>A true copy and paste, not just a 'cut and move one square'
What about the option to repeat certain mutations of objects? e.g., to fill a room with a large number of the same monster (without cloning), to change the hit points of all the monsters of a certain type in the same area, or to highlight a group of tiles and delete everything on them simultaneously?
>Massive improvements to the interface - the whole keyboard input selection (P, 1 etc.) is bizarre
>and 100% counter-intuitive. Windows is a GUI with a mouse - let us use it!
One specific aspect of this is having to delete the objects on a tile in order: you have to remove everything if only the first object is to be deleted.
>A built in text editor that will allow us to change the encrypted text strings in the data file.
Perhaps all the pre-written text could be made available in standard editing, without resorting to hex codes for anything outside of the scroll and wall text menus. Also, scrolls use reference points to the text differently; if you change the text on a wall, a scroll that's been coded to display what happens to be on that wall will also change, but DMute doesn't notice the change in the scroll. (Or do I have that backwards?)
>Correct graphics for editing CSB save games (I can help here George - got most stuff out of the
>games as BMPs now...!)
>
>This will slow down the initialisation by a factor of 2, but in principle is *very* easy to do.
Then I think it makes sense that the CSB graphics could be loaded afterwords, optionally - or only the CSB graphics, with the DM graphics being optional - perhaps it could be chosen in dmute.ini?
>Correct names for all objects - some of the names aren't right
Maybe there should be a vote for an "official list". Has the DM Clone Project team solved this already?
>Complete list of the triggering objects - i.e., be able to use any object as a trigger, rather than
>just the limited set that are offered in the dialogue box.
>
>That is a complete list of triggering objects! DM only allows some objects to be used, not all of
>them (again, don't know why; presumably for space reasons).
After much testing, I don't recall a single item not being allowed as a wall trigger; they should all be available as floor triggers too, whether with the party or not. (And I think live monsters, specific by monster type, can also be used as floor triggers - or was I only dreaming that?)
>Automatic 'chest editor' that avoids having to do the objects-on-a-tile trick. Also, easily add
>objects to monsters without having to hex edit them.
The items in chests and monsters aren't named, and if a monster's carrying a chest, you can't see what's inside it without hex editing. Is there a way to easily display the contents at least for clarification if not also for editing? Also, a monster "carrying" another monster is shown to be carrying an item, e.g. a club.
>Clarify the difference between normal and Type 2 activators in the dialogue boxes.(type 2 clicks,
>normals are silent)
>
>Not always (which is why it's written like that).
Though I don't quite remember, I think there are definite rules for when something clicks and when it doesn't, so whatever it is, it would be convenient to have a simple check box for it. Also, the check box for the teleporter buzz doesn't always work, and the rotation is also inconsistent: sometimes it rotates things from the direction they were already facing, but sometimes it sets everything facing North and only rotates them from there, so that clockwise = East and so on.
>For each level, the number of monsters allowed should be shown
Also, specifying which door and pad types are availalbe on each level and displaying the corresponding graphics (which change between levels) would be very helpful, as would verifying this in "check level integrity".
>Check boxes on the door dialogue box to make then Bashable and/or fireball sensitive doors.
Are there different strengths for doors?
>Specify the direction-specific effect for pressure pads
>
> Don't understand this one.
e.g., in the Clockwise puzzle, each teleporter is activated by a pad only when the party faces the appropriate direction, because of a specific code.
>A method to create the help messages that appear below the dungeon view
>
>These are just wall texts, placed on the floor. Try it and see...
This is a plea for more user-friendly editing, so that you don't have to dig up the hex.
>The alcoves with the "needs constant weight" effects.
>
>I don't think DM allows this property.
It's acheived by lowering the the 84 or 04 to 82 or 02 respectively (as with the alcove in the Vault that opens/closes a door).
>We need a simple way to create wall objects with counters - i.e., how many times is the object
>to be activated before it performs said function?
>
>I don't fully understand how this works (which is why it isn't implemented).
The only specific example I can think of in DM is the Riddle Room, where the door is opened after three correct riddles and the extra alcove after four. The codes are 86|00 = 1, 06|01 = 2, 86|01 = 3, etc.
>2) I could actually do without the open 2, close 2 and toggle (1) options..they seem to do
>nothing special, and are all based around Cx in the 5th bit if we want to experiment. Anyone
>agree?
No.

Actually I'd ideally like to see all the types available, Ax, Bx, Dx, and so on. I don't think they're all understood yet, but they might all be useful eventually. There are some strange combinations of codes in CSB, especially with one object activating another activating another, where it seems unnecessary. Maybe that's how some subtle effects are achieved. (I still haven't gotten "Surrender Your Possessions" to work in DM.)
>3) Can you make the default activation for a wall object 'mouse' rather than 'none' when creating
>a new one? The amount of times I have forgotten to check a switch can be pressed....
Also the "active" attribute for pads and wall objects must be selected, or else the modifications made with conventional editing are lost, but it needs to be deselected for things like spell vents to work.
Many thanks well in advance!