Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-24 Thread Oz Linden (Scott Lawrence)
On 2012-09-21 03:17 , Lance Corrimal wrote:
 Hi all!

 Here's a feature idea that I just had, and I thought I'd float it past here
 before I post a feature request on the jira.

 As a user I would like to see a third option for doubleclick navigation
 inworld: pathfinding - immersive

 With that option turned on, the viewer would determine if the point the user
 clicked on is within draw distance, and if so, use pathfinding navigate to
 to walk there. If the point was outside of drawdistance, the viewer would use
 whatever else the user had configured for normal doubleclick navigation (i.e.
 teleporting or go here).


We have considered whether or not to apply pathfinding movement to 
avatars, but so far have decided that it would too often produce 
non-intuitive results.   Avatars can go places that pathfinding 
creatures can't and the differences are not always obvious to users (for 
example, an avatar will step up over a level change that a pathfinding 
creature will not attempt).  This might often lead to users clicking on 
a point that seems easily accessible, but the avatar goes off in some 
entirely different direction (as the beginning of a circuitous path), or 
just fail to find a pathfinding route at all (this latter presents an 
additional problem of how to inform the user).

Personally. I've always wanted to be able to choose a series of 
waypoints manually... some games I've played let you do this by making 
'click' mean 'walk straight to here', and 'shift-click' mean 'add this 
as the next waypoint after the current end of my path'.


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[opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Lance Corrimal
Hi all!

Here's a feature idea that I just had, and I thought I'd float it past here 
before I post a feature request on the jira.

As a user I would like to see a third option for doubleclick navigation 
inworld: pathfinding - immersive

With that option turned on, the viewer would determine if the point the user 
clicked on is within draw distance, and if so, use pathfinding navigate to 
to walk there. If the point was outside of drawdistance, the viewer would use 
whatever else the user had configured for normal doubleclick navigation (i.e. 
teleporting or go here).

any thoughts?

I'd believe that would need some server code, so that the viewer could ask the 
server for a list of waypoints to walk from A to B, the user being a character 
type A.


bye,
LC

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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Dahlia Trimble
If you want to request a server mod, perhaps a mod to the autopilot
functionality to be able to use pathfinding. A potential problem with using
a waypoint list is the path may become obstructed or otherwise modified
while traversing the path.

-d

On Fri, Sep 21, 2012 at 12:17 AM, Lance Corrimal
lance.corri...@eregion.dewrote:

 Hi all!

 Here's a feature idea that I just had, and I thought I'd float it past here
 before I post a feature request on the jira.

 As a user I would like to see a third option for doubleclick navigation
 inworld: pathfinding - immersive

 With that option turned on, the viewer would determine if the point the
 user
 clicked on is within draw distance, and if so, use pathfinding navigate
 to
 to walk there. If the point was outside of drawdistance, the viewer would
 use
 whatever else the user had configured for normal doubleclick navigation
 (i.e.
 teleporting or go here).

 any thoughts?

 I'd believe that would need some server code, so that the viewer could ask
 the
 server for a list of waypoints to walk from A to B, the user being a
 character
 type A.


 bye,
 LC

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 privileges

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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Jonathan Welch
As I recall from some months ago we were told at a PF UG meeting this
idea had been discussed but was thought to be too
confusing/non-intuitive.  Maybe if it were an option there would be
more chance of it being approved.
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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Argent Stonecutter
User story: I would love to be able to set waypoints like in Everquest for 
mouse navigation. It's not too confusing, I don't know how many people played 
Everquest but they were all able to figure it out.
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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Lance Corrimal
Am Freitag 21 September 2012, 01:24:30 schrieb Dahlia Trimble:
 If you want to request a server mod, perhaps a mod to the autopilot
 functionality to be able to use pathfinding. A potential problem with using
 a waypoint list is the path may become obstructed or otherwise modified
 while traversing the path.


and walking a straight line from A to B withoiut even paying attention to 
obstacles is better?

