployed. Mesh is almost here... but way behind schedule. I've heard stories from MS Excel developers that, I swear, gave me nightmares. Ugh... the inventory browser itself... Hideous. It doesn't matter what OS someone uses, windows, mac or linux, they each have file browsers, desktops, multiple views, intra-folder sorting, advanced search, "Open Folder in New Window" ... people that use their computer some how manage to figure out their "Pictures Folder" from their "Documents" folder and manage just fine. Our inventory in SL should follow those exact same familiar and standard conventions, not this massive tree that looks like it was copied out of some old windows registry editor. Grrrrrr. =)
  3. So I'm as annoyed as anyone when I can no longer right-click on the ground and start the "create" process, but have to scroll through a menu selecting two or three options. -- Prokofy Hmm.... being someone that tends to build at altitude and then lower things to ground level when ready I didn't notice this was gone... but it seems to be back in Viewer2.1.1 now. Right-click on a prim or on the ground, select and presto. =) (being the hot-key nut that I am... I've always used ctrl-4 to create prims. (ctrl-1 through 5 map to the buttons across the top of the edit/build tool: 1=focus, 2=move, 3=edit, 4=create, 5=land/terraform, I never use use ctrl to access the others though) The problem with enabling grid vs. disabling it if it's not wanted is that newbies would otherwise almost certainly never notice it was there. As a visual indicator of where objects are in relation to each other... it is very useful, especially for people that are just finding their "XYZ legs". If you don't want the grid, planar-pull-tabs or axis-drag-arrows... (and I know this is going to sound far too obvious) ... just use the mode in the edit/build tool (my way: ctrl-2, otherwise click the icon in the top of the edit widget). It will move laterally. If you hold ctrl, it will move perpendicularly to the camera. =) Personally, in all my years of being in SL.. the only new feature I've managed to wring out of them was the tab for inventory items... and they sorta claimed they were "already" working on that when I begged for it. Getting LL to do what WE want them to do is like every other game of politics. Being "right" is not sufficient... or sadly... even required. Being in the right place, at the right time to plant the right seed in the right ear... *SOMETIMES* works, but usually backfires as it grows wild once planted. Compromises are made, deals are struck, people with influence demand arbitrary changes so that it will fit their 'vision', or just on a whim, the final product looks nothing like what was needed or wanted... but, for whatever reason, it was what managed to make it through the process. Humans are a deeply flawed species filled with self-confounding tendencies.
  4. Why is THIS PARTICULAR option the cause of so much angst from Linden Lab? -- Argent ... The WASD option reminds me of another thing we lost moving from viewer1x to viewer2x... http://jira.secondlife.com/browse/VWR-19700 Give focus to search field when opening inventory Instead of ctrl-i tab tab tab... like it was in viewer2.0, in viewer2.1.1 it's now ctrl-i shift-tab to get your cursor into the inventory search field. *grrrrrrrrrrrrrrrrrr* fiiiiix ittttt.
  5. "Like Prokovfy said, we have to remember that in fact builders and the like are only a very small community compared to the rest of the users. When you look at it this way, LL is already giving us a lot of attention, and we're getting more and more of it." -- Snippy "Professional content creators" are relatively few in number... yes. They are not the only people that use build tools. We all use them, to some degree or another. And if the tools suck, we all suffer. What makes SL unique is the fact that everyone can create. Every other strength that SL has there's another type of MMO out there that has something similar, from land ownership, to content sales, to music sharing and socializing, ... It is this "Everyone can create" thing that sets the SL type of MMO apart. And the tools we have for content creation are STALE. We need mesh, we need windlight finished, and we need a viewer UI that is less baffling spacially and semantically. If SL continues to lag behind other Networked Recreational Immersive platforms... people like Prok will have only a small fraction of their customer base to worry about within 2 years. And the only people hanging around to kvetch about group chat problems and broken search... will be die-hard oldbies like me paying for our land out of pocket.
  6. Prok- Curb the hate, eh? I'm not asking LL to rip out the things you like about SL, so leave the things I like alone, eh? Geez. You'd think a geek ran over your puppy or something.
  7. There will always be "newbies" and there will always be "power users", and serving both with the same piece of software is *DIFFICULT*. Newbies want something simple, easy to learn, intuitively placed functions and, more than anything they don't want to spend all their time learning, they want to DO something. Power users want hot-keys so they can quickly access the functions they want to use without having to navigate down two sub-menus over and over. Options ARE important, everything from relative UI interface size to default camera behaviors, because our ability to interact with the world is vastly different. Some people have smaller lower-rez screens or poor eyesight, others have massive monitors running at very high resolution. The UI must be customizeable to suit our different situations. Many of us use other applications with different chat behaviors... and have trouble going back and forth between them. Having the option to close-chat-after-enter is as important to some people as having it NOT set is to others, just so they don't go crazy while attempting to control the interface. I'd probably stop using LL's viewers permanently if I couldn't turn off mini-map rotation, I hate it that much. =) Anyway... yes, extra options are a pain to regression test in production, but you serve us better by being more inclusive than by saying "only 2% of SL using this feature... we're gonna just bury it in the debug settings and forget about it" =)
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