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Author Topic: Ability to speak or shout text typed on the keyboard.  (Read 2766 times)

Putnam

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Re: Ability to speak or shout text typed on the keyboard.
« Reply #30 on: November 22, 2012, 12:38:22 am »

The problem isn't accepting the input, it's interpreting it.

Garrosh

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Re: Ability to speak or shout text typed on the keyboard.
« Reply #31 on: November 22, 2012, 01:23:42 am »

Using naïve string comparison between a word an another from an arbitrairly defined list is just useless. Especially if it is to cast a spell or some such. You're not even suggesting a parser, a simple string comparison. So to cast a certain spell, "asieflog perlturimog astumisam" would work while "asieflog pertlurimog astumisam" would not, "asief1og perlturimog astumisam" would not, "Asieflog Perlturimog Astumisam" would not, "asieflog perlturimog astunisam" would not, even "asieflog perlturimog astumisam." would not either. Great feature...

P.S. Not all errors are obvious, some could be worked around. But working around some of them implies going down the path of a sensible parser, which is NOT what you're suggesting.
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Triki

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Re: Ability to speak or shout text typed on the keyboard.
« Reply #32 on: November 22, 2012, 10:35:19 am »

Using naïve string comparison between a word an another from an arbitrairly defined list is just useless. Especially if it is to cast a spell or some such. You're not even suggesting a parser, a simple string comparison. So to cast a certain spell, "asieflog perlturimog astumisam" would work while "asieflog pertlurimog astumisam" would not, "asief1og perlturimog astumisam" would not, "Asieflog Perlturimog Astumisam" would not, "asieflog perlturimog astunisam" would not, even "asieflog perlturimog astumisam." would not either. Great feature...

P.S. Not all errors are obvious, some could be worked around. But working around some of them implies going down the path of a sensible parser, which is NOT what you're suggesting.

In my CONCEPT, spells should not trigger when they pronounced incorrectly (it must be a    
"variant 2").
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GreatWyrmGold

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Re: Ability to speak or shout text typed on the keyboard.
« Reply #33 on: November 22, 2012, 11:17:47 am »

The biggest problem isn't spells, it's words.

A. It would be Hell^13 to program.
B. It would be less convenient than selecting a general thing to say from a menu.
C. The select-from-a-menu thing could automatically account for etiquette, education level, etc.
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

10ebbor10

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Re: Ability to speak or shout text typed on the keyboard.
« Reply #34 on: November 22, 2012, 12:03:17 pm »

Using naïve string comparison between a word an another from an arbitrairly defined list is just useless. Especially if it is to cast a spell or some such. You're not even suggesting a parser, a simple string comparison. So to cast a certain spell, "asieflog perlturimog astumisam" would work while "asieflog pertlurimog astumisam" would not, "asief1og perlturimog astumisam" would not, "Asieflog Perlturimog Astumisam" would not, "asieflog perlturimog astunisam" would not, even "asieflog perlturimog astumisam." would not either. Great feature...

P.S. Not all errors are obvious, some could be worked around. But working around some of them implies going down the path of a sensible parser, which is NOT what you're suggesting.

In my CONCEPT, spells should not trigger when they pronounced incorrectly (it must be a    
"variant 2").
While I appreciate your noble initiative to get people to spellcheck, being killed because you mistyped a single letter is not fun. Nor is having to play DF with a notebook to remember  a minimal amounts of spells.
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