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EDITOR: Improving Select Object dialogue box

Posted: Thu Dec 29, 2005 2:25 pm
by Gambit37
Would it be possible to improve Select Object dialogue box? The checkboxes are a pain in the ass to use!

I also really hate the default behaviour of having certain things checked, then having to uncheck the stuff I don't need to find a more limited subset, then select the thing I want. This is mostly a problem when doing a lot of trigger work.

I think a better approach would be to use drop down menus that group things together. You could then have logical groupings of item types, and the preview window could be a lot bigger too. Here's an example of what I mean:

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I realise that this could be a lot of work and that it doesn't account for the Add/replace screens. Those kind of work better because the checkbox choices are more logical. I think the drop down works better for the object selection screen because it's highly unlikely that you ever need to see triggers and items or monsters and triggers at the same time.

(Note that the categories I put in the drop down would obviouly reflect whatever you were doing at the time, and unapplicable categories would be removed, as you do at the moment).

One of the reasons for doing this is to also remove all the trigger stuff from the current FLOOR category. I think it's really illogical to group them in that way -- why should a floor trigger be in the same group as a pit or stairway, just because it's on the floor? I really think all triggers and mechanics stuff should go together.

Posted: Mon Jan 23, 2006 2:31 am
by Gambit37
*bump*

Posted: Sun Jan 29, 2006 6:48 pm
by George Gilbert
Not quite the same as you suggested, but it's certainly now alot easier / quicker to find an object...which was the general idea after all!

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Posted: Sun Jan 29, 2006 6:53 pm
by Gambit37
Hey, cool -- that will really help a lot!

One tiny tiny request though -- could you also have a Triggers/Mechanics category? That's the one that would be most useful.

Posted: Sun Jan 29, 2006 8:14 pm
by George Gilbert
Technically, that's easy; however the trick is getting the split between "ordinary" items and mechanics.

I don't think that anyone would argue that a puddle was "ordinary" and a trigger was a dungeon mechanic. The interesting bit comes for things like pits and stairs which I would definitely describe as mechanics (as they affect the partys position), but from your description above, I think you definitely wouldn't...

Posted: Sun Jan 29, 2006 8:40 pm
by Gambit37
Hum, yeah, I see what you mean. Really, I'm thinking of the *background* mechanics the builder uses to make stuff happen. As you say, i don't consider "furniture" to be mechanics.

I tend to build structure and furniture first, then go back and add functionality. Most functionality requires background mechanics more than anything else, so a quick way of getting to these would be really useful.

Posted: Sun Jan 29, 2006 11:57 pm
by George Gilbert
Well, there are only about 35 wallitems in total, so they fit in about a screen and a half of the new dialog box. They're also in alphabetical order so it's pretty quick to get to any wall item (either 2 or 3 mouse clicks).

Subdividing further risks not being able to find what you want at all (for example, something like a fake wall could easily be classed as either category) and so people will have to check two lists to find it, not just go to the first one straight away.

Posted: Mon Jan 30, 2006 12:02 am
by Gambit37
OK, I'm sure your new method will be fine. I'm just being really picky.... :wink: