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Femme Fatale

Joined: Aug 15, 2005
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Well I don't see why we can't create custom disguises (with the unbuffed clothes we like) that we wear as a tool o_O





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I just wish the buffs were just like code/information in your brain. Like the helicopter program....Ok what if the buffs weres stored in an STM (short term memory) section. Studies show that a person can store 7 +or - 3. 7 being the average. Which is the same number of buffed clothing slots (female leggings dont have buffs).

Buffs would slowly break down like clothes do, (STM is volatile memory). Now you can wear what ever clothes look good, and have seperate buffs in STM...How can it get any simpler?

No crappy explanations that the clothes make you better either. Neo's clothes didnt aid him, he did everything himself.

Message Edited by HighDecibel on 01-08-200609:18 AM

Message Edited by HighDecibel on 01-08-200609:19 AM


Message edited by HighDecibel on 01/08/2006 09:19:19.


Jacked Out

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Actually that makes sense and fixes all the problems with coding.  They should remove buff clothing and change it to buff codes.  I like the STM slots... I thought about it a long time ago but I never knew what to call it.  =)  Thanks for the name!


Jacked Out

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There ya go HighDecibel.  As I have been thinking of this idea too.  I decided to make a nice image for its proposal.
 


Jacked Out

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Cognoscente, that's a pretty good idea. Not too sure how workable it is,
but it is certainly a step in the right direction. Based on your suggestion
I've been thinking on a system that may or may not work as well. I'll
post it up when it is ready.

I just want to clear some things up, in your idea are proposing the extraction
of buffs from an item? Thus making a new buff item? How would you handle
buffed clothes in the normal slot? (with and without your STM buffs installed)


Jacked Out

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I had the same idea a good time ago, but much respect goes to Cognoscente for making a great image for it (literally)!

I really like it.


Vindicator

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So all buffs would be removed from items but then there would be buff codes that were seperate and had thier own slots equal to the clothing slots, Right?  If I understand this correctly I have an interface idea.  It would be best to make a second page for the top section of the inventory, so you would switch pages and then put the buffs in the appropriate slots on your character. (I think that they way you drew it originally leaves the codes too small in the window)



Fansite Operator

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I've always fully supported this and many of cogs other ideas and i aint gonna stop now  :smileyhappy:



Jacked Out

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Ok, finally typed up my suggestion for this idea. A bit of a long read, possibly difficult to understand so if need clarification, ask.
---

We all want to look different. We all need to take advantage of enhanced clothing. The two do not currently go together. We want to be able to move enhancements from one clothing item to another but the current MXO clothing database structure is not set up for this.

While the simple solution to most would be to change the database structure, it simply isn’t that easy. It would need not only a full redesign of the database, but also that of the items stored, the system used to store the items and the one used to extract the item information from the database. It's mammoth task that simply, is too much hassle at this time.

So we need an alternative. We need a system that ideally only changes the way the data stored in the database is used. One that requires as little coding, interface designing and model icon/object redesigning as possible. To better understand why, lets have a look at how the currently system probably works (remember this is all guess work as only the developers actually know what system they use).

So lets just say for the sake of this suggestion that the items are stored in the database thus:
-- One table deals with the general clothing information:
1 ID number
2 Item_name
3 Model_number
4 Enhancements
5 Min_level
6 Code_difficulty
7 Decompile
8 Trade

[Notes: 1 would be a auto incrementing value it is the unique identifier to ensure the table works correctly. 3 is a reference number, it most likely points to another table that actually contains the information such as the location of the image files to render on screen. 7 and 8 are most likely simple 1s and 0s. 1 for yes, 0 for no as to whether we can decompile or trade.]

It is number 4 that interests us. This is either a reference number to a separate table storing the enhancement information, or it directly contains the enhancement information. As we don't know which, this suggestion will work on the based on both possibilities.

-- Another table holds the information of currently equipped items
1 ID number
2 User_id
3 Hats
4 Glasses
5 Shirts
6 Outerwear
7 Gloves
8 Pants
9 Footwear
10 Stockings

[Note: Again 1 is only for the database to ensure no duplicates. 2 is the ID number assigned to our characters upon creation. 3 to 10 store the item numbers of the equipped clothing so the correct information is extracted to determine clothing enhancements and so forth.]

How is this information used? Again we can only guess. There are a several possibilities. Lets assume something like the following: Every time we open up the Status panel a quick database enquiry is performed to determine which enhanced clothing we are wearing, returns the name of the clothing and the enhancement information. This can then be used by that part of the game to display the information to us. When we start combat or use any ability, a similar database query is performed, the same information returned and the enhancement information put to use by that part of the game if it is relevant. Finally the same checks are done when open up the inventory window, change an item of clothing (via inventory window or hotbar) and perhaps one final check is done at the time stability loss is determined. So from that, we know that the information for the 8 clothing slots (7 for males) is used by a lot of areas in the game thus we need to minimise the changes made to ensure as little recoding of those parts of the game as possible.

