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That one rare number bug
| Warlord Fred |
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moschops
       
Group: Moderator
Posts: 712
Member No.: 700
Joined: 29-November 10

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Another solution: draw a completely blank grid before redrawing the inventory. It would clear all the garbage artifacts, thereby eliminating the bug.
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| QUOTE | Warlord Fred OOC: Cow RP Remastered Masterdarwin88 OOC: That was a rip =P |
"It is far better to grasp the universe as it really is than to persist in delusion, however satisfying and reassuring."- Carl Sagan My Steam ID is warlordfred. Join the Cow RP Steam Community - http://steamcommunity.com/groups/cowrpDuolingo username is FrederickEason. Reddit username is WarlordFred. Join /r/CowRP!
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| DvK87 |
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Peasant

Group: Members
Posts: 7
Member No.: 1,021
Joined: 4-September 12

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| QUOTE (Warlord Fred @ Aug 28 2012, 10:08 PM) | | Another solution: draw a completely blank grid before redrawing the inventory. It would clear all the garbage artifacts, thereby eliminating the bug. |
Or you know, you could just not have a combination verb, and instead allow for drag and drop behaviour when dropping one item on to another. Combining an item with itself is a silly mechanic anyway, a right click verb for whatever action mixing two of the same color berry for instance does should simply exist and avoid all of this redundant code/interface.
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| DvK87 |
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Peasant

Group: Members
Posts: 7
Member No.: 1,021
Joined: 4-September 12

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The inventory tabs are kind of silly regardless, why not just use a grid for the inventory pane entirely and not have a popup combine window. I dont see the point in having categories of inventory, so many verb panels, etc.
The only tabs that should exist are:
Verb commands Build Inventory
There is no reason why the build tab cannot have section headings for masonry and carpentry, no reason to put them in a separate tab. Hell instead of worrying about masonry/carpentry why not just put the cost next to each build verb: Wood floor (1W) etc.
The interface needs some work, but the combine verb is clearly one of the most problematic and redundant. Also, probably if you want building mechanics to require CTRL+click you should say something to that effect the first time a new player attempts to build something (ie log keys for first time build + popup window).
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| Bazuka |
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Werewolf Ninja
      
Group: Members
Posts: 464
Member No.: 208
Joined: 29-May 08

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I like having my tools/weapons and clothing in a separate tab from my already cluttered tab that holds all my food, seeds, wood, stone, shackles, and such.
It'd be sheer chaos to have my clothing and weapons/tools in that tab also. I'd be scrolling like mad looking for which disguise, or tool I need, or to find my sword to unsheathe it to fight that ambush that just sprung.
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 Attack and be destroyed by the might of my legions of enhanced, zombified, vampiric, werewolf, dual black lightsaber wielding S-ranked ninjas of Spartan ancestry full clad in Mjolnir armor.
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| DvK87 |
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Peasant

Group: Members
Posts: 7
Member No.: 1,021
Joined: 4-September 12

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There are just better ways to do it, for instance you shouldnt have to quickly equip armor or weapons due to circumstance. Clothing like robes should be layerable over your armor, swords should be able to be sheathed (using hotkeys or on screen hud items) without unequipping them. The inventory tab could contain subsections within the single tab. Instead of having limited space that requires scrolling, you could use a proper grid to fit a minimum of 3x more items on the screen at a time, you could then organize the grid in to sections such as Armor, food, resources, items etc without using separate tabs. There are lots of great ways that the interface of CowRP could be improved. Frankly every command should correspond to an onscreen hub object, anything outside of that should be removed or reduced. Anything super misc such as abandon mob could be put in to an options button on the screen with a popup. There are a lot of ways the make the game user friendly and more simple.
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| Warlord Fred |
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moschops
       
Group: Moderator
Posts: 712
Member No.: 700
Joined: 29-November 10

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| QUOTE (DvK87 @ Sep 7 2012, 11:38 AM) | | There are just better ways to do it, for instance you shouldnt have to quickly equip armor or weapons due to circumstance. Clothing like robes should be layerable over your armor, swords should be able to be sheathed (using hotkeys or on screen hud items) without unequipping them. The inventory tab could contain subsections within the single tab. Instead of having limited space that requires scrolling, you could use a proper grid to fit a minimum of 3x more items on the screen at a time, you could then organize the grid in to sections such as Armor, food, resources, items etc without using separate tabs. There are lots of great ways that the interface of CowRP could be improved. Frankly every command should correspond to an onscreen hub object, anything outside of that should be removed or reduced. Anything super misc such as abandon mob could be put in to an options button on the screen with a popup. There are a lot of ways the make the game user friendly and more simple. |
Put that in the Suggestions forum, not Bug Reports.
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| QUOTE | Warlord Fred OOC: Cow RP Remastered Masterdarwin88 OOC: That was a rip =P |
"It is far better to grasp the universe as it really is than to persist in delusion, however satisfying and reassuring."- Carl Sagan My Steam ID is warlordfred. Join the Cow RP Steam Community - http://steamcommunity.com/groups/cowrpDuolingo username is FrederickEason. Reddit username is WarlordFred. Join /r/CowRP!
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| DvK87 |
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Peasant

Group: Members
Posts: 7
Member No.: 1,021
Joined: 4-September 12

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It relates to solving the bug which arose from having too many disconnected interface panes and redundant inventory views. I wouldn't bother to make suggestions here as my understanding is that CowRP hasn't been updated since 2010 in any significant way.
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