• All submissions to this site are governed by Second Life Project Contribution Agreement. By submitting patches and other information using this site, you acknowledge that you have read, understood, and agreed to those terms.
Issue Details (XML | Word | Printable)

Key: VWR-6232
Type: Bug Bug
Status: Resolved Resolved
Resolution: Expected Behavior
Priority: Major Major
Assignee: Unassigned
Reporter: Ordinal Malaprop
Votes: 203
Watchers: 20
Operations

If you were logged in you would be able to see more operations.
1. Second Life Viewer - VWR

Petition *against* 1.20 RC - "double-tap to run" implementation

Created: 09/Apr/08 02:18 PM   Updated: 19/Apr/09 07:27 PM
Component/s: User Interface
Affects Version/s: 1.20 Release Candidate
Fix Version/s: 1.20 Release Candidate, 1.22

Environment: 1.20 RC
Issue Links:
Duplicate
 
Relates
 

Linden Lab Issue ID: DEV-13500


 Description  « Hide
This is a basic change in behavior and should not be implemented. Double-tapping is a behavior not currently directly recognized by LSL and which does not currently have any particular meaning; there is an amount of content for which it has been trapped via LSL and used for special purposes (fast moves, special attacks and so on).

This will obviously cause unwanted behavior:

  • Under heavy lag (double-tap to run will be detected first because it is client-side, while other double-tap implementations are detected server-side)
  • In scripts where double tap doesn't override animations
  • In scripts where double tap expects the character to be walking

Also, making it an option doesn't solve one main concern, since it is off by default. That is, even if sometimes it doesn't cause any unwanted behavior, no new scripts will dare to use this previously useful key combo because it will be known by users to be used by the client. Scripters yet only have only a few usable keys detected by LSL, taking that one away is a bad move.

Hence we urge Liden Labs to revert this "feature", set it off by default or find a way to map it to another key.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Hiro Pendragon added a comment - 09/Apr/08 02:26 PM
Agreed. Linden Lab is making a huge flaw - this is not a convention in either video games or on the Internet.

Some alternatives:

1. Video game convention - use a shift or control key that toggles run while held down.
2. Internet convention - (what I prefer) - left-clicking the ground should default to "go here" (rather than right-click, pie-menu), and double-left clicking the ground should default to "run here".


Felixe Thorne added a comment - 09/Apr/08 02:33 PM - edited
I have altered the title of this Jira. You should not petition for total removal of a feature if some will find it useful (and some will).

Instead, this feature should be a client option and should not be enabled by default.

Edit: Also, many games use double tap to run, so this isn't a completely non-standard implementation (battlefield, unreal, as two high profile examples)


Strife Onizuka added a comment - 09/Apr/08 02:38 PM
I agree with Felixe on this one.

Jacek Antonelli added a comment - 09/Apr/08 02:40 PM
Emphatically seconded. This would break an entire class of existing content, as Ordinal described. Off-hand, I know that the combat system on Samurai Island does (or did) use double tapping to perform dodge-jumps. I'm sure there are many other examples of which I am not personally aware.

Sean Heying added a comment - 09/Apr/08 02:43 PM
This will break "phazing devices" such as the emDash, omniphaze, quantum dash et al that rely on the forwards double tap to llPushObject or llMoveTo your avatar 10+ meters in a forwards direction.

Ordinal Malaprop added a comment - 09/Apr/08 02:57 PM - edited
I have altered the title back; if anyone considers it not to be a bug but to be a feature that should be restricted, or one which could be fixed by some other means, by all means submit another JIRA issue on that topic, or comment to that effect here perhaps describing a potential fix, rather than altering the initial issue.

> I have altered the title of this Jira. You should not petition for total removal of a feature if some will find it useful (and some will).

Mr Thorne, I will petition for what I damn well feel like.


Felixe Thorne added a comment - 09/Apr/08 03:09 PM
Very well, removing my vote.

pavig lok added a comment - 09/Apr/08 04:21 PM
Doubletap to run I believe IS a useful feature - if implemented properly I believe it should not break content.

It seems to me for a lsl script to recognize arrow key imput it must request access to your controls. This gives us a point where we could turn off doubletap and other potentially content breaking extended behaviors. Scripts could then treat control inputs in the standard way without worrying about new behaviors. Releasing controls would re-enable the new behavior.

This allows scripts which take control input to handle doubletap and other such behaviors without interference from the client interpretation of keys. A new lsl flag to re-enable doubletap (and other potential extended movement behaviors) could be implemented should the scripter wish to re-enable doubletap to run.

Doubletap to run should be enableable/disableable via a flag in prefs.

So the logic would be:
User has no scripts requesting control input: doubletap on.
User has scripts which have taken controls; doubletap off.
ALL user scripts which have taken controls have re-enabled doubletap; doubletap on.

I think that covers it - would hopefuly not break content by ensuring content is more likely to break the new behavior.

I may well be wrong in this.


Sean Heying added a comment - 09/Apr/08 04:29 PM
The two problems with making doubletap scriptable or auto switching are:

People who use such scripts (phazing, katana, etc) will loose the ability to run unless Ctrl-R is kept

People who only learn to run with double tap will loose the ability to run once they start using an established device, or they will need to relearn. Making people relearn what is a fundamental movement for some groups of residents is a bad thing (tm)


Nimil Blackflag added a comment - 09/Apr/08 04:30 PM
voting on this as well, not only will it break content like others have mentioned, but some of use double tap just to scoot forward or backwards a tiny bit, i'd hate for run to turn on every time i try to move slightly. i rarely need the ability to run in second life and when i do it's not hard to hit the normal run key combo to do so.

Frans Charming added a comment - 09/Apr/08 04:41 PM
Pavig's suggestions sounds good.
I think like Sean points out, we need to keep Ctrl-R as well. I might be confusing though for the newly rezzed.

RobbyRacoon Olmstead added a comment - 09/Apr/08 04:56 PM
Jacek, the Combat: Samurai Island combat system does still use double-tap as part of the combat system, and in fact just added three more moves (as yet unreleased) that make use of the double-tap to help compensate for the lack of other accessible controls.

Switching a feature/keystroke that has been in use for years is just an insanely bad idea, and I am astounded that it is even being considered.


RobbyRacoon Olmstead added a comment - 09/Apr/08 06:04 PM
Pavig, animation overrides take controls in every case I've seen. How many people don't have an animation override? Probably very few.

Zero Gee added a comment - 09/Apr/08 06:33 PM
This is a bad idea all around. The simple fact that they're considering it before building a UI section for remapping your keyboard functions is beyond me. I mean something like this wouldn't just glitch hundreds of products but it would absolutely break and put several thousand products out of commission.

Aimee Congrejo added a comment - 09/Apr/08 06:39 PM
Yah...I'm sooo against making double-tap run. I have quite a few products that rely on double-tap for dash, jump, or other special moves. If you make double-tap run you'll break hundreds of products and combat systems that rely on it.

Eyana Yohkoh added a comment - 09/Apr/08 06:45 PM
I have products of my own design using a double tap on the keys to perform actions, and I also have several products I've purchased that do the same thing. There is already a shortcut to toggle running on and off (Ctrl-R), and most games seem to have something like that and likely a separate button to hold down to temporarily walk or run.

Someone above mentioned that Unreal uses double tapping to run, and I know that to be inaccurate. It uses double tapping to dodge much like in the way C:SI works.

I vote against adding this feature and recommend either adding a new key for running or leaving it the way it is.


Jia Undercroft added a comment - 09/Apr/08 07:29 PM
This is a horrible idea leave the run alone its fine as is., not to mention all the products that I have that will no longer work if this is implemented.

Yukinoroh Kamachi added a comment - 09/Apr/08 07:41 PM
You got my vote too.
SL yet has only a few number of useable key combinations for custom control (click+arrows, click+pageup/down, double tap), removing the double tap one would be really bad. Don't remove keys; add more instead!

Darien Caldwell added a comment - 09/Apr/08 07:45 PM
I'm all for double tap running, assuming the ability to detect every key on the keyboard comes with it.

Seriously.


Deejay Kamachi added a comment - 09/Apr/08 08:39 PM - edited
This is a major change which absolutely needs feedback from residents before implementation. My personal opinion is to get rid of this option or make it a preference setting due to the amount of players and scripters who use double tapping already as a function within scripts. This function will completely destroy those scripts/systems. Please do not take away a precious detected key to make room for an already implemented function. Ctrl + R is not hard, I use it every day.

edit And since I found out that it was already implemented.. ugh Please change this. While my previous statement may have stretched it a little bit, its still damaging. To put it simple enough I'm opposed to this change due to the problems it will probably cause for developers and because there are way more important functions needed to be implemented involving the keymap.


Argent Stonecutter added a comment - 09/Apr/08 08:58 PM
See VWR-6250 for an alternative.

