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Dacy

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About Dacy

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  1. Allow base portal entry to be from a specific location in game, somewhat akin to a base code, only it's an LOC. Allow costuming of NPCs. Even if their bodies stayed completely still in whatever pose so you don't have to worry about animating the costumes. This lets people set the background in a base, so your pirates aren't in business suits, and your swimmers aren't in dresses and heels. It might also allow for memorial NPC statues, or, placing NPC sg "members" in costume in your base. Create faction NPCs for bases. Making these targetable in pvp matches as an option would be awesome. Allow plaques in bases with optionalized text, click and get instructions/history/a clue to a game/credit for a display or base. Make a way for sound to be broadcast as the /sgmusic in a base. Do you KNOW how many clubs could use this?? Pair that with the ability to silence obnoxious item sounds, tho, if possible. I realize these aren't GM purvue, but, doesn't hurt to get them on a list. 🙂
  2. Except, I do not think it would say "Aleph point is not on the map" if it was a beacon problem. It would say there is no beacon attached. Gerald_Deemer, if you want, send me the code and I'll come see what I can see.
  3. I'd be happy to come investigate, I can usually figure out what the problem is. I assume aleph point IS on the map? Not just the beacon?
  4. There are quite a few! Now, for specificity, do you mean, below the surface of the base, or below the entire base? And do you have a shard you prefer? Most of the bases I know are on Everlasting (being the RP server means more RP and elaborate bases!), but I know a good many on other servers as well.
  5. So, heard from a builder who was discussing this off of feedback. They could not find the grass surfaces, which, all of the grass pieces are now together in Terrain, instead of some being in Nature and some in Surfaces, which is an improvement imo. The thing that was confusing was, it's not searchable under #grass but is under #surfaces. However, thinking about that, note that "grass" is in the name, and "surfaces" was the old tab it was under. So if you're searching for an item by name, you do not need the #, but if you want to find something that used to be in X tab, try #tabname. You can also search by quality, like "#flat, #green" would get you grass flat plates (but not the hills). But of course, they may also change that or add grass to the list of materials to search by. Which is why I'm posting here. If you notice things you'd like to see, please post them here!
  6. Okay! New update on Test! Looks like concerns were listened to...check it out! Also, this on patch notes, don't know if anyone noticed, bc they weren't there on the first ones: The editor items have been reorganized and search functions have been added. The reorganization focused on categorizing items according to function as much as possible, while also disturbing the familiar order of things as little as possible. A great deal of information about items was added into the Info tab. The improved search features include a visible marker that there actually is a search field, a detail that had escaped the attention of some, plus being able to search with two terms, and a vast expansion of what is searchable. Requests for more information on editing commands has also been heard, with information on both editing and searching now available under Options on the editor menu. The reorganization focused on categorizing items according to function as much as possible, while still adhering to the familiar structure overall.Emphasis was put on reducing the number of tabs, based on player feedback, and wherever possible the number of items within each tab was kept within a consistent range, which also kept the number of tabs overall lower. To help newer builders understand which items are actually needed in a services base, only the items that are functional and not duplicated were pulled into the Base Services tab, in both arcane and tech styles. Items that are functional but not strictly necessary due to changes from Live have "Legacy" added to their names. Items that used to have a function but now do not are labeled "obsolete". The obsolete, legacy, and inactive items were dispersed to tabs according to their style or perceived function, and may still be used by those that prefer to use them. There was a massive amount of information added to the "Info" tab, and this is the field the search uses, and also there was more information added in the "Object" window. All is searchable; your search will return anything with the word or part of the word that you type without a #, and only things with those keywords if you use a #. Characteristics that were catalogued and are searchable include: Size: Tiny, Small, Large, and Huge. Only the smallest and largest sizes to keep it easy to remember. Tiny is less than 1' in any dimension. Small is less than 2' in any dimension. Large is larger than 64' in any direction, but not over 128'. Huge is over 128' or requires clipping to be enabled to place. Appearance: Materials item seems to be made of, such as metal, wood, stone. Functions: What the item is and what it is used for, including how experienced builders might commonly use it. Color: Major color or colors of item, and whether it is tintable, and what parts may be colored if so. Shape: Basic shape of object or of accessible sides. Mesh coverage: Is the object complete, one sided, or complete on most sides? Sound: Does the object make any noise, and is it loud or subtle? FX: Does the item have FX, or, are parts of the item processed as FX that disappear or change behind things that block fx, such as some water tiles or some glass? Light: Does the item work as a light source? Is the light colored? Does it come on at night? Further information was also given in the Info tab, such as special uses the item might have, and tips on using the item in unique ways if applicable, and unique characteristics, such as items that have no collision. Some of this information is also noted in the Object window, as well as things such as where the object will attach, and if it functions as a floor or wall, etc. All of these things are searchable by #keywords, one to two characteristics at a time, and the applicable keywords are all listed, as well as the object name and tab location. The improved search field now has the word "Search" that calls attention to the field's presence. The search will match whatever string you type in by returning anything that matches your input exactly, so, for example if you type in "table" you get tables, but you also get anything listed as "tintable". However, if you use the # in front of your word, you will only get the items with that search term; in this case, #table would only return tables. Items that have been moved from familiar tabs can usually be gathered together by typing "#item" such as, #NPC, which will bring up all the NPCs. #Bar would bring up all bar related items, regardless of whether "bar" was in the object name or not. #Tint, #flat would bring up all items that may be tinted and have at least one flat side, and so forth. I can see several differences. What do you think?