If there really is a table keeping track of currently equipped items then this makes altering the system easier. If not, this and other suggestions may not be feasible.

So lets get down to business, this suggestion is simple. Create a new table one that mimics the current one (that hopefully exists) for equipped clothing slots. Perhaps looking something like this:

-- Proposed table for enhancement use
1 ID number
2 User_id
3 Hats
4 Glasses
5 Shirts
6 Outerwear
7 Gloves
8 Pants
9 Footwear
10 Stockings

[As you can see, it's a direct mirror of the previous one thus it minimises changes to the current database and the data is stored and extracted from it.]

Where the current checks are in the game for determining which clothes are worn, a new sub check is placed. This will perform the following check:

A - Determine which "enhancement slots" are in use.
For the slots in use:
B - Fetch the enhancement information for items in those slots.
C - Ignore the fetched enhancement information for clothing in the corresponding slots in the inventory window.
D – Apply enhancements to whatever part of the game is requesting them.
For slots not in use:
E – Fetch enhancement information for clothing in the corresponding slots in the inventory window.
F – Apply enhancements to whatever part of the game is requesting them.

For the front end, refer to the included image:



There is a new button in the Inventory panel (green code) just under the footwear slot. Clicking on this (or using it's hotkey – user configurable) opens up one of the two proposed "RSI Enhancement" windows. The top left window – prototype one – is probably a poor choice for implementation it's a direct mirror of the inventory one, but it has large empty space no longer of use. (Could cause unnecessary graphical slow down). The bottom left window – prototype two – is the preferred window. It’s based on the inventory storage slots, thus it is smaller. Each of the eight slots is clearly marked to show which clothing item fits where.

The enhancements remain on the current clothing items. But that can now be equipped in this new window. This ensures two main things:

-- We know what enhancements are going where (as the current items are being used as reference points)
-- We know we can only equip one type of each item enhancement (only one shirt etc.)

The appearance of our RSI is still determined in the current way, based on the clothing in our inventory clothing slots so that part of the game coding need not change. Clothing placed in the RSI Enhancement slots will not affect our appearance, only the information regarding their enhancements is fetched from the pre-existing database tables and applied in the current manner.

So the only things that are needed to be done for implementation of this system is as follows:

1 create a new table to store the RSI Enhancement equipped item information. (model on existing equipped clothing item table)
2 Modify the current inventory window – add a new button to open the RSI Enhancement window
3 Create the RSI Enhancement window
4 Apply the correct code routines to determine which equipped slots (clothing or RSI Enhancement) to apply the enhanced clothing information from.
5 Create a hot key to open up the RSI Enhancement window [optional]

This should be all that is needed. Of course, the actual setup of the system in use may not be compatible with this suggestion.


Jacked Out

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Rarebit Wrote:
One thing I'm not overly fond of in your diagram (very nicely presented, though) is the miniature size of the memory slots you have there. I think those are too small to be usable. We'd probably have to break the socket interface out into its own panel.

Another issue is the naming of the socket buff items. If they're all just named after their slot, then you have an inventory full of items that all look pretty much the same, and you have to mouse over them and scrutinize their stats to tell them apart, instead of being able to do so by just reading their name. So they'd still need unique names.

Then the question is, for the sake of familiarity, do we just turn the current buffed clothing items into legacy socket items, keeping the old names that everyone is used to, or do we spend a lot of time giving them all new names, and make people learn what each item is all over again?


1. Well the size was just something I had to do as the window is really too small to work with. I had to move the tool and weapon slot up a few pixels to fit it in. I could see why you wouldn't want to use slots that small. It would cause you to have to create small icons, as well as being difficult for the players to work with its small size.

But there is a spot on that window that takes up unecessary space. The category of the item you select is shown near the amount of info you have. I'm not sure how necessary this is, but it seems as though the icons take care of the category themselves. If we moved the inventory window down over it and sqeeused in a few more pixels, we could place full size code sockets in the semi-loading window. But this requires a lot more short term work.

2. I've thought about that and I think you are right. We could "Legacy" the names and alter them at the same time. If we use similar names and remove common terms such as shirt or pants, we could keep the old names. Some items might need a lot of work though: Widow's Moor Wool and Lens, Yuki Ninja Boots and Mask. But other than that, most of the items can be renamed easily. Enhanced items can just be renamed to simple 4 digit alphanumeric codes to keep the process easy enough on your end.
 
It might cause people to complain about learning the new names (I highly doubt it though), but it won't be as loud as those praising your decision give us style.  During battles, which includes missions, everyone in the Matrix Online looks like each other if they have the same loadout on and they have played the game for a while.  With this, we can have our own look.  We can be individual again.  We can wear shorts!  =)


Here's a revised picture I made. I added a little color coordination for higher potency buffs, but it really isn't necessary in the long run.



Jacked Out

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we need more space... +)


Jacked Out

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still hoping for this.


