FOnline: Ashes of Phoenix

General section => General Discussions => Topic started by: paragon on January 20, 2015, 03:42:23 AM

Title: Paid controls / interface improvements
Post by: paragon on January 20, 2015, 03:42:23 AM
I'd like to gather all missed suggestions concerning controls / interface improvements.
A lot of stuff is pretty easy to do and pretty effective in use.

E.g. lately R with weapon button without RunningReload trait were remade to stop and actually reload instead of doing nothing.
Also ~noreload and ~moveattack commands (first is described in changelog, second will skip default cursor if you press RMB in attack cursor, which will allow 2x less clicks in combats).

3.14, I'm sure you'll have something to say I forgot.

The next thing which is going to be done is hybrid move-use cursor (Pressing RMB will move, LMB will do action, so no RMB to change mode all the time), but it's kinda complicated and it's possible to do many other little improvements in process.

I'd also love to have native customization of n, b buttons and putting those commands I talked about in the settings file. Anything else like this?
Title: Re: Controls / interface improvements
Post by: Myakot on January 20, 2015, 07:13:14 AM
You've already done more than enough, the only thing I can think of is "quick-slots" (diablo-style belt for items).
Title: Re: Controls / interface improvements
Post by: 3.14 on January 20, 2015, 12:34:48 PM
Customizing all the keys would be cool.

Things that could still be improved:

Cancel text:
Esc key (or clicking somewhere?) canceling the current chat message ('aaaa' isn't a war cry of mine, I was typing something....)

Text macros
For example you press [numpad 7] and your character says:
Code: [Select]
                    \                                                \                     Enemy NW!
which with the FO break lines/font looks like this over you head:
 
Code: [Select]
          \                       
            \
         Enemy NW!

Stop and shoot (now!)
If you are running and you should press A, then click, your toon should stop running and shoot
An alternative would be an 'action queue' - if you press A+click_on_target, R, ctr+5 your toon will stop, shoot, reload and then use FA. The queue should be somehow visualized on the gui with the option to cancel some of the actions waiting to happen.

Zoom
Just spin the wheel to zoom in or out or config some keys to zoom in or out a fixed amount (maybe with configurable steps).

Center on character (now!)
Pressing [home] moves the camera instantly to center on the character



If UI optimization is also an option then:
-remove the gap between container list in the 'move item' dialog window
(http://s30.postimg.org/ugsl3vnrl/space.png)

-numeric values for bleed
Or just something more.. well.. more... Maybe it's a personal thing, but  the bleed-o-meter

-more intuitive cursor when moving items. 
If you pickup an item and you want to drag&drop, your cursor becomes the item icon, with some icons it is not clear what is the 'hot spot' (is it the center of the icon? or is it the upper-left corner?) and you can drop an item into an inventory slot only to find the item back in the backpack because you missed by a pixel or so.

-fast equip
double-click an item to equip (or eat) it

-fast drop
drag&drop an item outside the inventory gui to drop it on the ground 

-favorite items
If you mark a item a favorite it will always be on top of the item list in your inventory (looking for that defib if you picked up 200lbs of loot can be tricky).

-view and aim showed per hex not a polygon using centers of the hexes

-WSAD movement
(http://www.messentools.com/images/emoticones/quake/www.MessenTools.com-games-quake-006.gif)



Title: Re: Controls / interface improvements
Post by: Myakot on January 20, 2015, 01:06:45 PM
WASD movement is a bit much and won't work ;D. May be CIV3-like? (numpad)
Title: Re: Controls / interface improvements
Post by: paragon on January 20, 2015, 03:52:52 PM
Cancel text: probably yes
Text macros: probably not... I hope quick voice menu will be done later
Stop and shoot (now!): already is in game
Zoom: in next update
Center on character (now!): already is in game
Agreed with pickUp screen optimization, although not sure it's possible with hardcoded screens. Cirn?
Numeric values for bleed: agreed, would like to as well
More intuitive cursor when moving items: probably easy to do, but I'm not interested xD
fast equip: shift click in game. Can use button for fast use, sure.
fast drop: alt+click at home.

