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ClockWork's todo list.
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Burnt Leaf
DIABLO258
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ClockWork's todo list.
While browsing the cloud sixteen forum's for any hint as to when CW will be released, I found the to do list that they are working on. While it is long, it seems very promising.
I've high lighted the things that caught my attention.
-----------------------------------------------------
Inventory UIs can have items that stack. Items with equal data will stack.
Clockwork.currency for adding new types of currency.
A way to define a "proxy" item, which has new unique ID but is really just a clone of an existing item with customized data. Should be in the item API.
The escape menu becomes the Clockwork main menu.
All DTextEntry to use SetAllowNonAsciiCharacters for language support.
Added a Clockwork.lang library for adding translation abilities.
Use an animation system similiar to Tiramisu's technique.
Use compression on big MySQL strings like _Data and _Inventory.
Make a PHP API for Clockwork MySQL, for reading a player's inventory and so forth.
Add a Clockwork.privs library for custom user groups.
A Clockwork.voice library for a voice channels API.
Add a default Clockwork GWEN skin + one for each schema.
Make a maximum size for font scaling (so stuff isn't huge on large resolutions).
Use SetMinimumWidth for the width of the DMenus.
Custom user group manager in System.
Convert all commands that act as tools to STools.
Instead of allowing override of gradient textures *which is a dumb way of allowing skinning*, just add a way to call theme hooks, e.g: Clockwork.theme:Call("DrawWeaponSelection") where if defined will not draw the default.
Add a function in the directory library for adding an administrative tip. Specify the flag required and the tip it provides. e.g: Clockwork.directory:AddUserTip("a", "Add doors by using the Door toolgun.").
Utilize the new Blur/Scanline font functions in the THEME:CreateFonts. This will be good for HL2 RP opening scene for example (glowing text too?).
Remove the THEME system for character creation and menus (if you wanna re-design that shit, override the VGUI panel).
Add a SimpleGradient behind weapon selection with thin white separator and then on other side the weapon info.
Backpacks to use the new inventory system (copy the base storage item from Test Bed to other schemas, or have the storage base in Clockwork by default).
Add feedback page in Directory for bugs/suggestions.
Re-add the function to get the 3D2D scale for text.
Make Scoreboard, Attributes, System and Settings DCollapsibleCategory. With the Attributes, you can have the description show without hover to fill it up a little bit.
Fix SpawnIcons in the menus not setting the alpha of the glow properly - this is getting ridiculous now!
A function to be able to set material hacks, so we can have different hand skins.
Bring back the Weather system, along with snow also. Implement it into the old existing day/night plugin, but if the map doesn't support it use cheap post processing effects.
Fix the first person view from chairs (the bones need adjusting in the animated legs plugin).
When you select a faction in Create or Load there can be custom shit run by plugins e.g: post processing and menu music change for different factions.
Clothes/Skull Mask all need to be fully converted to the itemID system. A proper way to network these?
Get rid of the dirty and scratch texture stuff or figure out a neater way.
Clockwork.option library accessible by schema based .ini files with [Colors], [Fonts], etc.
Make a little +1 (green) or -1 (red) display fly up from the button when you add or take attributes on the character menu (subtle eye candy).
Age and Biography for character creation by default and view on scoreboard.
A better way to display that a player is Typing (some kind of circle at the players feet).
I've high lighted the things that caught my attention.
-----------------------------------------------------
Inventory UIs can have items that stack. Items with equal data will stack.
Clockwork.currency for adding new types of currency.
A way to define a "proxy" item, which has new unique ID but is really just a clone of an existing item with customized data. Should be in the item API.
The escape menu becomes the Clockwork main menu.
All DTextEntry to use SetAllowNonAsciiCharacters for language support.
Added a Clockwork.lang library for adding translation abilities.
Use an animation system similiar to Tiramisu's technique.
Use compression on big MySQL strings like _Data and _Inventory.
Make a PHP API for Clockwork MySQL, for reading a player's inventory and so forth.
Add a Clockwork.privs library for custom user groups.
A Clockwork.voice library for a voice channels API.
Add a default Clockwork GWEN skin + one for each schema.
Make a maximum size for font scaling (so stuff isn't huge on large resolutions).
Use SetMinimumWidth for the width of the DMenus.
Custom user group manager in System.
Convert all commands that act as tools to STools.
Instead of allowing override of gradient textures *which is a dumb way of allowing skinning*, just add a way to call theme hooks, e.g: Clockwork.theme:Call("DrawWeaponSelection") where if defined will not draw the default.