RobbyRacoon Olmstead added a comment - 09/Apr/08 09:25 PM
Argent, I voted on that issue. I think that allowing full user control without hand-editing config files or using third-party tools would be excellent!

Day Oh added a comment - 09/Apr/08 09:39 PM
Taking away spacebar (slow) walk and then making double tap cause running? Laughable o_o

Silver Csak added a comment - 09/Apr/08 09:55 PM
I am against the double tap run.
Please ask the elders of C:SI and top players in this sport before you go changing things that hurt the sport of swording,, thankyou Silver Csak

vanessa niven added a comment - 09/Apr/08 10:12 PM - edited
This is an unnecessary addition to movement that would cause more harm than good.

Double tap wouldn't work (if any of the lindens have used SL outside of the office they would see the lag before avatar moves, SL has chosen not to include adequate hardware delegation to sims and therefore any form of double action won't work even if it's client side, how can a user correctly interpret what is happening client-side if movement changes in-world don't occur until the damn network&sim responds to requests made 10+ seconds ago)

The only reason I can see for this change, is slightly more "ease of use" and slightly more "intuitive" in theory but not in practice.
The people that would benifit from this wouldn't even know it's implemented and would use it by mistake, where as those aware of the change are against it. Not to mention every type of movement mini-game and most keyboard driven physics programming will instantly brake (over a million different products).


Argent Stonecutter added a comment - 09/Apr/08 10:37 PM
I kind of like it, but if it breaks content it should be backed out.

RobbyRacoon Olmstead added a comment - 09/Apr/08 10:43 PM - edited
It doesn't necessarily break everything that I'm concerned about in terms of "it doesn't function anymore", but what it will almost certainly do is cause confusion if someone new to Second Life and Combat: Samurai Island (for instance) tries to double-tap to run and ends up dashing instead. It seems likely to me that, not knowing better, they will think that in-world products using double-tap are just poorly designed to override client functionality rather than having come first.

And if CTRL-R is removed (it seems to currently still work), then it could cause even bigger problems.

I'm sure that there are implications I'm not yet seeing, the fundamental point being that LL has decided to implement a key combination that is already in very common usage.


Tofu Linden added a comment - 10/Apr/08 02:03 AM
Please cite non-theoretically-broken landmarks and items (i.e. where vended from) and I'll have a look.

Sean Heying added a comment - 10/Apr/08 02:12 AM - edited
Confirmed broken content:

emDash by Cheshyr Pontchartrain http://slurl.com/secondlife/Gallifrey/128/163/567
Omniphaze by Ryozu Kojima http://slurl.com/secondlife/Hwaryeo/106/161/58
Ashes Jin-Geom by Esprite Xavier http://slurl.com/secondlife/Samurai%20Island/178/48/25

just for a start.

This is far more than "theoretically-broken" items, this is a real issue.


Zero Gee added a comment - 10/Apr/08 02:14 AM - edited
Tofu, I think the primary point here is that this feature shouldn't be implemented because it will theoretically brake, cause malfunction, or confusion in products that other wise work just fine without a feature thats *not needed*.

Working on features, like properly implementing keymapping, or simply fixing other problems and bugs would be something I would hope would be higher on the priority list. I think thats the main point here. But then again, if anyone has some facts, stats and or proof for the man please provide it for him like seany did, it wouldn't hurt!


will webb added a comment - 10/Apr/08 02:28 AM - edited
"Someone above mentioned that Unreal uses double tapping to run"

Wouldnt know about that, but I do know that there.com uses the doubletap to run.

Not to mention that I never run in SL, and I know of no one who does.
If movement needs to be speedy, I just fly.


Tofu Linden added a comment - 10/Apr/08 02:34 AM
To clarify, I'm interested in specific reproducible examples of content that are actually broken in 1.20. I understand that Samurai Island's moves are not actually broken, counter to the fears here.

Tofu Linden added a comment - 10/Apr/08 02:36 AM
Thanks for the examples Sean, that's what I need.

Yukinoroh Kamachi added a comment - 10/Apr/08 03:02 AM - edited
I made a dasher myself, and I'm using double-taps to trigger it. It's just the most convenient way to do it. And it's the video game way too. Double tap implies a "burst" of speed, while running is something continuous. Thus holding shift or control while using the arrows would be more logical for running.

FreeCastor Jun added a comment - 10/Apr/08 03:38 AM
Will Webb said : "Not to mention that I never run in SL, and I know of no one who does.
If movement needs to be speedy, I just fly."

In C:SI duelling, we are not allowed to fly, only running and jumping (and double-tap do dash) to try to move faster than the opponent. If a young fighter keeps on simply walking, he get sliced in less than 5 seconds.

Please Lindens, at least make this feature "enable/disable" in the pref just like we (CSI player) are able to disable "flying by holding UP button".

Thanx for reading


Jenrose Meredith added a comment - 10/Apr/08 03:54 AM
How we move gets VERY ingrained. I still use old Win95 layouts for my WinXP... I hate change of that sort. Ctrl R is not hard. People don't get it immediately, but do we really want people running before they've gotten a decent ao anyway? Really? And since running over any not-perfectly-smooth surface is now a recipe for disaster, launching into the stratosphere, or falling flat, it really isn't safe for newbies anyway. And everyone else seems to have no trouble with ctrl R. I use double tap all the time to nudge my avatar, and to do the dash with my double katanas. I don't need it for run because my brain is already hard wired to ctrl R. I'm 36 years old and while I am still capable of learning new tricks, I'm having a harder and harder time unlearning old ones.

Feynt Mistral added a comment - 10/Apr/08 05:56 AM
I'd like to point out that in video games double tapping is becoming a convention to run, especially for unmonitored running in MMOs (double tap and your character will continue to run until you tell it otherwise). In video games holding a button to WALK is the convention, as the default action is to run (with sprint being a new ability added rather recently).

I'm also quite against this change without a means of turning it off if I want to. I'll often times tap forward to reposition myself while talking to people, this could prove quite annoying if I were to sudden take off for no apparent reason, or worse run into someone whom I'm trying to line up with.


RobbyRacoon Olmstead added a comment - 10/Apr/08 06:51 AM - edited
Tofu, you are partially correct. While Combat: Samurai Island (C:SI) is not "broken" in terms of becoming non-functional as I had first feared, this still causes us some trouble and added customer support issues, because double-tap to run is the same key combination used to dash in C:SI, and when a person dashes in C:SI they lose some of their limited stamina. In addition to dash, there are new combat moves that are initiated with the double-tap that will now have to be assigned a much less intuitive key combination, if one can even be found since we are already having to "get creative" to work around the issue of limited LSL access to keys.

C:SI currently has more than sixteen thousand customers, and is growing by approximately a thousand customers a month. Without having any way to know for certain, I'd speculate that the majority of those are not hard-core enthusiasts who fight on a daily basis, and probably aren't exposed to the "common wisdom" of the C:SI community on how to get around some of SL's quirks to get the most out of a C:SI product. That majority will (extrapolating to newer future customers) likely think that C:SI developers were stupid to have chosen a key combination for dash that they could otherwise use to run, therefore making it so that you cannot run using C:SI products

I understand that you probably are not terribly interested in sword combat in SL, and probably will not be motivated to try it out long enough to really get a feel for how many things LL has recently done adversely affect the system, but rather than ask you to go to a vendor I'll send you a weapon in-world so that you can see what I mean.

If for some reason you prefer to receive a weapon from a vendor, I have several vendor locations listed in my picks, but will also send you a landmark.


Tali Rosca added a comment - 10/Apr/08 07:01 AM
Do the clicks still register with the script, or are they converted to an entirely new input client-side, before hitting the server?
Double-tapping already moves you forward in the old viewer (albeit not as fast) unless overridden by a weapon or AO. So if the script still sees the clicks, a weapon would still be able to override the run movement, just like it currently overrides the normal forward movement, and the products would work as before; just without the new possibility of double-tap running, which people never had before with those weapons anyway.

(On a personal note, not being a weapons-user, I absolutely love the double-tap run).


RobbyRacoon Olmstead added a comment - 10/Apr/08 07:06 AM
Yes, although I had originally feared that they wouldn't, the clicks do register with the script.

Cheshyr Pontchartrain added a comment - 10/Apr/08 07:12 AM
If Phil Rosen has stepped down as CEO, why are Linden Labs decisions getting dumber? Allegedly he was leaving so that someone competent in business decisions could take the lead. Clearly this has not happened.

To the subject at hand, emDash and similar devices won't be broken by this, but they will have to be changed to chording behavior (i.e., hold another key while moving to dash.)