-view and aim showed per hex not a polygon using centers of the hexes
sorry?
Title: Re: Controls / interface improvements
Post by: Shura on January 20, 2015, 04:31:15 PM
For numeric value of bleed, take living anatomy perk (:
Title: Re: Controls / interface improvements
Post by: FrankenStone on January 20, 2015, 10:58:42 PM
unpack all ammo boxes in inventory at once would be cool , i mean if u have 40 boxes of same type , to unload all 40boxes at once
Title: Re: Controls / interface improvements
Post by: paragon on May 27, 2015, 10:52:59 AM
TODO list:
- avoid negative AP on deploy setting
- better status indications
a) under mouse cursor?
b) changeable positions
c) food timeouts
d) health / cripples / being hit
- show amount of ammo per burst in weapon description
- definable by user camouflaged names
- quick button for door charges
- numeric values for bleed
- all can use RTS mode, needs special item in the inventory
- when RTS mode activated, by default all squad is chosen to see marks
- mode to avoid committing melee attacks
- direct control over mouse click bindings - Learn autohotkey instead
- in-game messaging with text bindings
- fix defib charge counter

- irc bot strip color
- show number of points per tick
- do not skip win/lose messages

Sounds:
1. Drug goes off
2. Get hit
3. Get crippled
4. HP less than X% (150? meaning you can get one-hit-kill)
5. Get weapon drop
6. Bandaged > X% (50%, 75%,  add color as well)
Title: Re: Controls / interface improvements
Post by: DAMN on May 28, 2015, 10:00:36 AM
I have a sugestion. Implement a "move all" button with the same function of "take all", but instead of taking items of containers and bodies, you put all your items in the container.
Title: Re: Controls / interface improvements
Post by: SnowCrash on May 28, 2015, 10:07:55 AM
Add sneak current value below stealthboy timer.
This will be, sneak skill + ghost bonus + map objects +/- armor - malus from weapons
Title: Re: Controls / interface improvements
Post by: paragon on May 28, 2015, 10:50:47 AM
Damn, you can do that by two different ways:
1. Alt-click on a container - Drop All
2. And probably Ctrl-D when container is opened (I don't remember for sure about this one, can check later when I'm home)
But only in HQs.

SnowCrash, your suggestion is not about interface, it should be posted in separated thread, although I find it interesting. I'll talk to other devs about it

UPD: it's shift-d
Title: Re: Controls / interface improvements
Post by: DAMN on May 31, 2015, 04:12:41 PM
TYVM Paragon.
Title: Re: Controls / interface improvements
Post by: paragon on August 04, 2015, 07:15:23 AM
Was reading Fo2 suggestions, found something about "holstered weapons" (can anyone explain?), came to the idea 1.

1. last picked up items should be showed last (down) in the inventory
2. Play notification sound when your name is mentioned in chat

If anyone except Stalker finds something cool to implement from suggestions of other Fonlines or reimplement something they already have, please post in the suggestions.

- Settings interface for HBD
- item double-click
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 07:39:18 AM
I cant ask you via PM so here It will have to go. Are sounds still needed? and can I make them?

Dunno why you blocked me, don't think I've ever messaged you before.
Title: Re: Controls / interface improvements
Post by: paragon on August 04, 2015, 07:49:57 AM
Ahah, sure, I'm in need for sounds in whole. I'm pretty bad with it - would probably use some "can't open door" sound from standard set.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 07:56:25 AM
Ahah, sure, I'm in need for sounds in whole. I'm pretty bad with it - would probably use some "can't open door" sound from standard set.

I'll try to make something original...and not annoying, otherwise we could just annoy people by saying their name over and over again. :D

Would you like sounds for all of these too?
Sounds:
1. Drug goes off
2. Get hit
3. Get crippled
4. HP less than X% (150? meaning you can get one-hit-kill)
5. Get weapon drop
6. Bandaged > X% (50%, 75%,  add color as well)

What format do they need to be? I can do mp3 and wav very easily anything else ill need to convert.
Title: Re: Controls / interface improvements
Post by: paragon on August 04, 2015, 08:02:10 AM
Let me some time to prepare the script first, so you don't work for something I couldn't inject.
I'll check it tonight and message you about the sounds I could actually inject, the list was just brainstorming.

I'll answer about the format as well, would probably need ask cirn or john about it.
Thanks in advance.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 08:11:02 AM
No problem, Just let me know!  :)
Title: Re: Controls / interface improvements
Post by: FrankenStone on August 04, 2015, 08:16:33 AM
fast drop item from inventory via ctrl left mouseclicking maybe or some other bind
Title: Re: Controls / interface improvements
Post by: John Porno on August 04, 2015, 08:30:05 AM
sound format is typically .wav.
Title: Re: Controls / interface improvements
Post by: paragon on August 04, 2015, 08:46:14 AM
fast drop item from inventory via ctrl left mouseclicking maybe or some other bind
Alt-click in base AFAIR
Title: Re: Controls / interface improvements
Post by: FrankenStone on August 04, 2015, 09:03:08 AM
fast drop item from inventory via ctrl left mouseclicking maybe or some other bind
Alt-click in base AFAIR

i doesnt mean drop all from inventory , in reloaded u have feature which allows u to drop specific items directly from inventory screen vial shift mousclicking on it which is very cool to sort out stuff for piles
Title: Re: Controls / interface improvements
Post by: paragon on August 04, 2015, 09:20:29 AM
Alt click item in the inv screen
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 07:40:36 PM
Concept Shit!

Even if they cant be implemented in the manner you would immediately like them to be.
Its at least a start.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 07:46:59 PM
.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 04, 2015, 08:17:02 PM
This is actually what I started doing for AoP, but I'll never even come close to touching the current classics.

Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 08, 2015, 10:10:25 PM
Recent use of the RTS system have been cool.

Improvements?
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 08, 2015, 10:11:40 PM
.
Title: Re: Controls / interface improvements
Post by: FrankenStone on August 08, 2015, 10:18:04 PM
we need one swatiska sign for blitzkrieg rush
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 08, 2015, 11:46:21 PM
we need one swatiska sign for blitzkrieg rush

Not from me :D

Instead I made rally icons to tell teh newbz where to go after being shook by blitzkrieg rush.
Title: Re: Controls / interface improvements
Post by: cirn0 on August 09, 2015, 03:07:55 AM
Quote
Holy crackers
I'm not sure how to practically implement more than 4 icons that will be accessible quickly by radial menu. Although I enjoy the fallout theme you've given it, I do think it would be best to be as minimalist as possible so that it is easy and universal to understand what information you're relaying.

Instead of a hex icon, I do believe we will be having quick commands menu and for sure one of them is to scream for medic and have the appropriate icon above you.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 09, 2015, 10:11:49 AM
Quote
Holy crackers
I'm not sure how to practically implement more than 4 icons that will be accessible quickly by radial menu. Although I enjoy the fallout theme you've given it, I do think it would be best to be as minimalist as possible so that it is easy and universal to understand what information you're relaying.

Instead of a hex icon, I do believe we will be having quick commands menu and for sure one of them is to scream for medic and have the appropriate icon above you.

Yeaahh, I can definitely appreciate that more would be hard to implement and understand. I did keep that in mind while making them. That's why the first aid one is rather simple, colored and "stand alone" so it could possibly be implemented along side the existing commands.

What ever you decide to do I'm sure it will work.

Title: Re: Controls / interface improvements
Post by: VanCarnY on August 09, 2015, 10:16:13 AM
excellent ideas for improvements, i love the icons stem lol

so far the most valuable use is for ur scout (and everyone else in combat situations) to be able to say 'they here' on mumble and have a ping go down at the same time so instantly everyone knows wtf is happening and can maneuver much more effectively.. this ain't your fps bro, u have to just know where the fuck they are.
Title: Re: Controls / interface improvements
Post by: VanCarnY on August 09, 2015, 10:17:27 AM
best ones are OMG is STALKER and Ramon spotted :O
Title: Re: Controls / interface improvements
Post by: VanCarnY on August 12, 2015, 02:16:56 AM
TWAT says you can hit 's' for stop or 'h' for hold in the rts mode and you will erase all the rts mode clutter and replace with a highlighted hex beneath ur players feet so that they know not to fuck around.  I think this is genius.. its like saying 'battle comms people' in rts mode.