Transcendent

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Cognoscente wrote:

Disguises are one peice.  Rarebit already said this would cause major problems.

 

The best way to fix the lack of clothing options would be to seperate the buffs.

 

Or stack the clothing that you want to see on top of the other making that one invisible... but using it's buffs.  We see this already with the overcoat or gi that completely hides all of your other clothing that you had on.

 

If they don't want to do the outfit shell, then they could have us stack them seperately and make it look like we are extracting the buffs.  It would mean that we really have two items on ourselves, but only one would show up.

 

Someone came up with a really detailed analysis on this, but he ultimately failed when a DEV said it wouldn't work.  I made some adjustments and never heard anything back from a DEV again.

 

Here it is again...





So.... I'm thinking how to make this work with the new information that Walrus has given us

 

What if... the object that is turned into tape, is still the same item of clothing.  The icon changes to a tape and the article of clothing becomes invisible.   Then you fake the system into stacking a new article of clothing on top of the old peice of clothing, aka tape.  Then, maybe in the same way you stack code bits together, when you move the article of clothing the other article of clothing moves with it too.  And also when you try to place a shirt with pant tape, it wouldn't stack because they aren't the same kind of item.

 

I hope Mr. Wildo doesn't mind, but regarding this new information, I think I can help his plan succeed.  I hope so anyway.  When I say "tape" I am talking about the item that is invisible and capable with stacking one other item of "clothing", which is the new article of clothing.


Step 1 - Turning buffed articles of clothing into "Tapes"



  • Propose adding a right click option on a buffed item to "convert" or "extract" the buffs.
    "You sucessfully extract the buffs from %item_name."

  • This will permanently hide the original clothing object and result in a tape.
    Background Coding: Change the clothing properties like stability points.  { item[visible] = 0; item[icon] = tape; }

  • This would be possible on any buffed item; including rare loot drops such as Greywolf coats, etc.

  • Since the article of clothing is still there, but invisible, the minimum level requirments will still be active.  { item[min_level] = 16; }
    "You do not meet the minimum level requirements to wear this."


  • Disable the ability to equip the tape even though it is a clothing item.  { item[equipable] = 0; }
    "This item is not equipable."


  • DEVELOPMENT NEEDS – Creating the right click option, changing the visibility properties of the item, changing the icon to the buff tape.


Step 2 - Stack buff tapes with clothing



  • Once the item has been transformed into tape, it is viewed in your inventory as a tape buff. This tape can then be dragged and dropped onto a piece of clothing, or visa-versa. The clothing will then stack with the buffs from the tape.  The user will see the stacking as combining the two items together.
    "You sucessfully combine %clothing_name with the tape."

  • The tape stacks with the other article of clothing; both items move as one, yet there is no option to seperate. { if (A moves to 1,1) then (B moves to 1,1); }

  • If the tape is not of the same type of clothing as the the other article of clothing, an error window will popup. { if (item[class] != clothing[class]) then error; }
    "You cannot combine %item_class tape with this item."

  • The new article of clothing must be non-buffed. { function stacking ( if (clothing[buffed] == 1) then errorSMILEY }
    "You can only combine non-buffed items with tape."

  • Enable stacking by allowing the tape to stack one other item on top of it.  { item[stack] = 2; }

  • Only one article of clothing will stack with tape. { if (item[stack] > 2) then (error; place additional item backSMILEY }

  • Enable the ability to equip the tape with the article of clothing.  { item[equipable] = 1; }

  • DEVELOPMENT NEEDS – Enable stacking of the tape with an article of clothing, prevent the combination of two different items, inhibit the ability to seperate after stacking, add information codes for the system chat box


Step 3 - Post buff insertion considerations



  • Change the icon of the "tape" to the item that was stacked with it. { item[icon] = clothing; }

  • On the character, the visible non-buffed article of clothing will replace the invisible tape item.  { clothing[visible] = 1; }

  • When the article of clothing is decompiled with the "tape", the user receives the recipe of the non-buffed item.  The "tape" is recycled when a decomile is attempted.  { function DECOMPILE( recycle item; decompile clothing); }
    "You sucessfully decompile %clothing_name."
    "You recycle buff tape of %item_name for %info $info."


  • If traded, the item will trade with both items together just like a stack of code bits.  If the tape item is untradeable, you still won't be able to trade it.  The properties of the tape will still stand except for the fact that it is invisible and the 3D icon will change.

  • The stability points will be calculated by the un-buffed article of clothing.

  • DEVELOPMENT NEEDS – On the fly ability to switch out the 3D icon, allow the clothing to replace the tape on the character.

I think I got it all, but of course I don't have the source code so I can't really guess how it could work.  Argh... just make MxO open source... lol





OMG OMG SWG NOOB!! LOL mabe not a noob but still the TAPE NO!!!! NOT THE TAPES FROM SWG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



Fansite Operator

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To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.

GuS


Jacked Out

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cloudwol wrote:
To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.

QFT!

(not spam but I was just gonna post the same thing)
 
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