It will, however, break any older objects who's creators are no longer around to fix them. And also, as I've experienced numerous times while working on emDash, will cause major confusion with users. SL is laggy, buggy and unreliable in many ways. Double-tapping is constantly being triggered accidentally by users because their connection is slow, their computer too slow, or the sim they're in hiccuped.

A feature which I WOULD vote for is the ability to capture double-taps at the client end. This might alleviate the lag issues I mentioned, and would most definitely eliminate the hacks we have to go through to emulate it. For instance, add CONTROL_DOUBLE_UP|LEFT|RIGHT, etc to the list of usable keys.


Argent Stonecutter added a comment - 10/Apr/08 07:14 AM
I have already had the problem Feynt refers to, suddenly unexpectedly starting to run.

I would rather have shift-forward/back (which is as yet unused) for run.

Ideally, of course VWR-6250.


Beezle Warburton added a comment - 10/Apr/08 07:15 AM
PLEASE at least give us the option to turn this off.

RobbyRacoon Olmstead added a comment - 10/Apr/08 07:45 AM
Beezle, having the option to disable (or even re-assign) won't resolve the fundamental problem that this key combination is already used by many products. You simply cannot expect new people to know that they have to go turn off client options, or re-assign key mappings, to get the expected behavior of the product. And having to ask them to do so is asinine, when LL could simply have chosen a key combination not already in widespread use.

Obviously LL expects to win the battle of "who gets the keystrokes", forcing content creators to either endure the customer support issues or redesign their products, never mind who implemented it first


RobbyRacoon Olmstead added a comment - 10/Apr/08 07:47 AM
Cheshyr, I would vote for something like that, absolutely. There are a number of issues in JIRA to the effect of giving scripts more and better data with regard to controls, some of them apparently quite well thought-out, though they seem for the most part to be ignored.

terryann antonelli added a comment - 10/Apr/08 08:40 AM - edited
I agree with the comments made about double tapping. There are several good scripted things in SL that this has broken. I even went back to regular SL so I could keep using my scripts such as the EmDash. I agree with Cheshyr that double tapping is dangerous in these lagging times. Please rethink this option. Thanks.

sirhc DeSantis added a comment - 10/Apr/08 08:52 AM
We don't need this so why bother? My trusty sword is already scripted for this move

Yukinoroh Kamachi added a comment - 10/Apr/08 09:32 AM
@Cheshyr : "To the subject at hand, emDash and similar devices won't be broken by this, but they will have to be changed to chording behavior (i.e., hold another key while moving to dash.) "

Perhaps Tofu could tell us scripters on how to do that. The problem is that there aren't many keys available already :
http://lslwiki.net/lslwiki/wakka.php?wakka=llTakeControls
You have to remove the four arrows, turn left and turn right because of their effect, so you're left with the only two mouse buttons... which make no sense at all for dashing. LL could have used Shift+arrows, Ctrl+arrows or Alt+arrows, but us scripters don't have that option. And even if we had, double tap is still what makes the most sense for dashing when you want to both be able to run and dash.


Deejay Kamachi added a comment - 10/Apr/08 09:43 AM
This new function can not be used in juxtaposition to other MMO's as in other MMO's offer players the option to remap keys. This is digressing to problem of not having the key map reassignable. While I can concur on that issue, I believe the best option available to solve this issue would be to make this feature optional via preferences or some option on the UI HUD. The C:SI system so far seems to be effected, but not broken. (I have not used any ashes yet so if someone can explain that problem please do). The way it has been effected is tapping needs an additional tap. Meaning double taps for dashing forward and backward now require triple taps.

Robby, at this point do you not think compromising to an optional setting would be enough? If LL intends to win then I believe they will win. I do believe though that a compromise needs to be made so developers, customers, and other residents can be happy. I do not believe at this point LL will take the function out of the Second Life no matter how much we want it to be removed.

Tofu, as a member of the C:SI community myself I can say that I did expect this to cripple the C:SI system and I am definitely relieved it did not, but you can see that there is a large number of customers who will be negatively effected by this new function. Is this function becoming optional a possibility?


Strife Onizuka added a comment - 10/Apr/08 12:02 PM
I personally like Shift to be used as a modifier for the arrow keys to run, several games i've played in the past used this (such as URU).

Nexeus Fatale added a comment - 10/Apr/08 12:30 PM
So I've tried one of the C:SI combat system, and things seem to be working fine. The Musashi Eternal V4.1 works properly. Nothing I have tested with the C:SI hasn't prevented me from dashing.

Also note how the new double-tap to run system works. It's NOT a double tap, it's a tap, tap-hold, in order to run. In order to dash with the C:SI system you have to tap-tap, which only gently moves the avatar forward. If anything, when trying to use the new run in the release client, you DASH first, then run.


Zero Gee added a comment - 10/Apr/08 12:33 PM - edited
The primary issue here seems to have gotten a bit blurred by some of the comments others have left. I think many people seem to confuse this issue to be primarily about or related to C:SI. This jira issue wasn't just created as a bug report, this is a petition to Linden Labs to cease the development of an unneeded feature if I remember correctly.

The original fear of many people was the complete and outright breaking of certain products (and a great many of them), we now realize that's not the case. However, that doesn't change the simple truth that features like this just don't need to be implemented. Linden Labs is asking the users of the game now to use a double tap for run. Instead of simply toggling run on or off with ctrl+r as it has been done for years now. This is just an unneeded control change, to a system that people are already used to, in a game that is already riddled with UI and key and control problems.

The gaming industry is notorious for releasing games out onto the market with poorly designed default keymaps and movement controls. The primary difference here, is that the majority of those games out were at least smart enough to build in client and UI remapping. Now remapping really isn't the point here, but I'm using this as an example. Users need the ability to feel comfortable with their controls, and their surroundings. If a company was to do the same thing with a control or movement feature in most other games it wouldn't be as large of a problem, *because* of remapping. However, here we don't have remapping, we have custom build products, and hundreds maybe even thousands of scripts that may need to be altered if this change is made. A change, I remind you, that really does not need to be made in the first place. Why is Linden Labs making the change? Did they ask feedback from the user base on this issue? Where did the idea for this new feature come from? These are things that should be asked when something like this comes up. And so I've come full circle, bottom line here is this is a bad idea.


RobbyRacoon Olmstead added a comment - 10/Apr/08 12:41 PM - edited
Nexeus, that's not actually true... If you tap, tap-and-hold, you will still dash.

My complaint is NOT that this issue prevents dash, it is that it is confusing because it is a conflict of key mapping!!!

If they remove CTRL-R and move to only using the double-tap to run, the current C:SI code will actually prevent running, because the user will dash instead (or maybe first, as you mentioned).

You've been around C:SI long enough to know how people HATE dashing unintentionally, it was for a while one of the most frequently-voiced complaints, and many users were asking for dash to be completely removed because of it

Archanox intentionally worked to make dash less sensitive (/me confirms via the patch log), so that our users would be happy. Now there's another problem where dash can be unintentional, and this time it's caused by a Linden Lab decision made without community feedback.

I can't help but think that there's a better compromise to be made, like using SHIFT to run, that could not possibly have any conflict with ANY in-world product already in existence, whether C:SI or not. Am I missing something here?

.


Zero Gee added a comment - 10/Apr/08 01:08 PM
Robby, you bring something up that I was thinking about when writing my previous comment. However, I found no real place to mention it so I left it out. But, now I feel compelled to mention it. Quite a few shooters have run on by default, or you can switch walk on by default somewhere in options. And then you use SHIFT to Walk, or Run accordingly.

In Counterstrike as an example that was done.


RobbyRacoon Olmstead added a comment - 10/Apr/08 01:20 PM
I do understand that double-tap to run is easy and intuitive, and were it not for conflicts with existing content I would happily use it myself.

I would argue that it could even be kept, if the default was that double-tap to run was not the default, so that users to whom it didn't matter could enable it, and as long as an alternative (such as CTRL-R "always run") were available.

But the current default "conflicts" with current content, even if it doesn't "actually" break it as so snidely mentioned above.


Argent Stonecutter added a comment - 10/Apr/08 01:41 PM
I think they should probably use shift to run, since they are already using shift-left and shift-right for strafe.

Strife Onizuka added a comment - 10/Apr/08 03:52 PM
Only problem with using shift to run is how to you strafe run?

Kathy Morellet added a comment - 10/Apr/08 04:42 PM
I never play any of the above mentioned games so I have no comment on that issue. However, I frequently tap my forward key, as others have mentioned, to better position myself among others. I would really be frustrated if not downright angry if I suddenly started running through a bunch of people just because of some totally unnecessary change to the controls.

Eyana Yohkoh added a comment - 10/Apr/08 05:10 PM - edited
I am in agreement with Robby. How about adding another key to toggle running or auto-run? A lot of games now have a separate key to turn on auto-running.

The fact that this is conflicting with many products that have existed for quite some time really makes me surprised that LL wants to push this through.

