Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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'. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive
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 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges