[sldev] Notifications redesign

Zha Ewry zha.ewry at gmail.com
Wed Feb 13 05:32:16 PST 2008


If I'm reading this correctly, the implication is that the only place to
process these would be the event log. Given how fast things sometimes come
roaring by, I'm thinking that this would have implications on both the
client and sims. Users could end up missing things they cared about, in the
scrolling log, and for actionable ones, the sim could end up with that much
more stale state to handle.  I also, worry, a fair bit about screen real
estate. The current scheme, awkward tho it is, keeps it all dense. The non
immersive stuff, such as this, the chat box, etc. sometimes overwhelms the
core interaction window, and making that worse, is unappealing.

~ Zha

On Feb 13, 2008 2:51 AM, Kamilion <kamilion at gmail.com> wrote:

> On Feb 12, 2008 10:34 PM, Ryan Williams (Which) <rdw at lindenlab.com> wrote:
> > Speaking purely personally, I'd rather we didn't put more into the chat
> > log.  I like to use the chat log for, well, chat.  I feel like it's
> > almost to the point where I need a perl script just to parse my log and
> > tell me what was said in the last 5 minutes, instead of poking through a
> > jillion friend notifications, voice connection status, etc.
>
> Why not split all of the non-chat out from Near Me to an Event Log tab?
> Anything that can be answered via script dialogs should be highlighted
> like a URL and clickable.
> [18:32] Kamilion Schnook has offered you "Object". Accept? [YES] [NO]
> In this example, Kamilion Schnook should be highlighted as a URL (Zi's
> patches).
> YES should be highlighted as a URL and accepts the item.
> NO should be highlighted as a URL and declines the item.
>
> Eventually, this could be extended to script dialogs as well, so you
> could see neat stuff like:
> [18:33] Object Dialog - Item Server: Please make a selection... [Reset
> Main] [Reset Monitor] [Reset Display] [Trigger HTTP] [Update
> Inventory]
>
> Clicking on one of the responses will send the reply on the specified
> dialog channel once, and then dismiss the event as acknowledged so it
> cannot be replied to a second time.
>
>
> Prefix events with a type.
> For instance:
> Voice Notification: Connected to in-world voice channel.
> Online Notification: Kamilion Schnook is online.
> Offline Notification: Kamilion Schnook is offline.
> Estate Message from Kamilion Schnook: Hey guys, you're lagging the
> sim, triggering a restart in 2 mins.
> Estate Message from Euphoria Island: Region is restarting in 2
> minutes. If you remain in this region, you will be logged off.
> Inventory Offer: Kamilion Schnook has offered you "Object". Accept? [YES]
> [NO]
> Balance Changed: You have paid Kamilion Schnook L$50 for "Object".
> Balance Changed: Kamilion Schnook has paid you L$5000 for "Euphoria
> Island Parcel 3"
> Script Error: Kamilion Schnook's "Object" has generated an error:
> Stack/Heap Collision
> Group Membership: You have been removed from the group "Euphoria Estates".
> Teleport: You have teleported from Euphoria Island II <123,21,22> to
> Euphoria Island <12,12,620>.
>
> URL links should be placed obviously. Groups should bring up the group
> UI, Object names should link to SLURLs to their position, Avatar names
> should work like Zi's patch. Any dialog button should be able to be
> displayed as a text URL.
>
> Personally, I'd like to see the L$ spent/received notification move to
> being a text event versus it's current nature as a Notification
> dialog. It's really a pain in the butt to pay a vendor then end up
> clicking Decline on the item offer when you're aiming to dismiss the
> payment dialog instead.
>
> And I can't stress this one enough: Release Keys needs to be moved off
> into a menu. I've used it intentionally twice in the 3 years I've been
> inworld, it really doesn't need to be staring me in the face whenever
> I have my mystitool attached. (Which is always... Teleport history
> FTW!)
>
> Just adding my two cents to the pot. Whoever implements gets to cash-out!
> ;)
> --Kamilion
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