Yes, having an intuitive way to run might make some of the user base happy, but messing with the preexisting control setup that people have grown accustomed to using and scripting around does not seem like the logical choice considering there are so many unused keys on the keyboard.


Argent Stonecutter added a comment - 10/Apr/08 05:22 PM
Strife: good point. Hmmmm. How about control?

Sean Heying added a comment - 10/Apr/08 05:38 PM
If it's control the Mac Book Pro would loose the Fly Key (Ctrl-Left) with the future need to left straff Run

Alt?


Argent Stonecutter added a comment - 10/Apr/08 06:14 PM
Control would kill history too.

Alt would mess up focus.


Sean Heying added a comment - 10/Apr/08 06:49 PM
As would Alt-Ctrl and Alt-Ctrl-Shift

I believe Ctrl-Shift-Arrow would be a free keystroke for running in any direction, but then it's not a standard and there is the similarity to camera controls that could cause you to run when you really wanted to move your camera.

How about a toggle. Maybe Ctrl-R as a mnemonic for run?

Seriously though, with the movement (and camera) display now put on screen by default to help the new players why not add run into that and leave Ctrl-R as a toggle for everyone that actually has spent more than 20 hours in world.


duncan loire added a comment - 10/Apr/08 08:25 PM
I am commenting here because my own bug was closed and called a duplicate of this, though I don't see how it could be.
I can't stop freaking running.
I use mouse and the movement hud or arrow keys and it doesn't work.
I have an item that is 3 taps on the forward arrow for a superfast forward jump, and that still works fine, but I cannot stop running.
One tap makes me run, whether on the keyboard or using the mouse. Ctrl-R does nothing but make an x appear or disappear by "always running" but I'm still freaking running.

Kezz Mauriac added a comment - 10/Apr/08 08:51 PM
I agree that double tapping to run should not be mandatory. However, I do not feel it should be completely cut out. I only wish there to be an option to toggle it on and off.

RobbyRacoon Olmstead added a comment - 10/Apr/08 09:04 PM - edited
I would support having it optional, as I said before, if the default setting wasn't in conflict with existing content and if there were still an alternative such as CTRL-R

Tofu Linden added a comment - 11/Apr/08 01:48 AM
There are no plans to get rid of CTRL-R! (From an implementation point of view, tap-tap-hold works by temporarily doing exactly that same thing that CTRL-R does.)

Tofu Linden added a comment - 11/Apr/08 01:53 AM
I'll talk to some folks here about what to do with tap-tap-hold, based on the feedback.

RobbyRacoon Olmstead added a comment - 11/Apr/08 07:08 AM - edited
Tofu Linden said : "There are no plans to get rid of CTRL-R!"

That is a relief, and I'm very glad to hear that.

Tofu : "I'll talk to some folks here about what to do with tap-tap-hold, based on the feedback."

Thank you, that is very much appreciated.


Frans Charming added a comment - 11/Apr/08 08:43 AM - edited
Tofu(or any other linden) what is the reason that you wanted it to add double-tap as a run option? I don't remember I double-tapped the forward key to run in any environment. And never intuitively did that to try to run.

I read here that some MMO has it, I assume they mean MMORPG. I can understand it in that kind of environment, where you run and follow a lot. The whole game is designed with moving that way in mind.

The Second Life environment is very different, running is something you only want to do in very little cases, and even then for most users running isn't a optimal experience, because of lag, either clientside or serverside. Double tap might even then happen accidentally, and be a nuisance most of the time.

For what kind of users is this intended to be more intuitive? If i think about SL users, I picture people who predominatly don't come from a MMORPG background and/or don't expect it to behave like that. Because you know, SL at its base isn't a game. (it can have some) Where there requests or complaints for this?

Now this addition could be harmless and not or breaking very little content. Looking only at this thread, it is hard to say either way, but at least these products might have some added side effects. I worry that a script that overrides the double-tap run will be too slow and you do run for a bit at first.

The fact that several users products have used double tap as a dash and not run is a sign. Atleast for these content creators and their(happy?) client double-tap dash is what seemed intuitive.

I'm not someone who stands in the way of improvements and actually often petition for features that would break a lot of content. But I think it is important that it is explained fully why a chance happens and what the benefits will be, and if it in the long run will outweigh the short term pains. One pain that would need to be discussed with content creators is if there is a suitable replacement for their double-tap forward dash widgets. It would be a shame to add a extra run option but remove(worsen) the dash users have created.


Arishia Nishi added a comment - 11/Apr/08 09:21 AM
If it's not broken, don't fix it. This seems to me like a totally unnecessary, unwelcome, and unhelpful change in key mapping. It shouldn't be hard for LL to find something helpful to work on. Keep up the good work LL, and thanks for listening to us hard core SLers.

raino tenk added a comment - 12/Apr/08 01:08 AM - edited
yes now i know wondered for a week

its no fix - its DISABELING WALKIN IN RUN! by taping

please leave it the way it was, maybe jumpability comes back then too hehehe


Zero Gee added a comment - 12/Apr/08 02:34 AM
I'm curious about the other kind of problems people have noticed with the tap tap running.

Soo Novi added a comment - 12/Apr/08 05:40 AM
This has been the only add to RC 1.20 that works correctly and I like (so far). I like this function and would use it. I do agree that being able to toggle it on or off would be best, particularly to address the broken content for other users.

Penny Patton added a comment - 12/Apr/08 06:11 AM
Actually, I can think of a couple of videogames that used double tap to run. I think it's pretty intuitive. However, I do agree that there should be an option to disable it.

I'd also like to see more people using the ability to run. Being hidden away in a menu, or a shortcut key to toggle on and off, means most people never run in SL. So what do people do when they want to cross a crowded, enclosed room in a hurry? They start flying, and plow through everyone in their uncontrolled path. Running actually offers a much greater degree of control when trying to do that, and if people did start using it, then maybe we'd have fewer idiots turning a crowd of avatars into a line of bowling pins.

I like the double tap, I can't seem to understand why so many people don't except in those cases where it maybe breaks content, but if people are that adamant against it I'd at least like to see running mapped to a key. Hold down shift, or Q or something and you'll run when you start moving. Being able to toggle "always run" on and off is useful, too, but just having run more readily available on the fly, something people won't overlook, is something SL would benefit from.


Argent Stonecutter added a comment - 12/Apr/08 06:42 AM
Double-tap run keeps triggering by accident for me. So I'll be walking along and all of a sudden I'm running, and "turning a crowd of avatars into a line of bowling pins".

The functionality is great. The command chosen is a problem.


Kraelen Redgrave added a comment - 14/Apr/08 12:30 PM
Running keeps activating by accident. I'm very twitchy, so this isn't a good feature for me.

I don't think it should be removed, but could be improved upon.
If any of you have played UT2004, the game has double tap actions,
and has a very good option to change the sensitivity of the double tap exactly for those of us that activate it by accident.

Perhaps a slider in the preferences menu ranging from 25milliseconds to 400ms would solve the problem?


Tofu Linden added a comment - 15/Apr/08 03:47 AM
Omniphaze and emDash seem to function fine in our tests. What problems are being seen?

Tofu Linden added a comment - 15/Apr/08 04:11 AM
Or perhaps I've misunderstood the issue - it is not that these devices fail to function, but that the tap-tap-hold running introduces semantics where there were none before?

Yukinoroh Kamachi added a comment - 15/Apr/08 07:24 AM
Anyone has an item that uses tap-tap for something other than dashing? Like draw sword when walking or something like that? I'm sure there is such an item out there. Omniphaze and emDash might work but if they are 2 items out of 500 that use tap-tap-hold, what about the 498 other ones? With this change, some makers might need to apply an impulse and/or override animations to counter the running effect.

At least if there was an option to disable it, such makers could just tell their customers to go disable it.
As for myself, I'd disable it by default, though.


Sean Heying added a comment - 15/Apr/08 02:36 PM
@ Tofu "Omniphaze and emDash seem to function fine in our tests. What problems are being seen? "

The problem is that when you tap-tap the emdash or omniphaze to dash you run instead. Maybe 4 times out of 5.

Where in the past you could pgup-pgup-tap-tap-tap-tap-tap-tap-tap-tap to shoot across the sim or just tap-tap to pass through a wall you now fall back to earth and run in the first case or in the second case run into the wall.

many times taptap to run is stealing the key before the omniphaze and emdash can catch it and trigger.


Yukinoroh Kamachi added a comment - 15/Apr/08 05:19 PM
There might indeed be cases where the running is triggered instead of dashing, in times of heavy lag/packet loss... After all, tap-tap-hold for running is implemented on the client-side and tap-tap-hold for dashing, on the server side...

