ID:133328
 
1. When creating a new file in Dream Maker, have the new file's type default to whatever type of file you currently have selected. I keep my files sorted into folders, so to create a new icon/code file in a specific folder I select one already there first, then when I go to create the new file its usually not set to be what I need =[

2. Add a non-transparent color option for windows. This way we can keep text a solid color, even on a transparent background, for easier readability. Basically the transparent color option in reverse.

3. Add an option to keep the window outline/title bar/status bar solid, and just make the actual contents of the window transparent

4. Was gonna suggest displaying pixel offsets on the map maker, but apparently somebody already did =P

5. Custom splash screens? Instead of the default blue BYOND one when downloading resources.

6. A parameter in IsBanned() or in its returned params that stops it from logging when a player is denied access. IsBanned is more efficient to use than Login() since it prevents the downloading of resources, mob creation, etc. But the spam it creates in the log file gets ridiculous.

7. Since you changed the way icon colors work again, now we need a way to alter a color that is already in use without swapping it out in the icon. Useful for doing the shading on icons =]

8. Profiling of internal BYOND procs? How come built-in global procs (like get_step() or flick()) don't show up in the profiler o.O

9. Auto map focus on macros. If a window has a map control on it and you use a macro have it automatically focus to the map, using macros when the map isn't selected can create buggy results and it makes an annoying bing noise <.< of course this can be coded around with winset()
I agree with Falacy on most of these like #5,#8 and #9

but on #9 I did find a way to make it so my other interface panels still work with macros and dont cause a problem with the map and I dont get the beep noise. It might not work in your situation, but for me i found that if for your other windows if you choose your macro set for those as well then you can use the macros even when those are popped up. It wont change the focus but you can still use the macros.
Falacy wrote:
1. When creating a new file in Dream Maker, have the new file's type default to whatever type of file you currently have selected. I keep my files sorted into folders, so to create a new icon/code file in a specific folder I select one already there first, then when I go to create the new file its usually not set to be what I need =[

That's pretty sensible, something we could look into at some point.

2. Add a non-transparent color option for windows. This way we can keep text a solid color, even on a transparent background, for easier readability. Basically the transparent color option in reverse.

I assume you're talking about how a window has a transparent color option, but that that affects everything in the window and you'd like to carve out exceptions for a few controls. Unfortunately, it isn't at all possible. The transparent color option is basically a feature from Windows 98 that lets you supply a mask color for basic window transparency--it's quite limited in how it operates.

3. Add an option to keep the window outline/title bar/status bar solid, and just make the actual contents of the window transparent

Might be vaguely possible, but not at this time. I'm not entirely sure what you're getting at though so I'd have to have more details.

5. Custom splash screens? Instead of the default blue BYOND one when downloading resources.

Not quite possible. The splash shows up before the game ever downloads.

6. A parameter in IsBanned() or in its returned params that stops it from logging when a player is denied access. IsBanned is more efficient to use than Login() since it prevents the downloading of resources, mob creation, etc. But the spam it creates in the log file gets ridiculous.

That could well be doable.

7. Since you changed the way icon colors work again, now we need a way to alter a color that is already in use without swapping it out in the icon. Useful for doing the shading on icons =]

Not quite sure what you mean there, but it sounds like you want the editor to behave as if a palette is in use.

8. Profiling of internal BYOND procs? How come built-in global procs (like get_step() or flick()) don't show up in the profiler o.O

Because they're internal. They're not true procs as such, more like language primitives. Their execution time does contribute to the total time for any true proc, though.

9. Auto map focus on macros. If a window has a map control on it and you use a macro have it automatically focus to the map, using macros when the map isn't selected can create buggy results and it makes an annoying bing noise <.< of course this can be coded around with winset()

There's a bug report along these lines which as far as I can tell points to a non-bug. Assuming you're using an input control and it's a default, then if you have macros defined for character keys, you'll have different behavior than if your macros were only for special keys like arrows and F1 and such. Otherwise I'm not quite sure what you're referring to here.

Lummox JR
In response to Lummox JR (#2)
Lummox JR wrote:
I assume you're talking about how a window has a transparent color option, but that that affects everything in the window and you'd like to carve out exceptions for a few controls. Unfortunately, it isn't at all possible. The transparent color option is basically a feature from Windows 98 that lets you supply a mask color for basic window transparency--it's quite limited in how it operates.

