Tremulous Forum
General => Feedback => Topic started by: ziplocpeople on June 20, 2011, 08:34:46 pm
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Okay, I'll be the first to admit that the 1.1 !warn command was ugly- it took up way too much screen space. That aside, the idea behind it was that simply being told by an admin (who very well may be aliasing) won't really motivate somebody to stop doing something. A warning tells the player that the person they're talking to is indeed an admin, and that they are serious- It does so in a way that simple PM's, and regular in-game messages can't. Not only that, but it provides a clear message to the offender. Like I said, the 1.1 command was ugly, so I made a mockup of how I personally think it should look like (sorta, I didn't exactly spend a lot of time on it.) (http://i.imgur.com/zAm1e.jpg)
Unlike the 1.1 command, it doesn't take up a large amount of screen space, but it remains obvious to the player that they're indeed being warned by an admin. I honestly have no clue how difficult this would be to implement, as I know virtually nothing as far as coding goes, but even a simplified version of this would be useful; it would cut down on misunderstandings, and because of this it would likely reduce the vast number of abuse threads that clutter the Official Servers section. Of course there was the issue in 1.1 where less than reputable servers would have admins spamming /warn for no good reason, so perhaps a 30 second cool down time (per person warned) would be warranted.
Thanks for reading, any feedback on the mockup is welcome.
EDIT: Full size image available here (http://i.imgur.com/zAm1e.jpg)
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+1
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I thought the entire point of the 1.1 !warn was that it was ugly, it could not be ignored. Even then, it wasn't *that* ugly, unless you got to see it for more than the 5 seconds it would normally show up on your screen. That isn't a problem unless the admins are being asshats. I think that little messagebox would be fine, as long as it was put in the center of the screen, after all, that is the point, text in the upper left corner of the screen didn't communicate as well. I don't see how putting that text in the upper right corner of the screen would help.
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In center of screen it smacks right into business. If you can't note it, well, we can speculate his intelligence.
If this message box would first enter to center, then move to right corner, I could agree on this.
But I need think more of this.
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+1
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(http://img545.imageshack.us/img545/8987/admingh.png)
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I think this would be a brilliant idea, I honestly would pay more attention to having a little scroller scroll down in the top corner of my screen then have it CP a message that I wouldn't even regard if I'm in the middle of trying to chomp someone. The warn would be unique in this case, and not too big and not too small, that the player should be able to see it perfectly.
The thing is, as Lakitu said it wouldn't be worth it to create a whole other UI element just for this little warn, but would there be other way to make this work?
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no no it must be a dialog box with a timer
(It constantly plays a ww2 era alarm sound)
with 3 options
my-ass-is-yours button:closes the box
you-are-wrong button: kick-bans you out
if you fail to press ok button in time it kicks you
warn is a required command for the mental masturbation of admins
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(http://img545.imageshack.us/img545/8987/admingh.png)
Wow, you even got down the red text that I use for warning people. I'm impressed.
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(http://img545.imageshack.us/img545/8987/admingh.png)
Wow, you even got down the red text that I use for warning people. I'm impressed.
I figured "I am very firm" wansn't up front enough.
If an audio que is linked to !warns then they'll be a lot more noticeable, regardless of where the popup is.
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I've got a great idea.
The warn will be big letters and obvious for the person being warned. And the console for everybody will say the admin warned the player, along with the message.
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WTF? if a player is not following the rules of the server he is playing on, then he should be punished in some way. u don't need /warn and shit like that.
A man and his son are cutting wood. and the son cuts down his father's leg.
The man says: son, if you do it again i will kick your ass.
actually the son should have gotten an axe in his face right away.
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WTF? if a player is not following the rules of the server he is playing on, then he should be punished in some way. u don't need /warn and shit like that.
A man and his son are cutting wood. and the son cuts down his father's leg.
The man says: son, if you do it again i will kick your ass.
actually the son should have gotten an axe in his face right away.
DIFFERENT.
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WTF? if a player is not following the rules of the server he is playing on, then he should be punished in some way. u don't need /warn and shit like that.
A man and his son are cutting wood. and the son cuts down his father's leg.
The man says: son, if you do it again i will kick your ass.
actually the son should have gotten an axe in his face right away.
DIFFERENT.
for any two things, if they are not the same, then they are equal! it is impossible not to understand that. however, with this, u basically didn't say anything.
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WTF? if a player is not following the rules of the server he is playing on, then he should be punished in some way. u don't need /warn and shit like that.
A man and his son are cutting wood. and the son cuts down his father's leg.
The man says: son, if you do it again i will kick your ass.
actually the son should have gotten an axe in his face right away.
DIFFERENT.
THAN?
SITUATIONS.
/warn is useful for minor or accidental things. If you accidentally bleed all the time, I think that's deserving of a kick. If there's a warning prior to the kick, telling you to watch your aim, I think that's a helluva lot more nice, if not also more fair. Though I understand we might not be interested in the same amount of leniency in server moderation.
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It's just so the players can this time whine that there was no warning, so it's not like it changes anything.
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/warn is useful for minor or accidental things. If you accidentally bleed all the time, I think that's deserving of a kick.
do u really have a "u may not accidentally do X" rule on ur servers? rules are meant to govern allowed intent, not allowed outcome.
If there's a warning prior to the kick, telling you to watch your aim, I think that's a helluva lot more nice, if not also more fair.
to that i can only say: chat is sufficient. if the offending player still continues to teambleed, then that's a reason for a kick, not for just bigger, bolded, underlined, backgrounded, colored, and animated text in front of ur face.
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I think that's a helluva lot more nice, if not also more fair.
What are we? Girl scouts?
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to that i can only say: chat is sufficient.
Not really, its fairly easy for regular chat warns to get lost in the commotion, especially if theres any kind of rush or conversation going on.
warn doesn't get lost in the shuffle near the same.
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to that i can only say: chat is sufficient.
Not really, its fairly easy for regular chat warns to get lost in the commotion, especially if theres any kind of rush or conversation going on.
warn doesn't get lost in the shuffle near the same.
only incompetent people lose chat messages. only retarded people lose private messages (note the centerprint sp4m the PMs generate).
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to that i can only say: chat is sufficient.
Not really, its fairly easy for regular chat warns to get lost in the commotion, especially if theres any kind of rush or conversation going on.
warn doesn't get lost in the shuffle near the same.
only incompetent people lose chat messages. only retarded people lose private messages (note the centerprint sp4m the PMs generate).
big words
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to that i can only say: chat is sufficient.
Not really, its fairly easy for regular chat warns to get lost in the commotion, especially if theres any kind of rush or conversation going on.
warn doesn't get lost in the shuffle near the same.
only incompetent people lose chat messages. only retarded people lose private messages (note the centerprint sp4m the PMs generate).
you do realise how fast the small space allocated for chat can fill when theres a major rush going on with kill messages right?
pretty easy for it to get lost in the shuffle.
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you do realise how fast the small space allocated for chat can fill when theres a major rush going on with kill messages right?
pretty easy for it to get lost in the shuffle.
allow me to introduce an engine feature called the console:
(http://upload.wikimedia.org/wikipedia/ru/4/4d/Tremulous_console.png).
it is the primary facility to browse through bulk messages and messages received during heavy combat.
it can be opened by pressing the tilde key on common keyboard layouts:
(http://www.ctdlc.org/remediation/2-Type/images/tilde.gif).
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you do realise how fast the small space allocated for chat can fill when theres a major rush going on with kill messages right?
pretty easy for it to get lost in the shuffle.
allow me to introduce an engine feature called the console:
it is the primary facility to browse through bulk messages and messages received during heavy combat.
it can be opened by pressing the tilde key on common keyboard layouts:
*sigh* I'm sorry, This is rediculous:
Firstly: I do not want to be browsing through the console during heavy combat for one reason: You cannot move nor shoot/chomp nor even look around during heavy combat.
Secondly: There is no reason for me to be scrolling through console text if I am unaware of the chat message directed at me. This is what is meant by "lost in the shuffle".
Please do not clutter up the thread with large pictures that add nothing to the discussion, its annoying, thanks.
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only incompetent people lose chat messages
A fair chunk of people who need to be warned fit this description.
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you do realise how fast the small space allocated for chat can fill when theres a major rush going on with kill messages right?
pretty easy for it to get lost in the shuffle.
allow me to introduce an engine feature called the console:
it is the primary facility to browse through bulk messages and messages received during heavy combat.
it can be opened by pressing the tilde key on common keyboard layouts:
*sigh* I'm sorry, This is rediculous:
Firstly: I do not want to be browsing through the console during heavy combat for one reason: You cannot move nor shoot/chomp nor even look around during heavy combat.
u have managed to completely misinterpret the meaning of my sentence. more clearly stated: the console is the primary facility to browse, when u r NOT in heavy combat (for example, u r healing), through messages that u have received (but were unable to immediately read) in a heavy combat scenario.