Laila Kumaki added a comment - 15/Apr/08 06:55 PM
Removal is an extreme request and is unreasonable given that it doesn't suit the interests of those who may benefit from the feature.

Enabling it as an off-by-default client option that can be enabled through the preferences menu resolves your concerns in entirety by allowing residents to enable it if they want to, yet not breaking any existing content by default.

If you think about it I'm sure you can see that would be a perfectly acceptable option.

Frankly, avatar running does really need to have an easier means of toggling than using a bit of an awkward 2-key combination that (at least for me) forces your hand off of the movement controls in order to enable-disable run. This feature is a reasonable means of offering that, and if presented as an optional feature it does no harm in being implemented.


Tofu Linden added a comment - 16/Apr/08 03:01 AM
"many times taptap to run is stealing the key before the omniphaze and emdash can catch it and trigger."

I appreciate this concern, but the tap-tap is in no way stolen or otherwise masked from scripts. If the scripts aren't responding to the tap-tap then that is most likely a symptom of lag which is agnostic to tap-tap-hold running.


Sean Heying added a comment - 16/Apr/08 03:27 AM
Yes, but previously we didn't run into the wall we were trying to pass through.

Ceera Murakami added a comment - 16/Apr/08 05:11 AM
I also found I was triggering this a lot by accident. While I can see the usefulness of having a way to choose walk or run without taking your hand off the mouse, I would really prefer this to be an option in Preferences that defaults to OFF. Then, if someone WANTS this new feature, they can turn it on. If they don't want it, or if it conflicts with some combat system or gadget that they have, they leave it off and have no problems.

Why is it that LL insists that any shiny new feature has to default to ON?


Zero Gee added a comment - 16/Apr/08 05:52 AM
Ceera Murakami "Why is it that LL insists that any shiny new feature has to be default ON?"

How dare you doubt that infant wisdom and all around correctness of Linden Labs! Why if it wasn't for them we wouldn't have these awesome fandangled unneeded features of shininess!! /facetiousness


Sean Heying added a comment - 16/Apr/08 06:10 AM
With 159 votes currently this bug is currently 7th in the most voted list of bugs, 100 of those votes appearing in the first 8 hours.

Ace Albion added a comment - 16/Apr/08 06:56 AM
Making things optional and default to off means nobody will use them, so I imagine that's why they would go for default on (if that is even an option).

Optional with default to on would be OK, I think. That way you only stop things working if and when they are causing a problem. I love the new run, personally.

Sean- about the phase thinger, are you saying it's a huge problem to run into a wall when the scripted double tap fails to register, but it's ok to stand still?

I think "double-tap to run" should be implemented, but only if it can be disabled easily. Notecards are easier to update than scripts.


Tofu Linden added a comment - 16/Apr/08 07:19 AM
In response to "With 159 votes currently this bug is currently 7th in the most voted list of bugs, 100 of those votes appearing in the first 8 hours." - I do think it's less misleading to point out that the issue was opened - and thus by this assertion most votes cast - several hours before any version of the viewer with this change shipped, and hence try to separate speculative resistance from demonstrable problems.

Tofu Linden added a comment - 16/Apr/08 07:26 AM
We've come to this plan of action (probably for RC2) based on feedback and discussion:
  • This will default to 'On'
  • A persistent 'advanced' option will be added to allow it to be disabled.

Kitty Barnett added a comment - 16/Apr/08 07:50 AM
I'd file a seperate bug report, but since this one seems to be more of a catch-all...

The current behaviour isn't tap-tap-hold which to me implies that it's the time between key presses that counts while it's actually the time between the first release and the second tap that's used.

Find a flat sim and start walking forward across the whole sim, after 10-30-60-whatever seconds release the forward key and press it again. You'll be running.

The time-out should be (second tap - first tap) < time-out and not the current (second tap - first release) < time-out.


Tofu Linden added a comment - 16/Apr/08 08:07 AM
Kitty, do please file a separate report for that.

Darien Caldwell added a comment - 16/Apr/08 08:44 AM
Tofu Linden:
"We've come to this plan of action (probably for RC2) based on feedback and discussion:
  • This will default to 'On'
  • A persistent 'advanced' option will be added to allow it to be disabled. "

Thanks for giving us a choice on how to 'run' our Second Lives.


Dante Tucker added a comment - 16/Apr/08 01:21 PM - edited
I personaly would like to see a script taking these controls overide and disable the tap tap hold to run feature.
Simply becuase if I want to utilize double tapping in my script, I don't want built-in "always on" features like what is being implimented to get in the way.

Especialy since I already have scripts that work this way...


Zero Gee added a comment - 16/Apr/08 04:38 PM
Tofu Linden - 16/Apr/08 07:26 AM
We've come to this plan of action (probably for RC2) based on feedback and discussion:
  • This will default to 'On'
  • A persistent 'advanced' option will be added to allow it to be disabled.

Ah... yeah.. thanks..I think?


Sean Heying added a comment - 16/Apr/08 04:46 PM
That sounds acceptable Tofu. Those who need the keys to be non-mapped will be un-noobish enough to have their advanced menu on.

Argent Stonecutter added a comment - 16/Apr/08 06:34 PM
Interesting comment, Kitty, that woudl explain why it's apparently activating at random for me.

Yukinoroh Kamachi added a comment - 16/Apr/08 07:02 PM - edited
It's more troublesome to ask users to disable a feature that's on by default and that they'll grown accustomed to, so I don't expect new products to use tap-tap-hold feature in the future. That's one control taken away from scripters. So, what's the next one? Click-click?

Any reason why CTRL/SHIFT/ALT+forward hasn't been choosen instead?
At least CTRL/SHIFT/ALT can't be detected by LSL, you are 100% sure it won't break anything.


Sean Heying added a comment - 16/Apr/08 07:06 PM
>> "Any reason why CTRL/SHIFT/ALT+forward hasn't been choosen instead"

Because Ctrl-Alt-Shift-UpArrow is Camera pan upward
Ctrl-Alt-UpArrow is Camera tilt forward
Alt-UpArrow is Camera Zoom


Yukinoroh Kamachi added a comment - 16/Apr/08 07:15 PM
I meant one of the three, not all together. What about shift-uparrow? ctrl-uparrow?

Sean Heying added a comment - 16/Apr/08 07:22 PM
>> "What about shift-uparrow? ctrl-uparrow?"

This is already discussed and proven not workable.

Shift Uparrow is 8
Ctrl-Uparrow is last line of chat history and for straffing Ctrl-Left is Fly on some computers with OS X


Beezle Warburton added a comment - 16/Apr/08 08:11 PM
VWR-6275 (already linked) for discussing the release-tap instead of tap-tap behavior of this new feature.

Samantha Poindexter added a comment - 17/Apr/08 01:51 PM
Quoth Tofu:
>> "I appreciate this concern, but the tap-tap is in no way stolen or otherwise masked from scripts. If the scripts aren't responding to the tap-tap then that is most likely a symptom of lag which is agnostic to tap-tap-hold running."

I would submit that this is distinction is largely irrelevant. Lag in SL is a given, as ubiquitous as air is in First Life. The UI needs to be able to work with the conditions we have, rather than relying upon distinctions that exist only in the laboratory.

>> "In response to "With 159 votes currently this bug is currently 7th in the most voted list of bugs, 100 of those votes appearing in the first 8 hours." - I do think it's less misleading to point out that the issue was opened - and thus by this assertion most votes cast - several hours before any version of the viewer with this change shipped, and hence try to separate speculative resistance from demonstrable problems."

I would also note that anybody who voted for this before the RC shipped and has since failed to find any demonstrable problems has had plenty of time to withdraw her vote. Let me state for the record that I have tried the RC, that I stand by my vote, and that I find it vexing that it might be discounted simply because I came to the party early.


Ordinal Malaprop added a comment - 17/Apr/08 02:12 PM - edited
I feel that I must point out that it was specifically advised that people post this sort of issue on the JIRA before any version of the viewer with the change was shipped, rather than discuss the change on the sldev list; quite fair enough. Thus it is not all that surprising that votes were cast for it before release. As Ms Poindexter says, anyone who wished to withdraw their votes has had the opportunity to do so.

I have to say that I don't agree with being present with a default-on setting, though it is certainly better than it being untoggleable at all of course. Basically this means that anyone with an existing product using double-tap which is affected by this has to send out instructions to users as to how they must change their options, and will likely still receive a large number of outraged "OMG YOUR GADGET DOESN'T WORK I WILL SUE YOU" IMs even if they manage to do this.

CONTROL_FWD_DOUBLETAP would be a terrific thing to have, and in general I would say that easier access to running would be a good thing, but just because There does something in a certain way does not mean that SL should.