if you had a similar hotkey for Stem's 'heal me' icons it would probably be good since there are no team hp bars you can quickly see without mousing over your team mates. i mean you can just know when they've taken damage or need some salts to wake up and run from the incendiary but ya. it would be sweet if a green shout went over your head "MEDIC!!!" at the click of a key.


i also notice now, after voting on the poll, that no one yet has claimed to 'roll' without the hotkeys.. they make the game so dayam playable i don't even know how you could get by against someone using them without using them. and the majority finding the current hotkeys, even including rts commands, acceptable, means that we could even do with a couple more super intuitive hotkeys perhaps. 

does anyone know what language to use in the hotkey menu's to use your field medic kit and paramedic kit from your inventory on a team mate?  I do that for SS but can't figure this one out, so far i can just heal or doctor myself using them from my inventory, i need a yellow cross-hair to show up so i can boss-heal my downed teammates with the field medic kit and heal multiple cripples easy-peasy with the doc kits.  I have my hotkeys set up in such a way that i already have perfectly reasonable keys which i would like to use for this; my ctrl 1-voodoo, ctrl 2-jet, ctrl 3-psycho, ctrl 4-field medic kit, ctrl 5-paramedic.

but so far these last two only automatically use on me.

for SS on team mate i have shift 5 but twat set it up in the hotkeys configuration settings file, not in the hotkeys config.  so i would assume i just need to know what code language to use for these kits and i would be full of epic win in no time.
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 12, 2015, 09:12:03 PM
Crunch! "ARGH"

*Left Leg Crippled*

Crunch! "ARGH"

*Right Leg Crippled*

gg

I found my way into the sound folders....Muhahahahahaaaaaa
HAHAHAHAHAHAAAAAAA! :P

:Edit I think the noises required for taking hits and such are already present or could easily be represented by something else in the game files.

I didn't realize how much sound there actually was in there, hah :P
Title: Re: Controls / interface improvements
Post by: S.T.A.L.K.E.R on August 12, 2015, 11:07:32 PM
Lol, nice :P
Title: Re: Controls / interface improvements
Post by: Stem Sunders on August 13, 2015, 07:03:19 AM
"Eat Food"

Sounds for food time outs and something for when eating/drinking.
Title: Re: Controls / interface improvements
Post by: paragon on August 26, 2015, 07:24:08 AM
- Settings interface for HBD
- item double-click actions
- distance indication
- amount of items in the utility slot indication
- "Use (On)" for door charges, HBD, door wedge
- hotkeys to turn cw / ccw direction
- defib charges
- scoped state as a hotkey
- correctly update equiped items (being unusable) after defibrilation
- display hbd charge in desc
- platoon names client-side
- reload mode for charged items (stealthboy, hbd)
- saving builds templates for fast reroll client-side
- IRC message on server start, on trollbox spawn
- RTS mode as hold-to-use hotkey, 3 different mouse buttons for different marks
- hotkey to equip an item by PID (change item bindings to read and store set PIDS)
- free_shoot for hex shooting
- display projectile speed
Title: Re: Controls / interface improvements
Post by: John Porno on August 26, 2015, 08:03:39 AM
- hotkeys to turn cw / cww direction
What do you mean by that?

In any case, I'm strongly in favor of holding a key and then leftclick to just turn into the direction
Title: Re: Controls / interface improvements
Post by: paragon on August 26, 2015, 08:08:23 AM
Meant just providing hotkeys for , .
But I think I can make the way you want
Title: Re: Controls / interface improvements
Post by: RazorRamon on August 26, 2015, 10:00:39 AM
ye id like jawn version too, something like shift+click to look into a direction

and also routine that updates your vision and green outlines after turning with it

Title: Re: Controls / interface improvements
Post by: clochard on August 26, 2015, 10:52:43 AM
This is a really good idea indeed.
maybe stop key+click.
Title: Re: Paid controls / interface improvements
Post by: paragon on September 08, 2015, 06:33:24 AM
timeouts display for myself http://fonline.ru/forum/threads/4268/
cirno http://fonline.ru/forum/threads/4787/
Title: Re: Paid controls / interface improvements
Post by: paragon on September 19, 2015, 06:37:54 PM
+ storing build data server side for targeted nerfs
- Settings interface for HBD
- Use mode for HBD
- reload mode for charged items (stealthboy, hbd)
- scoped state as a hotkey
- hotkey to equip an item by PID (change item bindings to read and store set PIDS)
- Ctrl + 1 - Use stimpack on target. If you use these hotkeys while not having the associated item in your inventory you will shoot the target instead.
- transparent walls
- delete zc score indicators
- show approximate bandaged level
- purchasable damage test dummy / platoon manager
- comfortable base
Title: Re: Paid controls / interface improvements
Post by: PewPew on September 20, 2015, 03:38:10 AM
- Settings interface for HBD
- Use mode for HBD
- reload mode for charged items (stealthboy, hbd)
- item double-click actions
- scoped state as a hotkey
- platoon names client-side
- saving builds templates for fast reroll client-side
- hotkey to equip an item by PID (change item bindings to read and store set PIDS)
- display projectile speed
- IRC message on server start, on trollbox spawn
How about custom skin? I would pay for this (http://vignette1.wikia.nocookie.net/fallout/images/a/a3/FoModel_Dwarf.png/revision/latest?cb=20090527122146)
Title: Re: Paid controls / interface improvements
Post by: Stem Sunders on December 06, 2015, 07:48:56 PM
Quote
Holy crackers
I'm not sure how to practically implement more than 4 icons that will be accessible quickly by radial menu.

Scroll wheel?....Shift + Scroll wheel + Click, or something.
Just a thought.
Ra,deal menyou  ???

Some sounds.

The revolver spin might be nice for a reload. The clock ticking can be used as some kind of audible indicator of time passing, every 12 in game hours perhaps. Or for a wait mechanic that doesn't make any sense...

Not sure if Paragon is still going ahead with implementing some kind of chat alert, so there is a couple more of those too.

I have no idea what the guns are. They were just in my samples folder, so I thought I would pop them here.

Title: Re: Paid controls / interface improvements
Post by: paragon on January 27, 2016, 02:57:50 AM
While there's no SDK cuz they are not done with it yet, at least I think I can stream work on
- saving builds templates for fast reroll client-side

Random day this week, euro evening time, didn't choose the video stream platform yet.


Stem > The clock ticking

I don't know if night/day mechanics is gonna change, currently it drastically changes situation for snipers. I could use the sound 1min before night/day change as a reminder. Suggestions?


> chat alert
I thought about it a lot and I could NOT persuade myself it's really gonna be useful. The real problem is that chat is in the same window with the rest of game messages. Although some basic chat notifications are really easy to add.

Cirn0 > Im not sure how to practically implement more than 4 icons that will be accessible quickly by radial menu.

4 horizontal/vertical + 4 diagonal directions are pretty manageable i think, what's the problem?
Usually shift/ctrl/alt modificators just open separate layout for radial menu.
If you are not fan of holding down buttons, let's say it will work like:
1. Press C to open radial menu and have layout 1 opened.
2. Ctrl switches to radial menu 1. Alt switches to radial menu 2. Shift switches to radial menu 3.
Or different buttons for different layouts.
Title: Re: Paid controls / interface improvements
Post by: Remove Kebab on January 27, 2016, 05:56:01 AM


I don't know if night/day mechanics is gonna change, currently it drastically changes situation for snipers. I could use the sound 1min before night/day change as a reminder. Suggestions?

coyote howl
Title: Re: Paid controls / interface improvements
Post by: Stem Sunders on January 27, 2016, 12:17:53 PM


Stem > The clock ticking

I don't know if night/day mechanics is gonna change, currently it drastically changes situation for snipers. I could use the sound 1min before night/day change as a reminder. Suggestions?


> chat alert
I thought about it a lot and I could NOT persuade myself it's really gonna be useful. The real problem is that chat is in the same window with the rest of game messages. Although some basic chat notifications are really easy to add.

Sounds good to me.
Just some indication that its about to become night/day time wouldn't take anything away but does add something imo.

