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Analyzed almost 3 years ago. based on code collected over 3 years ago.
Posted almost 13 years ago by SEWilson
Provide a tab in the Client Window that lists all known config.wtf SET options. Each option will have a toggle the user can select to enable/disable the option. On Client Start these settings are derived from the current config.wtf. On Game Exit ... [More] these settings are updated to reflect any changes made in-game. The enable/disable toggle should offer a third state (indeterminate) which means that if the option is present in config.wtf is is left alone.Before Game Launch the file will be rewritten as follows:1) Disabled options, if present, will be removed from the config. 2) Enabled options will be written to the config, or updated with the configured setting.3) Indeterminate options will be left as-is in the config, if not present they will not be written.If there is no config.wtf at the client launch location, the UI should appear disabled.All settings will be editable as free-form strings, therefore the user must understand themselves what is valid for each option.Comments: ** Comment from web user: SEWilson ** Alternatively provide the settings UI within a 'global' settings window, as default overrides and exclusions, allowing for indeterminate or 'game-managed' options such as account and login info (which may differ from toon to toon, whereas the rest of the settings would normally be the same, and if not could be set to 'game-managed' in the same fashion as 'login'. I would prefer this myself.. [Less]
Posted almost 13 years ago by SEWilson
Provide a tab in the Client Window that lists all known config.wtf SET options. Each option will have a toggle the user can select to enable/disable the option. On Client Start these settings are derived from the current config.wtf. On Game Exit ... [More] these settings are updated to reflect any changes made in-game. The enable/disable toggle should offer a third state (indeterminate) which means that if the option is present in config.wtf is is left alone.Before Game Launch the file will be rewritten as follows:1) Disabled options, if present, will be removed from the config. 2) Enabled options will be written to the config, or updated with the configured setting.3) Indeterminate options will be left as-is in the config, if not present they will not be written.If there is no config.wtf at the client launch location, the UI should appear disabled.All settings will be editable as free-form strings, therefore the user must understand themselves what is valid for each option. [Less]
Posted almost 13 years ago by SEWilson
[workitem:2738]The idea is that you shouldn't "lose" mouse events while switching between clients.1. Confirm that Mouse Capture is functional during ALT-TAB (client switch)2. Implement Mouse Button Click events "correctly": Sending a "Click ... [More] Instruction" (MouseDown+MouseUp) when the user Completes a "Click" (MouseUp Event from User) instead of sending the MouseDown and MouseUp event separately as the User sends them.3. Implement "Mouse Drag" events "correctly": A "Drag" begins if the user holds a mouse button down for more than 250ms. "MouseDown" is sent when a Drag begins, and the client message identifies it as a drag (as opposed to a "Click").4. If a Drag is outstanding and the user begins Activation of another client, the Drag must be "closed" (MouseUp), the Drag then re-opens on the "Activated" client.Comments: ** Comment from web user: SEWilson ** As of 1.4b1 the problem has changed, the mouse now 'deadlocks' unless you alt-tab back to the app that has a pending mouse click. My hunch is this only happens with the mouse buffer option enabled. [Less]
Posted almost 13 years ago by SEWilson
minor bug fix for quest reward logging
Posted almost 13 years ago by SEWilson
quest reward selection has been updated to check your armor subtype and mainhand weapon subtype in determining a "best reward" during quest completion, also, all rewards are output to the chat frame with Mubox's "ItemScore" so the user can review ... [More] what else was being offered. As before, holding "SHIFT" while interacting with a quest giver will disable quest automation and allow you to make reward selections manually. [Less]
Posted almost 13 years ago by SEWilson
multiple changes to SysTray Menu and Client Window (terminology, usability)
Posted almost 13 years ago by SEWilson
We need additional options for Keyboard Multicast:1) Ability to exclude specific clients from Keyboard Multicast2) Ability to send Keyboard Input to the Desktop (instead of capturing it and sending it directly to clients)Similarly, we need additional ... [More] options for Mouse Clone:1) Ability to Disable certain Mouse Buttons/Events, such as Right Mouse Button2) Ability to excluse specific clients from Mouse CloneFinally, this needs a UI that exposes all known clients (e.g. include client settings regardless of 'CanLaunch' clients.)Comments: ** Comment from web user: SEWilson ** #2 is addressed in beta 2 UI [Less]
Posted almost 13 years ago by SEWilson
ClientWindow refactor, migrating to new layout and windows default color scheme, the old Client UI had morphed into an eye-sore with no unused surface area
Posted almost 13 years ago by SEWilson
typo/bug-fix, run-time exception
Posted almost 13 years ago by SEWilson
misc clean-up