Zero Gee added a comment - 17/Apr/08 04:46 PM
Samantha Poindexter - 17/Apr/08 01:51 PM
"Let me state for the record that I have tried the RC, that I stand by my vote, and that I find it vexing that it might be discounted simply because I came to the party early. "

I have to say I agree plus some.I also find it frustrating and confusing that the linden who looked into the problem seems to have ignore the fact that the jira was not so much a bug, but a petition for the removal of a feature. And a great many people (who even though don't seem to have an issue with the feature as a whole) have voted, and still want it to be removed. I personally, like Samantha still sand by my vote to have the implementation stopped.

Does anyone even know where the idea for this bogus feature came from?


Yukinoroh Kamachi added a comment - 17/Apr/08 05:28 PM - edited
I admit I didn't have time to thoroughly test my product with the release candidate. I have other things to do, other projects to prioritize. (I'm actually busy trying to figure out how to patch the buoyancy=1 bugs introduced with havok4, since I have no idea on when they'll be fixed.) Close this bug right now? It will most likely be reopened after the official release and the number of votes will double, with actual reports of broken content. Not everyone test release candidates.

Please, oh please, fix long standing bugs instead of introducing unwanted features!


Gellan Glenelg added a comment - 18/Apr/08 10:28 PM
Debug Setting AllowTapTapHoldRun has been added in 1.20.2 (85278)

Yukinoroh Kamachi added a comment - 18/Apr/08 11:35 PM
Gellan> Is it on or off by default?

That is what's going to have the most impact on our customers...


Harleen Gretzky added a comment - 18/Apr/08 11:47 PM
It is on by default, it is also a menu option under Advanced->Character-> Tap-Tap-Hold To Run.

Beezle Warburton added a comment - 19/Apr/08 07:04 AM - edited
Why bury it under Advanced and not just give it a check box right next to the "fly/land on hold up/down" in the regular preferences menu?

Created a new issue request for this:

https://jira.secondlife.com/browse/VWR-6690, linked above.


norgan torok added a comment - 21/Apr/08 04:20 AM
link to VWR-6275- http://jira.secondlife.com/browse/VWR-6275 the time needs to be adjustable just like the double click feature of a windows mouse.

Yukinoroh Kamachi added a comment - 21/Apr/08 06:35 PM
I think LL aren't watching comments on this bug anymore. With the last release candidate they said it's fixed. Their plan here might be to let people here tire off... Maybe we should close it and reopen it with a new number, and so have a better idea on how many people actually want to have the feature removed.

Tofu Linden added a comment - 22/Apr/08 05:53 AM
VWR-6275 (due in RC3 or RC4) should improve accidental running and a persistent configuration option (also available through the Advanced menu) to disable the feature entirely was added in RC2. Other changes are being considered in related issues. Please file separate issues for further constructive suggestions and fixes. Thanks!

Zero Gee added a comment - 22/Apr/08 04:38 PM
I kind of think you're right Yukinoroh, perhaps the lab is actually ignoring the original goal and intent of the jira issue. Honestly it wouldn't surprise me if they were.

Yukinoroh Kamachi added a comment - 23/Apr/08 08:01 PM - edited
Reopening and fixing the descritpion. Any suggestions to improve it are welcome.

Yukinoroh Kamachi added a comment - 23/Apr/08 08:10 PM
Those of you who don't stand by their vote anymore, please remove it.

Yukinoroh Kamachi added a comment - 25/Apr/08 09:45 PM - edited
I notice that Tofu has stepped back as the assignee for this bug...

I think that this is about normal users' usuability versus scripters' environment and customers. And since there are more normal users than the rest, I doubt LL is going to give an ear to this bug anymore.

I suggest we close it as "won't finish"; it reflects best LL's intention towards the scripters community.

So, if you're a scripter, you might have to patch your scipt because from now on, double tap makes your character change its walking animation and move faster. And pray for LL to not trample underfoot another key combo any time soon!

Ordinal, I give you the final word.


RobbyRacoon Olmstead added a comment - 25/Apr/08 10:04 PM - edited
Oh, if only "patching our scripts" was so easy. While this particular case isn't the worst imaginable, it is significant because there are precious few keys scripts even have access to, which likely the biggest reason that double-tap is used in the first place, in most cases

Argent Stonecutter added a comment - 25/Apr/08 10:16 PM
Regardless of the scripts issue, they need to fix it so that it actually requires a double tap. Right now accidentally releasing the key for an instant will start you running, because the action is based on "key release to key press" time instead of "key press to key press" time.

Zero Gee added a comment - 26/Apr/08 06:51 AM - edited
I'm still having a very difficult time believing that the folks at the Lab would honestly ignore the true nature of this issue as much as they have. I mean what do we have to do? Send in hand written letter just to get them to open their eyes and look at the real issue here?

I mean even when they supposedly compromised on the issue, it was a poor compromise in my opinion.


Ordinal Malaprop added a comment - 27/Apr/08 02:16 PM
Well, yes.

I mean, this being on by default, with an option to turn it off in the "advanced" menu, basically means "it's on". Very few people are even aware of the existence of the Advanced menu. So, the message there is "no, we will not change this".

I would prefer for a Linden to close this as "will not do" to be honest - that seems to be the upshot, but I would prefer an official word on it.


Vampaerus Wysznik added a comment - 01/May/08 10:38 PM
Hold pageup to fly is on the "Input" preferences page. Why are you hiding this one in the "advanced" menu. I have no idea how to get to the "Advanced" menu. Chances are I can't, just like I can't get to "debug" either because my linux window manage traps ALT and I'm not about to rearrange my entire desktop iface just cuz SL is user-unfriendly. User define keymap would solve alot of issues. (Not to mention make a multi-button programmable gamepad actually USEFUL). But anyway, in the meantime, I personally HATE double-tap to run (and I have no idea what C:SI is btw, I don't like running pell-mell over the edge of a cliff I was trying to peer over in mouselook carefully). I don't care what it defaults to as long as I can turn it off. Put it on the Input tab where it belongs. Please.

Beezle Warburton added a comment - 01/May/08 11:13 PM
@ Vampaerus

I created a separate article for requesting the option to toggle double-click-run be moved rather than buried:

http://jira.secondlife.com/browse/VWR-6690
Move option for double-tap-run from advanced-character to preferences menu under "input & camera

(linked above)


Zero Gee added a comment - 01/May/08 11:24 PM
How about this as a solution for this shit feature. REMOVE IT ALL TOGETHER. If "the lab" doesn't want to compromise with the users on a feature they didn't ask about in the first place. Then why should we compromise about wanting it removed?

Bottom line is its a shit feature.


Kagehi Kohn added a comment - 11/May/08 07:46 PM
While I am not a major fan of Zero Gee's latest commentary, I do tend to agree with his view on the subject. This is not a feature anyone seems to have "asked for". What ever it was found in, and used as an example, was either obscure enough no one here has played it (including me), or needed it for some specific reason, which is in no way, shape, or form, related to any need in SL. Everything I have played has used one of the following:

shift-run, same movement keys otherwise as SL (including the letter equivalents).
icon/button/ctrl-somekey run, arrow keys.
shift + both left and right mouse to run (left and right together, without shift, walks).
icon/button/ctrl-somekey run, left and right mouse determine if you are moving.

Which of these is used "often" depends heavily on what effects the mouse is supposed to have. In stand alone games, the mouse buttons are often fire keys. Both Halo and Splinter Cell use them as such, with other keys, like tab, used to select which weapons to use. In MMO like games, Everquest II, for example, the left button, which you have run the damn menu (I can't tell you how fracking annoying that is...), is only used to interact with objects. The right button is to use the menu in them, but only where the menu makes sense. That is, sadly, every place in SL, but in EQ I it was only in very specific cases, but one of those cases was clicking on your fracking character. You learned to either keep the mouse cursor as far from your character as possible, or to always do 90% of everything in what SL calls mouselook, because even though the camera could be "adjusted", and can in EQ2 now, far better, 90% of the time you would open the damn menu on your character while trying to get a better look at something. Its wasn't always "possible" to work in mouselook (the environment was a lot like SL's). SL magnifies the design disaster that EQ1 had with this feature to something 50% bigger, not the least do to the fact that you can zoom the camera in and out, but near as I can tell, the "angle" you look from is fixed, and always looking as your back. EQ2 lets you easily look at yourself, at the landscape, etc. all while in the mode where you "see" yourself (so long as you remain in view), but then *you* turn to face the direction the camera is looking when you move again, and the general "angle" your viewing at stays more or less the same.

Maybe the new client's camera controls give some of this, but its a pain how you have to use them to get any results.