Secondly: There is no reason for me to be scrolling through console text if I am unaware of the chat message directed at me.
wether a message is directed at u is irrelevant to wether u need to look at the message; u still need to read an unread message, at least to find out wether the message was directed at u. also note that a lot of semi-directed-semi-broadcasted messages (ie., team messages) r important.
finally, i present an algorithm to schedule reading and player controlling xD.
upon receiving an in-game message (this case can be identified by sounds),
- if u can read the message immediately, then do so now,
- otherwise (u require maximal attention to control ur player, ie. u r in heavy combat, etc.) note that there r unread messages.
if there r unread messages when u r able to read them, then use the console to look through the messages.
done properly, it is impossible to miss an important message.
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Wouldn't that be annoying.
I have a habit of looking through the console once I'm in any kind of safe place.
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Wouldn't that be annoying.
I have a habit of looking through the console once I'm in any kind of safe place.
what did i just say?
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Wouldn't that be annoying.
I have a habit of looking through the console once I'm in any kind of safe place.
what did i just say?
The same, except the idea of unread messages looks not right to me.
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you do realise how fast the small space allocated for chat can fill when theres a major rush going on with kill messages right?
pretty easy for it to get lost in the shuffle.
allow me to introduce an engine feature called the console:
it is the primary facility to browse through bulk messages and messages received during heavy combat.
it can be opened by pressing the tilde key on common keyboard layouts:
*sigh* I'm sorry, This is rediculous:
Firstly: I do not want to be browsing through the console during heavy combat for one reason: You cannot move nor shoot/chomp nor even look around during heavy combat.
u have managed to completely misinterpret the meaning of my sentence. more clearly stated: the console is the primary facility to browse, when u r NOT in heavy combat (for example, u r healing), through messages that u have received (but were unable to immediately read) in a heavy combat scenario.
Secondly: There is no reason for me to be scrolling through console text if I am unaware of the chat message directed at me.
wether a message is directed at u is irrelevant to wether u need to look at the message; u still need to read an unread message, at least to find out wether the message was directed at u. also note that a lot of semi-directed-semi-broadcasted messages (ie., team messages) r important.
finally, i present an algorithm to schedule reading and player controlling xD.
upon receiving an in-game message (this case can be identified by sounds),
- if u can read the message immediately, then do so now,
- otherwise (u require maximal attention to control ur player, ie. u r in heavy combat, etc.) note that there r unread messages.
if there r unread messages when u r able to read them, then use the console to look through the messages.
done properly, it is impossible to miss an important message.
Still, there is another problem with scrolling through a console.
1) While playing, I barely pay attention to chat, and therefore it's really hard for me to acknowledge someone telling me something, I.e. a warn. A lot of people do this, and therefore, they most likely wouldn't find a reason to open a console and randomly scroll back.
2) Trem is commonly ran on not so good computers, therefore not-so-good resolutions. the text if you notice can get bigger at not-so-big resolutions, making it a pain to scroll back far into the console.
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While playing, I barely pay attention to chat
i wouldn't want u on my team, that's for sure.
it's really hard for me to acknowledge someone telling me something, I.e. a warn.
recall that private messaging generates centerprinted sp4m.
Trem is commonly ran on not so good computers, therefore not-so-good resolutions. the text if you notice can get bigger at not-so-big resolutions, making it a pain to scroll back far into the console.
i run Tremulous at a resolution of 640x480, and i pwn at scrolling.
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i run Tremulous at a resolution of 640x480, and i pwn at scrolling.
How can you pwn at anything when running games at 640x480 ???
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i run Tremulous at a resolution of 640x480, and i pwn at scrolling.
How can you pwn at anything when running games at 640x480 ???
I play in a custom settings of 80/45.
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For the others: Bind a key to /ignore a player, or maybe there should be a 'get string' thing in /ignore. For example:
You have pre-bound a key to /ignore.
You press that key.
You type a part of the name of the guy/girl you want to ignore.
Basically works like messagemode. Who aggrees?
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/dev/humancontroller: oh my god ::)
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/kill
/kill
You will suicide in 20 seconds.
ViruS killed himself.
/team aliens
/kill
You will suicide in 20 seconds.
ViruS killed itself.
/kill
Suicide cancelled.
ViruS: Wtf? Cancelled suicide after i'm dead?
/kill
You will suicide in 20 seconds.
/ignore virus
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/kill
/ignore virus
Virus killed itself.Virus killeditself.Virus killed itself Virå´©∫∑øπ˙¬…æåΩç≈ß[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
###ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW######ERROR: COMMAND OVERFLOW###
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*mac os says:*
Tremulous has crashed unexpectedly.
:P
I made my own game using scripts, if i learn C++ i could do this.the de-bugging.
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Bind a key to /ignore a player, or maybe there should be a 'get string' thing in /ignore. For example:
You have pre-bound a key to /ignore.
You press that key.
You type a part of the name of the guy/girl you want to ignore.
Basically works like messagemode.
u r talking about the prompt command, which is available in, for example, TremFusion.