Theres 2 settings now:
1. [Check Box] Set transparent color in image [Color Box]
2. [Slider] Background transparency (alpha) [number input]
- Number 2 can be used to make every inch of a window partially or fully transparent.
- Number 1 will set any single color to be completely invisible anywhere it appears on the window (regardless of the setting in number 2); which includes in the title bar, map, output, etc.
- What I'm asking for is a 3rd option that will do what number 1 does, but instead of making a color invisible it will make it 100% visible regardless of the background trans. setting

Might be vaguely possible, but not at this time. I'm not entirely sure what you're getting at though so I'd have to have more details.

http://www.angelfire.com/hero/straygames/ByondBugs/ WindowTransOption.png
left side is how it works now
right side is what I'm asking for, where the "window" part of the window stays solid but the contents of the window appear transparent

Not quite sure what you mean there, but it sounds like you want the editor to behave as if a palette is in use.

In 429 if you ctrl clicked a color in the icon, it would select it on the palette, then you could double click it there and turn up/down the Lum setting in order to get ligher/darker shades of the same color. If you do that now it doesn't give you a new color to use, but instead swaps out the original shade with the new lighter/darker one

Because they're internal. They're not true procs as such, more like language primitives. Their execution time does contribute to the total time for any true proc, though.

more interested in the CPU usage than the time, but OK

There's a bug report along these lines which as far as I can tell points to a non-bug. Assuming you're using an input control and it's a default, then if you have macros defined for character keys, you'll have different behavior than if your macros were only for special keys like arrows and F1 and such. Otherwise I'm not quite sure what you're referring to here.

I do have a default input but its disabled in this case anyway. The problem isn't that the macros wont work, they still run. The problem I have is that: I set up a macro for T and one for Shift+T; if the map is focused they work fine, but if something else has focus; when you use the Shift+T macro it executes both macros (T & Shift+T), which in this case throws out 2 grenades instead of 1
In response to Falacy (#3)
Falacy wrote:
Lummox JR wrote:
I assume you're talking about how a window has a transparent color option, but that that affects everything in the window and you'd like to carve out exceptions for a few controls. Unfortunately, it isn't at all possible. The transparent color option is basically a feature from Windows 98 that lets you supply a mask color for basic window transparency--it's quite limited in how it operates.

Theres 2 settings now:
1. [Check Box] Set transparent color in image [Color Box]
2. [Slider] Background transparency (alpha) [number input]
- Number 2 can be used to make every inch of a window partially or fully transparent.
- Number 1 will set any single color to be completely invisible anywhere it appears on the window (regardless of the setting in number 2); which includes in the title bar, map, output, etc.
- What I'm asking for is a 3rd option that will do what number 1 does, but instead of making a color invisible it will make it 100% visible regardless of the background trans. setting

As I mentioned, that's impossible. Windows is quite limited in how it handles transparency.

Might be vaguely possible, but not at this time. I'm not entirely sure what you're getting at though so I'd have to have more details.

http://www.angelfire.com/hero/straygames/ByondBugs/ WindowTransOption.png
left side is how it works now
right side is what I'm asking for, where the "window" part of the window stays solid but the contents of the window appear transparent

Uh, okay, I think we're on two different subjects here. When you said "bar" I thought you were referring to the bar control, not the titlebar of the window. That being the case, I retract what I said about it being vaguely possible. It's not possible for the reasons outlined above.

There's a bug report along these lines which as far as I can tell points to a non-bug. Assuming you're using an input control and it's a default, then if you have macros defined for character keys, you'll have different behavior than if your macros were only for special keys like arrows and F1 and such. Otherwise I'm not quite sure what you're referring to here.

I do have a default input but its disabled in this case anyway. The problem isn't that the macros wont work, they still run. The problem I have is that: I set up a macro for T and one for Shift+T; if the map is focused they work fine, but if something else has focus; when you use the Shift+T macro it executes both macros (T & Shift+T), which in this case throws out 2 grenades instead of 1

That would be a definite, legitimate bug then. If you can post a bug report on that with a demo project I can look at, I'll see what I can find.

Lummox JR
In response to Lummox JR (#2)
Lummox JR wrote:
Falacy wrote:
5. Custom splash screens? Instead of the default blue BYOND one when downloading resources.

Not quite possible. The splash shows up before the game ever downloads.

Couldn't the splash screen be set as a hub setting? DS would ask the hub if a splash screen is set. If it is set, DS downloads and displays the splash, if it isn't set or DS cannot contact the hub then it uses the default.