Author Topic: Simple/Advanced Wrench Menu  (Read 996 times)

Basically a giant modification of the wrench menu.


(click the image for full size)

The normal menu would be small and simple for quick things. If you want to get more advanced, you just click 'advanced' and you can start editing very complex things.

Notes:
The 'Emitter Gravity' when on would have any emitter affected by gravity.
The 'Item Collison' when on would have items have a collision. Would only be noticeable if item pickup is off.
The 'Shadow Catching' when on would have shadows show up on this brick. Even if it's transparent. Automatically turns off if a brick is transparent, but you can turn it back on if you want.
The 'Shaders' when off would make the brick not shine. Shadows would still apply, but it just wont have that shader shine applied.
The 'Layer' box allows you to change what layer the brick is in. You could make a water brick in the normal layer or a 1x2 brick in the water layer!
The 'Destroy' button destroys the brick without needing a hammer. Useful if you have no hammer or whatever.
Mostly everything else should be easily understood or is described on the image.

Too much work for not a big enough improvement.

I do like the ui you've put together. If you made the whole gui so that badspot doesn't have to do any work himself, I don't think it's too crazy to think that he might adopt it. At the very least, it could be made into an optional client-side mod.

Sadly I don't know how to make complex guis. That image is just clever editing using Paint.NET.

how is most of this going to be done?
I don't think there is already support for most of it, you'd need to heavily modify both the server and client

Too much work for not a big enough improvement.

Your not too bright, you know that?

God damn, I would be ecstatic for this upgrade.
However, I'm not too sure of the plausibility of an item scale option..
Somebody please invest time into this. A feature this good would most likely become default.

Hmm, I can imagine that "Destroy" button causing a lot of unwanted loss. Having a button there would make me uneasy..
« Last Edit: December 15, 2013, 07:02:21 PM by Mr.Noßody »

Hmm, I can imagine that "Destroy" button causing a lot of unwanted loss. Having a button there would make me uneasy..
I assumed and would hope that the Destroy button simply kills the spawned vehicle, I didn't even consider it killing the brick.

Id love to see this, however its so much work. Things like the emitter gravity are highly impractical with what we have now, each particle would have to have two datablocks for this to work, and theres a lot of other things that would need to be changed. So this can only happen if Badspot or Rotondo does it.

many of those options you have there are impossible, but the idea in general sounds useful. It shouldn't even be that much work.

Your not too bright, you know that?

God damn, I would be ecstatic for this upgrade.
The advanced GUI is essentially just the events window. Half the new options are impossible via add-on, and some aren't even useful like "Emitter Gravity." The shaders and shadows ones will have their niche uses but you'll probably need them about once a month. Item collision might make for some new platform-y items, but otherwise would be a little useless for guns and stuff. Layers are the only thing that I see that would be exceptionally useful. Scaling would definitely be nice, but ATM vehicle scaling is buggy so that would need to be fixed.

You're forgetting that the shaders options, layers, item scale/offset, vehicle scale, brick state, emitter gravity / color, brick color and sound timescale / pitch are impossible. Not sure about the prints.

layers, item scale/offset, vehicle scale, brick state, emitter color, brick color and sound timescale are impossible.
i am completety sure that THESE are possible.

water is a separate brick layer than other bricks. it already exists
i read that items can be rescaled, and of course they can be moved lol
vehicle scale IS possible and has been done via events and a brick pack in RTB
emitter color IS possible and has been done, see fog A,B,C and a few other emitters.
brick state IS possible, do you see doors opening? that's another state of the brick. basically.
sound timescale IS possible, play a music brick while in a timescale that is not 1.
lol prints are possible, that's why we have them, silly!

i am completety sure that THESE are possible.

water is a separate brick layer than other bricks. it already exists
But you can't change a brick to water without altering the datablock, which would affect A) All bricks of that type and B) Likely not possible in-game
i read that items can be rescaled, and of course they can be moved lol
Notice how there's no option to resize items in spawnItem and as far as I know they've never been used in an add-on so I don't think it's possible. However, when you change your PLAYER scale and drop an item, it's bigger. Huh.
vehicle scale IS possible and has been done via events and a brick pack in RTB
Correct.
emitter color IS possible and has been done, see fog A,B,C and a few other emitters.
See my first comment; whether the emitter is colored with the brick. is written into the datablock and you can't change it from in-game.
brick state IS possible, do you see doors opening? that's another state of the brick. basically.
Correct.
sound timescale IS possible, play a music brick while in a timescale that is not 1.
Yeah, now figure out how to do that without changing the entire server's timescale.
lol prints are possible, that's why we have them, silly!
Well, obviously, but is it really that hard to switch to your printer?
« Last Edit: December 15, 2013, 10:57:42 PM by TristanLuigi »

i am completety sure that THESE are possible.

water is a separate brick layer than other bricks. it already exists
changing a brick's "layer" requires you to re-transmit datablocks. even then people will probably crash.

i read that items can be rescaled, and of course they can be moved lol
this is possible, but i don't see why someone would want to do this. make it so they can't be picked up through walls i guess?

vehicle scale IS possible and has been done via events and a brick pack in RTB
the problem is scaling vehicles forgets with their collision. it's entirely possible, but it's not worth it.

emitter color IS possible and has been done, see fog A,B,C and a few other emitters.
requires retransmitting datablocks.

brick state IS possible, do you see doors opening? that's another state of the brick. basically.
i like this idea, but then you have to make a new gui for interactive bricks only for an extra drop-down menu.

sound timescale IS possible, play a music brick while in a timescale that is not 1.
have you noticed that you have to, i don't know, change the server's timescale to do this? i mean, you could have it change the client's timescale, but that's a hacky method and would only work for the client who applied the effect

lol prints are possible, that's why we have them, silly!
combining the wrench and the printer actually makes a lot of sense, though i guess they're separated for a reason. probably to make it so that it's less cluttered
« Last Edit: December 15, 2013, 11:27:27 PM by PowerDag »

Emitter brick color option is impossible because it uses the datablock.

1. Some emitters will disallow coloring of the brick
2. You can't edit datablocks that could be used on a different brick with different values.

requires retransmitting datablocks
Emitter brick color option is impossible because it uses the datablock.

1. Some emitters will disallow coloring of the brick
2. You can't edit datablocks that could be used on a different brick with different values.
you're wrong!

Emitters are an object class called ParticleEmitterNode
Which have a function called setColor(R G B A)
So you can change an emitter's color without changing a datablock or recoloring a brick