  7. This is the way New tags have worked in the past. When new items come in, items that were previously the "new" ones lose the tag, and it's given to the incoming items. So I imagine that they will continue to be noted like that, only this time as keywords instead of as (new) in the name. As far as the bindable base commands go, there is a list of commands on the forums, so you definitely can bind those if you need to, but I think they might need to be specific as to what anglesnap degree you wanted, or what gridsnap you need, unless there's a way to increment it with a bind, but I do not know enough of binds to be able to answer that. You will find these in the "cheat sheet" section under the pinned "Base Building Guide & Community Base Directory" topic in base building. Here are the commands you can bind: /edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off /grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1 /angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5 /room_clip [1/0] -- 0 = In parent room, 1 = no constraints /see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off I hope these help.
  8. Oh dear. Good catch!! I'm sure that that will be looked at!
  9. I've double checked to be sure, just wanted to be sure that everyone knows that nothing has been removed from the editor. In this example, the notoriety contacts are exactly where they always have been: in the NPC tab. The base services tab is what is new, here, and from what I can see, it is only listing things that are needed to set up services, although technically, the two lower tier buff machines are not needed, since they are just items that dispense fewer buffs than the largest one does. They are things that used to be built from personal salvage (anyone remember those days?) and you had to build the first tier, then build up to the second and so forth. Now you can just go top tier for free! So maybe those should be removed, to keep it consistent.
  10. There isn't a broken one, but there is one that does not have a function in bases now. Is that what you meant?
  11. You know? I had some problems with that object when placing it once on test. It looked like the inactive version. I double checked...yep, it was supposed to be active. Hmm. I replaced it. Still nothing. I checked power...yeah, I had power. I think I got out of edit mode to see if it was like that outside of editing, and it was. Then entered edit again, and poof, it was working! And I did not jigger the power structure. So there may just be a weirdness with that piece. Some pieces have...idiosyncracies. Recently discovered, thanks to someone who reported it, that the Loremaster trainer did not function if the room was less than 2x2, or if he was in a doorway. Weird. And am currently trying to figure out what the heck with a base where all the placed skies are Nightward in one area in a base where the overall sky used to be Cimerora, The overall sky was switched to Space, and now suddenly, the Nightward section is showing as Cimerora...but only for a while. Bases be weird sometimes. 🙂 But back to the editor. I notice there are two power crystals. One is an actual power object, a table with a crystal, and one is a defunct defense item. Seems like we should change the name of one of them. Which one, do you think? There are six of the obsolete power crystals from defense, differing in size and the active ones spin slowly and the inactive ones sway, and only one power item, like I said, a small table with a crystal on it. Which should be renamed, and to what, do you think?
  12. I should think that the keyword system is ideal for such, yes. If you're reading this and haven't given feedback, please do. If you've given feedback, please encourage others to weigh in. If changes are to be made, NOW is the time to let them know! It's not like I would expect every suggestion to be implemented, because things like programming restrictions and considerations of what's usable for the most people will weigh in, but that's exactly why hearing from people is so valuable.
  13. I find the info tab very helpful; if you have questions about either how to find something, or what uses it has, or special features, check the info tab! And if you do on control items, you will see that they are not needed to run a base, like they were on Live, and any of the main power items also already has the control needed. The only items that actually need power to run are medical items (with the exception of the nurse NPC). You can run the entire base without power if you do not have medical included. That is, I think, the thing I like most: the amount of information in the info tab. Take a look!
  14. Okay, so, feedback people! Let's let them know, because there's been a bit of a disagreement on the base services tab as to organization. Obviously, we'd like it organized in a way that suits the majority of people and how they think, but the only way to determine that is to let them HEAR from a lot of people as to what they think! (So sue me, I really prioritize usability!) So. Things to consider: What order do you want to see things in? Objects such as storage first, items such as base buffs/tip mission devices and such first, NPC services first, medical and power first? Which do you think works better, having all the arcane items together and then all the tech items together, to save bouncing all over the tab when you're doing things thematically? Or having items with the same function together so you can see what your options are for that sort of equipment? Let's let thoughts be known so that it's logical and usable for as many of us as possible. (Hopefully 🙂) And of course, any other thoughts you have on the organization. The editor has been complained about for a long time, it's organization has been a bit chaotic, this is a move in the right direction, I think, and here is our chance to fine tune anything that's not quite right yet.
  15. That is an awesome idea! Have no idea if they could do it, but it would not only be helpful for new people, it would reduce overall item count. However, you'd have to get agreement on how the zones were to be organized! 🙂 Which might not be a small feat, but as long as the other option to create your own remained, I think it would be fine to do it however. I DO know, however, that without major reprogramming, no more teleport points will ever be available , sadly. But we can hope that at some point, they are able to do the reprogramming. Cobalt was able to remove the star texture (YAY, COBALT!!) very quickly, perhaps he'd be willing to consider putting together some teleporters with beacons, if that is even possible. Without a dedicated base artist, item creation has had to take a way, way back seat.
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