Right now I think the only indication of time we have is on the worldmap clock and obviously when it get dark in-game.

Its totally up to you and the other devs how to use the sounds or if you don't use them at all. Let me know if you need anything else.
Title: Re: Paid controls / interface improvements
Post by: Kurwier on January 27, 2016, 12:40:28 PM
your best friends hotkey for timechecking in game is pressing #
Title: Re: Paid controls / interface improvements
Post by: Teela on January 27, 2016, 01:12:28 PM
Yup, stay with the classics. coyote/wolf howl for nighttime. Maybe blackbirds for sunrise. Then again I do always check time before going for a fight.
Title: Re: Paid controls / interface improvements
Post by: RazorRamon on January 27, 2016, 01:43:45 PM
YEEEEEEESSSSSS HOWL.wav and BIRDCHIRP.wav
Title: Re: Paid controls / interface improvements
Post by: John Porno on January 27, 2016, 01:56:47 PM
dont forget LAUGHINGSTAIRS.WAV
Title: Re: Paid controls / interface improvements
Post by: paragon on January 28, 2016, 01:52:25 PM
"Fonline Dev Code Monkeying - Save/Restore Character Build - Day 2"
Stream up.
http://www.twitch.tv/paragonid

UPD: ended. Continue tomorrow if I have no life again.
Title: Re: Paid controls / interface improvements
Post by: paragon on January 29, 2016, 12:44:31 PM
Stream up. http://www.twitch.tv/paragonid . Facecam.

UPD: I'm off.
Ctrl + 1 - Use stimpack on target.
Ctrl + 2 - Use superstimpak on target.
Ctrl + 3 - Use bandage on target.
Ctrl + 4 - Use tourniquet on target.

If you use these hotkeys while not having the associated item in your inventory you will shoot the target instead.
Title: Re: Paid controls / interface improvements
Post by: Stem Sunders on February 01, 2016, 02:57:15 PM
Yup, stay with the classics. coyote/wolf howl for nighttime. Maybe blackbirds for sunrise. Then again I do always check time before going for a fight.

YEEEEEEESSSSSS HOWL.wav and BIRDCHIRP.wav

Clock ticking, animals vocalizing. Its makes little difference to me.

Plox gib audible time change indication, paragon :)

I cant decide on which chirp is the chirpiest. I was going to upload a classic wolf howl but it just seems so incredibly cheesy.
Title: Re: Paid controls / interface improvements
Post by: cirn0 on February 01, 2016, 05:19:27 PM
LAUGHING STAIRS. WAV
Title: Re: Paid controls / interface improvements
Post by: RazorRamon on February 02, 2016, 09:54:03 AM
BIRDCHIRP-3.wav
and
HOWL.wav
imo


also
https://youtu.be/MyQZF64QaT0?t=70
Title: Re: Paid controls / interface improvements
Post by: Stem Sunders on February 02, 2016, 10:36:47 AM
SO THEY ARE REAL!!!!!

I did search and couldn't find anything. Thought John was yanking my chain.  :D

+1 to ramons choices. #3 is pretty nice. Not too overpowering or sudden.
Title: Re: Paid controls / interface improvements
Post by: paragon on February 03, 2016, 11:21:39 AM
"Fonline Dev Code Monkeying -  Save/Restore Character Build - Day 4", facecam and live commentary this time.

I'm actually gonna try and give an overview of life of code monkey in the Fonline Dev this time, sharing my overall feelings and mb giving an advice how to become a code monkey like me.

Im gonna start at about 17.30 UTC http://www.twitch.tv/paragonid
Title: Re: Paid controls / interface improvements
Post by: Niamak on February 03, 2016, 11:59:08 AM
Hardcore code monkeying

(http://blog.coyoteproductions.co.uk/wp-content/uploads/2014/05/real-code-monkey.jpg)
Title: Re: Paid controls / interface improvements
Post by: paragon on February 08, 2016, 01:26:10 PM
Stream will be up in 20 minutes, I'm gonna try to give detailed explanation on my working process for current task.
Title: Re: Paid controls / interface improvements
Post by: paragon on February 15, 2016, 06:00:37 PM
Commands to try out
~build save
~build list
~build load N

file with saved builds stored in game_folder/data
Format:
SPECIAL TR SKT / whatever else you want to add
5 5 5 5 6 7 8 550 552 200 204 207 / my best build

