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Kell is not online. Last active: 1/13/2004 4:08:52 AM Kell
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Text Spam
Posted: 30 Jun 2003 12:37 AM
With relation to all the text that just pops up on your screen, I hope that these "OnPerceive" triggers have a random chance of actually occuring in the first place. Ie, perhaps one in a hundred? Doesnt sound like much at all, but when you have dozens of playing running through these perception radii, the text spam just gets out of control.

This is also happening with area entry descriptions. Now, I like them, but I dont even think they are a requirement. The idea of a graphical game is so that you dont need to describe all the goings on and environment of that area. Perhaps describe something that cannot be emulated by the NWN engine, but thats it.

This trigger is especially annoying when the area has a massive entry description, multiple characters move into it simultaneously, and there are angry mobs on the other side. What happens is your screen gets filled with superfluous text that you dont read because you read it the first time, and it gets in the way of you fighting for your life.

I'd say, if its the first time someone has visited a place, as checked by that exploration XP trigger, then display it that first time, otherwise, perhaps if a character "looks" around then they can get the area description again.

Alternately if there is any way that this text can be repressed from showing up as a whisper, that would be good too... and displayed ad nauseum if required.
Arathon is not online. Last active: 7/24/2013 7:30:18 AM Arathon
vives.dyndns.org
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Posted: 30 Jun 2003 12:37 AM
It's on the hitlist. Either moving them and ensuring they fire only once in each chars lifetime (persistently) or perhaps using a "tell" instead of whisper, so people don't get spammed by other folks transition messages.

Ta

Arathon

Vives Screenshots!



Arani is not online. Last active: 6/29/2003 5:03:29 PM Arani
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Posted: 30 Jun 2003 12:37 AM
another problem to add on to kells post is if you are following somone they can tell you are behind them as they also see it pop up thats if they are within range of a whisper for some reason its spaming when i post it might be the errors i keep geting but im not gonan post for a little bit
Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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Posted: 30 Jun 2003 12:37 AM
Personally I like them to be there just to slow down the pace of the game; however, the spam is admittedly annoying.

A plausible solution is checking for the presence of other PCs within the whisper radii (does anyone have a number for it?), and disable the talking if positive. Should be quickly doable since I've been working on detection of PCs for the OnPerceive scripts and have some positive results. Feedback?

Aria

So talented, so troubled.
Kell is not online. Last active: 1/13/2004 4:08:52 AM Kell
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Posted: 30 Jun 2003 12:37 AM
In response to your idea Aria,

I assume that the amount of time that this whisper appears for is based on how much text is in the whisper and isn't directly accessible?

Therefore, depending on two main variables, the speed of the area loading, and the differing times people move through area transitions, people lagging behind may miss out on the message entirely, or see it for only a split second...? Worse yet it may not show it to them at all as they were not "present" for the initial whisper.
Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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Posted: 30 Jun 2003 12:37 AM
[i:853e1a162b][color=olive:853e1a162b]But would it not linger in their text-box, even though it may not be floating for long enough?[/i:853e1a162b][/color:853e1a162b]

Aria

So talented, so troubled.
Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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Posted: 30 Jun 2003 12:37 AM
The 'spamming' and whispering is now replaced by a nice differently shaded text in your server box... I didn't forget.

The triggers etc. have also been redone with this new little library of colors.

For builders, when you wish to send custom colored messages to a PC, simply [color=darkred:d0ea86dad1]#include "vv_color_include"[/color:d0ea86dad1] (no need to do so if [color=blue:d0ea86dad1]vv_include[/color:d0ea86dad1] is already included), and prepend the colors to the front of your strings. E.g., [color=darkblue:d0ea86dad1]"BoogleBeetle"[/color:d0ea86dad1] will send the text in the default shiny yellow, whereas [color=darkblue:d0ea86dad1]LIME+"BoogleBeetle"[/color:d0ea86dad1] would send it in a light-green.

Aria

So talented, so troubled.
Fenarisk is not online. Last active: 12/19/2006 12:58:53 AM Fenarisk
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Re: [No Subject]
Posted: 30 Jun 2003 09:30 AM
I just wish to add that the new colors not only are easy on the eyes and look nice, but are coordinated very well, and add a nice flavor to Vives. Also not seeing a big block shoot above everyone's head EVERY time they enter an area is nice. This is unexpected but really nice, thanks a lot Aria!

~Fenarisk


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