As for other related issues... I second the complaint about function keys. I have tried some of the weapons in this game. I don't get how people use swords here at all. Maybe something in the AO I use to fracking things when used with the game hud, or.. Who knows. But, when you attempt to use arrow keys + clicking, to generate sword actions... Its just a mess. You move when you don't want to, in directions you don't want to, and your limited to a tiny number of moves at that. In EQ2 I have 3 icon bars, assigned to the f1-f10, ctrl-f1-f10, and shift-f1-f10 combinations (I never use the keyboard versions though), plus a 4th that can't be assigned to anything, just for combat skills, plus one bar, which appears/disappears when moused over, to deal with incidentals and some buffs, plus, until a recent change in their crafting system, I also had yet one more I could pop open specific to "those" skills. It sounds to me like people trying to make complex interactions in SL, which could also include ships, vehicles, etc., are either forced to use lag prone huds, or bend the clients limited keyboard support into a pretzel, in an attempt to provide something that shouldn't require something this absurd.

Instead of correcting "that" issue, you adds something that one one wanted, asked for, thinks makes sense to them, or helps things, instead of creating more issues.... WTF? This is like item 9,999,999,995 on the list of features I would, in your place, even be bothering with. With all do respect, it sounds like someone played some game one day, got the silly idea that because it worked in that one ***specific*** context so well, it should in SL, and everyone else either treated this like the basement project, with no existing users, and said, "Ok, great!", or no one objected among the build team, so they just went ahead with it anyway, and everyone is now trying to claim it was "intended". I have difficulty imagining a room of people sitting around and saying, "Ok, here is the list of numerous things we could to do make this feature more intuitive.", and actually picking "this one" out of such a list, well, unless I am actually 100% dead wrong and the closest any one on the team has ever gotten to playing any modern first person, or even second person, style game was Pac Man. Oh wait... No, Street Fighter... That would explain everything. You had two buttons and a joystick and half the shit you did in the game involved tapping the stick left 5 times, up 2, down 3, and hitting kick.... Yeah, its *perfectly* analogous with SL, unlike Halo, Splinter Cell, Myst, Medal of Honor, Thief, or even WoW, EQ, etc., etc. Don't know why I didn't see your genius!!

Seriously, name one game that uses this effectively and I will show you 90 that it would be completely, absolutely and totally worthless in, especially with the limitations that exist for controls we are dealing with.


Yukinoroh Kamachi added a comment - 13/May/08 06:50 PM - edited
I think it's time to remind LL once more (it has been done in the past) that users are waiting for bug fixes more than new features, even if the latter might be more fun to code...

I mean, prim skirts disappearing, borked buoyancy and hovering, repeated crashes... is something I have to deal with on a daily basis. I mean... double tap to run should have been a low (or null) priority compared to that...

Time for a new petition, maybe?


Balpien Hammerer added a comment - 15/May/08 11:24 AM
I've not been testing the newer viewers much lately because they have so many unfixed reported bugs, but since I have been tracking the flexi-prim bug I logged inworld with the latest beta release (inappropriately named an RC). I could not understand why I was having so much trouble trying to alight on top of a tall narrow stone wall. To do this I have to perform a series of forward/backward movements several times in short sequence of taps, but this time I kept overshooting by a lot. At first I thought this was either server or network lag, and indeed overshoots of this nature happen on slower networks. In both cases I was connected by way of a symmetric 6Mb link or on a 7Mb/256Kb cable connection. I just tried the same on 1.19.0.5 and my micro-movements work fine. If I try it on this latest release, this Faery is rather clumsy. And, it also explains why several other avies, such as faeries or dragons, who tend to always be hovering/flying are finding movement difficulties. They haven't a clue why all of a sudden things are so bad for them. They assume it's "an SL lag thing", and that the problem will fix itself. These folks do not write up JIRA reports. They don't know how.

Double tapping has disconcerting consequences and it's made worse when lag rises, something that is getting worse than better nowadays. There are too many deleterious side-effects with overloading the basic movements. For any events (precision flying, combat, or just adjusting on'es position in a crowd of people) in which repeated movement taps are used to control oneself, having a short walk-movement become a spastic newbie-like bump because it is now converted into a run-movement creates massive discomfort. The avie experience for newbies and experienced people will be diminished. Seriously, this change is plain wrong in virtual kinematics. And, having a feature switch to turn it off is even worse because the feature itself is bad kinematics architecture. So now there will be dead code potentially getting in the way for some future developer to get wrong and more devloper time spent on swtiches and UI changes to the client viewer.

And again I ask and chide, why are the Lindens adding ad-hoc features, tying up developer resources when there are so many serious bugs to be fixed first?

Summary: Doubletap-to-run destroys precision movements in SL. Bad feature, remove it.


imnotgoing sideways added a comment - 28/May/08 04:36 PM
Double Tap Run can be disabled from the Advanced menu.... >>Advanced >>Character >>Tap-Tap-Hold to Run.

Please don't kill this feature. It's fun to run around as a kid AV and this makes it easier than [ctrl]+R to choose between running and walking. (_)


calubious panacek added a comment - 30/May/08 01:34 AM
I think the double tap to run sounds great, to those who use the arrow keys to move in world. Of course this is the main problem seeing as that is what people are taught when first ariving in Second Life. Since it is a game interface and movement should primarily be done with the W,A,S,and D keys, such as are used in most first person shooters, and games like it, those who use that (which is much easyer, with f being the key to fly, e the key to jump and c the key to crouch) find ctrl R is very easy to use for switching to run, and double tap is definitely not neccesary in this case. Instead of using double tap to run because it is easyer, people should be taught to use the wasd keys to move around, because that is EVEN easyer than causing scripters to have to figure out how to fix the many products that will be broken because of something like this, default or not.

Take double tap to run out, it is not a good feature mostly because I and many who use the interface the right way will again have to retrain just to do simple things, and that is not fun.

FIX SL FIRST!
thank you

P.S. What would be awesome in the future after all the stuff still wrong is finially fixed, and not before, would be a customizable menu of controls for doing everything related to movement, so that each user can program it to his/her liking seeing as so many games have small differences that each person could just program to be the way they desire and or are used to using. (many games actually do this)(oh and sorry Lefties but you are a minority anyway so of course as always you will have to accomodate either way but no I didn't forget your point of view, its just not practical, and maybe having the customisability would be to your advantage)


Argent Stonecutter added a comment - 30/May/08 03:39 AM
calubious: SL isn't a first person shooter, it's a virtual world. You gotta be able to type and move concurrently.

What do you think we should do next to mess things up? Make people have to hit " before typing something to say? Lock out the movement keys while you're typing a message? They already TRIED that one, and it took several updates to fix it.


Kagehi Kohn added a comment - 30/May/08 03:29 PM
Umm. Seriously Stonecutter, you sound like someone that has never played an FPS. Here is a hint - You also have to move and type at the same time in most of them, since voice isn't built into most (or may not work for everyone). The only argument that might be made is that "some" games use middle mouse or both buttons at once, to move, but usually those are not FPS, since FPS usually uses the buttons to fire weapons, and you don't want to shoot when all you really wanted was to walk.

Fundamentally the only "difference" between SL and an FPS, other than you have to "intentionally" go to a CCS, DCS, etc. combat area, is that mouselook works in "both" first person and second person view, so you can look around you in all directions while your AV is "visible" in second person. Its something that has, frankly, driven me nuts to not be able to do since I started. lol


Ordinal Malaprop added a comment - 30/May/08 03:38 PM
Fundamentally the "difference" between SL and a FPS is that SL is not first person except very occasionally, and does not involve shooting except in very unusual instances.

calubious panacek added a comment - 30/May/08 05:41 PM
Thanks Kagehi and Ordinal, and Stonecutter my point was simply referring to how this particular virtual world, happens to have a game-like interface, and happens to be able to be used with the same controls as an FPS game. (many games inside this world happen to be almost exactly like an FPS!) If you try to use wasd keys to move and have the chat open, it DOES lock out movement unless you move your hand to the arrow keys. I happen to be very used to using Enter to open chat and Esc to close it when I am finished talking. That method makes it very convenient and easy seeing as im using my left hand to move my avatar, either in mouselook or not, and hey look at that! its on the left side of my keyboard! how nice! I don't have any idea what is so natural about putting your left hand on the right side of the keyboard... anyway Really i just wish they would fix the broken stuff first because i can hardly fly or drive down the road without having to re-rez my vehicle ten times!! oh yeah, double tap to run isn't good, Ctrl R!!! =P once you use wasd you'lle never go back!

Kagehi Kohn added a comment - 30/May/08 10:56 PM
But, Ordinal, if you prefer a different metric, how about Uru Online? I am "sure" they have chat in there, and that they use movement keys that are similar to FPS and that their camera works like a FPS in 2nd person mode. I have played the non-online version, so I know how it works. like SL, I am sure, if they wanted to, they could add puzzles for shooting ranges or other "FPS elements" into it, and do so "far more effectively" than SL does.