Opposite to ~reroll, saved build includes changes in the SPECIAL due to traits.
e.g. if you have trait which gives +1 ST and 10 basic strength, build will have (and store) 11 ST.
Title: Re: Paid controls / interface improvements
Post by: Komrade on February 16, 2016, 01:53:16 AM
Commands to try out
~build save
~build list
~build load N

file with saved builds stored in game_folder/data
Format:
SPECIAL TR SKT /
5 5 5 5 6 7 8 550 552 200 204 207 /

Sounds fucking awesome, 1 step closer to the dream.

So here some feedback : Saving builds work ok and ~build list works too.
Now problems when I tried to load builds : 1 build couldn't load cause it says wrong tagged skills, I guess thats cause I have tagged 2 skills and not 3. Another said that I had insufficient special (39). I had saved a melee build with heavy handed so that's -1 special. I kinda guess that's how it works for most other builds too.   
Title: Re: Paid controls / interface improvements
Post by: Kurwier on February 16, 2016, 03:34:34 AM
fucking cool with minor problems , what i would imagine the best and userfreindliest version would be this feature functioning in real time with some graphical interface , like you could scroll through character builds from charsheet and then just press on some button to reroll it. this would be super dope. and it wouldnt even require that much new gui elements just some morre buttons with editaable renaming maybe so people could name their builds ...
Title: Re: Paid controls / interface improvements
Post by: paragon on February 25, 2016, 08:01:30 AM
Let's make it more fun. I'm gonna set up order and estimate time for the tasks and then check with it.

0 client validation error on saving/loading builds with gain special - .5h
0 turn off zc score indicators for not gms - 1h
0 show overmouse bandaged level for everyone - 1h
0 Ctrl + 1 - Use stimpack on target. If you use these hotkeys while not having the associated item in your inventory you will shoot the target instead. - 1h
0 item sort by legendary level (sic!) - 1h

1 hotkey to equip an item by PID (change item bindings to read and store set PIDS) - 6h
2 loadout compiler / fast equip container - 8h
3 loot sort container / storing loadouts - 8h
4 purchasable damage test dummy / platoon manager - 16h
5 transparent walls - 30h
6 museum = testing area (free items / mechanics) - 30h

Pool:
- Perk+skill build load - 24h
- Settings interface for HBD - 8h
- Use mode for HBD - 4h
- reload mode for charged items (stealthboy, hbd) - 4h
- scoped state as a hotkey - 8h
- git-svn synced repo - 8h (or at least export (or fuck it all))
- daytime change sound - 2h
- option to rebind item dismantle (science skill too close to repair) - 1h
- ctrl/shift as step modifier for wheelscroll - 2h
- break legs for hit under blue nuka - 3h
- add delayed xp + hide bounty - 3h
- 1 permament mark for squad leader - 4h

Not hardcore monkey enough for:
alt+f4 shows chat text - 2h (engine hardcoded F4 doesn't let me control anything)
^ no background interface in setting.ini -1h

I will possibly stream many of them without hiding source this week and then.
Title: Re: Paid controls / interface improvements
Post by: cirn0 on February 25, 2016, 06:03:59 PM
1 hotkey to equip an item by PID (change item bindings to read and store set PIDS) - 6h
- option to rebind item dismantle (science skill too close to repair) - 1h

For those two, I will handle or if you want discuss with me.
Equip Item by PID can be done by the hotbar I made.
Going to add Repair and move Engineer button in empty space below sneak on the skilldex.
Title: Re: Paid controls / interface improvements
Post by: paragon on March 03, 2016, 01:07:23 PM
stream up in 5 mins
I'm off, took 3.5h
Title: Re: Paid controls / interface improvements
Post by: paragon on March 10, 2016, 10:50:37 AM
I stream
Title: Re: Paid controls / interface improvements
Post by: Stem Sunders on April 14, 2016, 11:41:24 AM
Adding one for bombardment, even though I don't think anyone is going to use them.