That is what the viewer does now when you do a go here by clicking on the 
ground twice.


bye,
LC

 
 -d
 
 On Fri, Sep 21, 2012 at 12:17 AM, Lance Corrimal
 
 lance.corri...@eregion.dewrote:
  Hi all!
  
  Here's a feature idea that I just had, and I thought I'd float it past
  here
  before I post a feature request on the jira.
  
  As a user I would like to see a third option for doubleclick navigation
  inworld: pathfinding - immersive
  
  With that option turned on, the viewer would determine if the point the
  user
  clicked on is within draw distance, and if so, use pathfinding navigate
  to
  to walk there. If the point was outside of drawdistance, the viewer would
  use
  whatever else the user had configured for normal doubleclick navigation
  (i.e.
  teleporting or go here).
  
  any thoughts?
  
  I'd believe that would need some server code, so that the viewer could ask
  the
  server for a list of waypoints to walk from A to B, the user being a
  character
  type A.
  
  
  bye,
  LC
  
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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Dahlia Trimble
I was *not* suggesting using the autopilot as it currently exists. I was
suggesting a newer autopilot-like function provided by the simulator that
can use live pathfinding to move the agent. I was suggesting it because a
waypoint list can become obsolete between the time it's generated and the
time the path is traversed. A *pathfinding capable* autopilot function
could update the waypoint list while in route in case the original path
becomes obstructed.

-d

On Fri, Sep 21, 2012 at 9:32 AM, Lance Corrimal
lance.corri...@eregion.dewrote:

 Am Freitag 21 September 2012, 01:24:30 schrieb Dahlia Trimble:
  If you want to request a server mod, perhaps a mod to the autopilot
  functionality to be able to use pathfinding. A potential problem with
 using
  a waypoint list is the path may become obstructed or otherwise modified
  while traversing the path.


 and walking a straight line from A to B withoiut even paying attention to
 obstacles is better?

 That is what the viewer does now when you do a go here by clicking on the
 ground twice.


 bye,
 LC

 
  -d
 
  On Fri, Sep 21, 2012 at 12:17 AM, Lance Corrimal
 
  lance.corri...@eregion.dewrote:
   Hi all!
  
   Here's a feature idea that I just had, and I thought I'd float it past
   here
   before I post a feature request on the jira.
  
   As a user I would like to see a third option for doubleclick navigation
   inworld: pathfinding - immersive
  
   With that option turned on, the viewer would determine if the point the
   user
   clicked on is within draw distance, and if so, use pathfinding
 navigate
   to
   to walk there. If the point was outside of drawdistance, the viewer
 would
   use
   whatever else the user had configured for normal doubleclick navigation
   (i.e.
   teleporting or go here).
  
   any thoughts?
  
   I'd believe that would need some server code, so that the viewer could
 ask
   the
   server for a list of waypoints to walk from A to B, the user being a
   character
   type A.
  
  
   bye,
   LC
  
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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Lance Corrimal
Am Freitag 21 September 2012, 12:43:29 schrieb Dahlia Trimble:
A *pathfinding capable* autopilot function
 could update the waypoint list while in route in case the original path
 becomes obstructed.

basically, after reaching a waypoint it would request the list of remaining 
waypoints again? that sounds like a good plan.


bye,
LC

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Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-21 Thread Dahlia Trimble
I guess it could be prototyped  by using
http://wiki.secondlife.com/wiki/LlGetStaticPath  in an attachment that the
viewer can communicate with, but (assuming the wiki is accurate) it looks
like it doesn't deal with the obstructed path problem so requesting a new
path upon reaching a waypoint probably wouldn't do much good.


On Fri, Sep 21, 2012 at 1:58 PM, Lance Corrimal
lance.corri...@eregion.dewrote:

 Am Freitag 21 September 2012, 12:43:29 schrieb Dahlia Trimble:
 A *pathfinding capable* autopilot function
  could update the waypoint list while in route in case the original path
  becomes obstructed.

 basically, after reaching a waypoint it would request the list of remaining
 waypoints again? that sounds like a good plan.


 bye,
 LC

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