Add a function in the directory library for adding an administrative tip. Specify the flag required and the tip it provides. e.g: Clockwork.directory:AddUserTip("a", "Add doors by using the Door toolgun.").
Utilize the new Blur/Scanline font functions in the THEME:CreateFonts. This will be good for HL2 RP opening scene for example (glowing text too?).
Remove the THEME system for character creation and menus (if you wanna re-design that shit, override the VGUI panel).
Add a SimpleGradient behind weapon selection with thin white separator and then on other side the weapon info.
Backpacks to use the new inventory system (copy the base storage item from Test Bed to other schemas, or have the storage base in Clockwork by default).
Add feedback page in Directory for bugs/suggestions.
Re-add the function to get the 3D2D scale for text.
Make Scoreboard, Attributes, System and Settings DCollapsibleCategory. With the Attributes, you can have the description show without hover to fill it up a little bit.
Fix SpawnIcons in the menus not setting the alpha of the glow properly - this is getting ridiculous now!
A function to be able to set material hacks, so we can have different hand skins.
Bring back the Weather system, along with snow also. Implement it into the old existing day/night plugin, but if the map doesn't support it use cheap post processing effects.
Fix the first person view from chairs (the bones need adjusting in the animated legs plugin).
When you select a faction in Create or Load there can be custom shit run by plugins e.g: post processing and menu music change for different factions.
Clothes/Skull Mask all need to be fully converted to the itemID system. A proper way to network these?
Get rid of the dirty and scratch texture stuff or figure out a neater way.
Clockwork.option library accessible by schema based .ini files with [Colors], [Fonts], etc.
Make a little +1 (green) or -1 (red) display fly up from the button when you add or take attributes on the character menu (subtle eye candy).
Age and Biography for character creation by default and view on scoreboard.
A better way to display that a player is Typing (some kind of circle at the players feet).
Re: ClockWork's todo list.
Shit is very important.
Burnt Leaf- Respected
- Posts : 328
Join date : 2012-08-21
Location : The microphone.
Re: ClockWork's todo list.
If they are introducing masks as a new inventory item, only good can come out of that. CP masks, OTA masks. Kinda like trophy's to resistance and rebels displaying their victory's.
Mahunik- Super Admin
- Posts : 308
Join date : 2012-07-30
Age : 26
Location : New york
Re: ClockWork's todo list.
Hopefully "bring back the weather system with snow" means the next winter event won't be rubble props painted white littered everywhere.
I've been playing on a test server recently, and right now you can press C and delete or ignite pretty much anything not built into the map. Hopefully they fix that too.
I've been playing on a test server recently, and right now you can press C and delete or ignite pretty much anything not built into the map. Hopefully they fix that too.
General Bravo- Super Admin
- Posts : 806
Join date : 2012-08-22
Age : 33
Location : Orbiting Earth on his Super Star Destroyer
Re: ClockWork's todo list.
mahunik wrote:If they are introducing masks as a new inventory item, only good can come out of that. CP masks, OTA masks. Kinda like trophy's to resistance and rebels displaying their victory's.
Not to mention with Metro Cop V5 they introduced the masks there as well.
I like it and kinda not like it.
I would appreciate if they got everything working first inventory ect. and release it. Then add all that fancy stuff but a basic amount of details ect.
Precinct Helghast- Obsidian Donator
- Posts : 271
Join date : 2012-09-29
Location : Canada
Re: ClockWork's todo list.
Much of that sort of stuff is already done. I haven't seen any of the fancy stuff, but inventory and business tabs are good to go(I was able to buy and hold a shipment of books). My guess is there are still kinks here and there that they wanna fix before any release.
General Bravo- Super Admin
- Posts : 806
Join date : 2012-08-22
Age : 33
Location : Orbiting Earth on his Super Star Destroyer
Re: ClockWork's todo list.
Seeing quite a few OA/Clockwork servers popping up.
Outlands mostly and some c18.
r we thar yet?
what makes them better than us.
:'(
Outlands mostly and some c18.
r we thar yet?
what makes them better than us.
:'(
Noobstrike- Super Admin
- Posts : 624
Join date : 2012-08-20
Age : 26
Location : In a size 8976394379209 shoebox.
Re: ClockWork's todo list.
I'll investigate these servers, as I did with the old test one. I have yet to see anything on Cloud Sixteen about Clockwork actually being out, so the most likely explanations are A: people trying to take their old OA files and make them function(I've seen people trying this, it usually fails), or B: some sort of beta got leaked.
General Bravo- Super Admin
- Posts : 806
Join date : 2012-08-22
Age : 33
Location : Orbiting Earth on his Super Star Destroyer
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