Look, I see it like this. Linden Labs came into this thinking to give us legos. It never occurred to them that one of the defining characteristics of something like that is that when you start of try to make them "do" things, you will run into situations where a lego just can't handle it without way too many parts to make it look/work right. We on the other hand showed up, got a good look, and went, "Oh cool! A real metal shop!", and when it turned out half the stuff we thought "would" work wouldn't, we resorted to using the tools they did provide in ways that added really serious stresses to the system. Instead of IK chain style object linking we have "animation scripts", which take 50 times as much complexity to both move "and" calculate how to move, objects that would take one line of code to move in an IK chain. Why? Because, other than the "base", nothing is connected to anything else, so what should be, "rotate elbow <0,45,0>", becomes, "do until elbow is at location <x,y,z> and rotated to <t,u,v>, do 50 calculations to figure out what this means, then loop to the 'do'". The server has to run this, and its doing 10-50 times what is strictly necessary "to" do that.

Keypads (or even HUDs), instead of making the buttons a texture, then asking "where did I touch", you make 9+ prim buttons, plus textures, plus scripts, then a "plate" which "listens" to these to figure out what happened. Again, the "server" has to make this all work. Everything that doesn't involve either one single axis of rotation around the "base", or needs multiple places to touch, or anything else you can't do with chat or sit, or one "touch" takes 1 extra prim, texture "and" script to manage.

Imagine this was your PC, and all the scripts ran on "your" end for a moment. The people complaining now about crashes and poor performance on systems that worked OK before certain things where added, would be trying to explain to their insurance companies just how a PC caused a six foot flaming crater in the floor of their rooms. Its nuts, and its, at least to some extent, due to simply not realizing this would happen and how people would use it, and why building something out of a dozen prims, which "should have" used a single texture, and a collision -> texture projection, 90% of which is "already" done just to determine if you touched something in the first place, was a really bad thing, which should have been blindingly obvious was going to happen at some point.

We need to reduce how much scripting and the rest is needed to make it all work. Linden knows this, some of us recognize it too, but imho, we recognize that the problem is that you can't, as things stand, do it. The tools are not available to make it work with less, and the existing tools "mandate" doing it the dumbest way possible, in many cases, for the same reason.

Keyboard issues, are just the visible part of the iceberg we are running into. And, like most such things, 80-90% of it is under the surface, where its less obvious what the problem is.

Hmm. Sorry about the rant... lol This issue is an example of things that "limit" what we can do, and, in the process, maybe create unneeded complexity. How much server resources does a "listener" have over a keypress test from the client, if you opt to use "/9 draw", instead of, "F2", for example?


Argent Stonecutter added a comment - 31/May/08 07:47 AM
calubious: I always have chat open, because unlike in an FPS I'm not running around and shooting people and occasionally typing "joe watch your six", I'm typing long messages, multiple sentences at a time, and while I'm typing I'm also moving around in the world... yes, I ROUTINELY and FREQUENTLY pause in the middle of typing to walk around, then finish the sentence. I'll turn around to look at something, using the arrow keys, because I'm talkiing about it. The alternative of using the mouse to drag my avatar around and double-click autopilot doesn't bear thinking about.

It would be like in IM all the time. You can always tell when I'm in IM, because I STOP MOVING.

SL is so fundamentally different an environment from a combat game that it simply doesn't make sense to draw parallels between them. Yes, I agree, YOU should be able to use it the way YOU want, but that doesn't mean the way YOU want is the natural one that should be taught to new users.


calubious panacek added a comment - 01/Jun/08 04:50 PM
/me yawns

Zero Gee added a comment - 01/Jun/08 05:49 PM
I have to say after all of the comments and 188 votes later and RC client 8, This feature is still a giant unwanted piece of poo. Its an unneeded feature, having it on default was a bull crap compromise by linden labs. To top all that off they seem to have decided to ignore this jira issue. So if you honestly don't want it implemented about the only way I can see to help the situation is find more people to vote on the topic and see about having it removed all together.

And on a side note, flaming each others opinions and conceptual ideas for solutions does not help the situation. Try and keep things mature here folks.


imnotgoing sideways added a comment - 03/Jun/08 08:29 AM
Do people come here to post without reading anything, or am I on a mute list of some sort?

It CAN currently be disabled. It's in the debug menu. >>Advanced >>Character >>Tap-Tap-Hold to Run.

I admit, that setting CAN be put in an easier place to be found, but you can't deny it's there. Feel free to uncheck it if you don't like it.

I'm a "arrow keys only" type of user because my chat bar is up 100% of the time. I don't do weapons, I don't do combat, and I get woozy in mouselook mode. But, I do scamper, sneak, and run around. Double-tap run makes it all the more fun. (_)


Yukinoroh Kamachi added a comment - 03/Jun/08 10:17 AM
@imnotgoing

" Do people come here to post without reading anything, or am I on a mute list of some sort? "

Look who's talking. At least please read the bug description. We've kept it updated so that you don't have to read all the comments. It's content creators that have trouble with this implementation, because when users like you don't like a product, they don't come here to complain.


ayame musashi added a comment - 10/Jul/08 04:36 PM
I would like to say that I am personally insulted by this "feature". Yes it is true that we, the developers of the Combat: Samurai Island combat system and weapons, have implemented double tapping on all of the existing movement keys. Why have we done this? Because Linden Lab, despite many many requests, have failed to unlock access to any new keys to be used via LSL. The most we have beyond the default movement keys, is the ability to create a Gesture that maps to a function key, and have that talk to our scripting over the normal communication channels.

I personally do not believe that it is impossible for Linden Labs to give us access to more keys via LSL. I think the entire keyboard should be unlocked to LSL scripts. So rather than try to alter the only keys we as the developers of Second Life have at our disposal, I would rather suggest they unlock access to more keys, or at the very least stop trying to fix what is not broken, and breaking things as a result!

I do not believe that adding the double tap to run functionality will offer any improvement in usability for the average user. I think it would be better to offer access to toggling RUN on/off via script and those people who wish to develop around the idea of double tap to run, can implement it in their own projects. I simply do not see that the average user of SL needs a double tap to run feature. Rarely does anyone run in SL to begin with, unless it is in a specialized environment, and then with the suggested scripting option to toggle run, this would make sense.

My two cents,
~Ayame Musashi


Argent Stonecutter added a comment - 10/Jul/08 06:23 PM
The functionality of this feature is very useful.

I don't care what the command is, but I like being able to break into a run at short notice. It DOES provide an improvement in usability. And, yes, I do run a lot. And walk around. And jump. While I'm talking to people.

And, as my previous comments indicate, I fully agree that scripts need access to more keys and key combinations, and I would be just as happy with shift-forward to run, by analogy with shift-side to strafe.


Beware Hax added a comment - 20/Jul/08 05:46 AM
my vote because while i don't use such scripted products, i dislike "change for the change", which LL shoves down our throat all the time (dazzle anyone?), and i understand very well the frustration about broken content and removal of usable key combinations. this should, if anything, be an option which is disabled by default.

Baba Yamamoto added a comment - 13/Aug/08 04:31 PM
Am I the only one that doesn't find the issue summary or description very informative as to what is being objected to? Perhaps I don't follow along with all the latest and greatest features enough to know what this all means..

There is a double tap feature related to something that conflicts somehow with other things that might register double taps. I get that much but it isn't very specific.

Could the summary or description be updated with more detail?


Alyx Stoklitsky added a comment - 28/Sep/08 04:58 AM
I love double-tap run. Ctrl-R was horrid.

This will never get my vote.


Argent Stonecutter added a comment - 28/Sep/08 05:46 AM
Alyx: control-r and double-tap are not the only options. Shift-forward, for example, is unused, and could be used for "start running".

Perhaps the title of this JIRA could be changed, maybe "Select a combination other than 'double tap' for 'start running'"?


Helena Lycia added a comment - 29/Sep/08 01:44 PM
Ach... just discovered this alternate way into run mode... It really gets in the way of quick attempts at precision forward movement... What's more there doesn't seem to be an easy way to get back to normal. Using Ctrl+R once doesn't cancel the run mode, you have to do it a second time.

IMHO this is poorly implemented functionality and should never have been implemented without proper design. LL make matter worse by defaulting this feature to on and then hiding away the option to turn it off (from the main menu "Advanced" -> "Character" -> "Tap-Tap-Hold To Run").

Please, please get rid of this feature!!!


Adeon Writer added a comment - 01/Mar/09 07:42 PM - edited
My vote is against this feature request.

Tap-tap-hold-to-run by far very is useful, there is no way I want to see it removed. If it messes with scripts, I suggest alternate ways of solving the problem. Tap-tap-hold to run is great.


Baloo Uriza added a comment - 19/Apr/09 07:27 PM
User configurable in 1.22.11, Advanced -> Character -> Tap-Tap-Hold to Run.