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Smells and video feeds
Smells should be removed from camera feeds.

No one should know what you smell like from a camera feed it makes no sense.
Probably a code limitation.
Maybe but it sounds like it a tag or something because there are so many scents. So make it so it doesn't pick it up when it see one. It doesn't sound un-doable code wise.
the shortdesc is the shortdesc and doesn't change based on if the camera views it or the person does. codedly we are all objects. the camera is an object. an object sees you how it does, and therefore sees your shortdesc and notable tagline. we're just viewing you through the camera object's 'eyes' essentially. code limitation
There is no way to parse it? I really need to learn the code all this is run on. It sounds restrictive as hell.
I know this doesn't 'make sense' (they could make it make sense if they wanted), but I do appreciate this 'feature'. You can't really see that message yourself in any other way I think, so you can't tell how perfumes tag you unless you ask someone else OOC.
you can if you use the glance command
This would be possible of course. The question is how much time and effort it takes and it it's worth it. I can't answer that. Just keep in mind that a lot of awesome things may not happen, not because they are bad ideas, but because of the need to prioritize what staff's limited manpower gets used on.

Scent shortdescs are an obvious one to notice because player character entrance and exit messages are prominently highlighted, but when using cameras a lot (especially cameras that move) you will notice there are actually hundreds, if not thousands of instances where feedback and descriptions presume the existence or direct presence of a person with five senses to experience them.

Slither has done a good job of making sure that OOC messages aren't broadcast, and disabled video and audio is more or less okay at making sure that typical visuals and dialogue respectively don't go through, but any other given thing is like one drop in an ocean of uncatergorized human sensory perceptions that I just don't see personally as really practical to address.

i feel like if people see someone's smell on a camera screen, it should not be too much to ask that they dont rp as if they smelled them through the camera and know what perfume they're wearing

very simple fix that doesn't take any coder time away. it's called common sense.

It's possible but difficult and time-consuming to restrict this. At this point the best solution is the one above. If you see something that doesn't make sense on a camera, just ignore it.
We should also clarify that the 'universal translation' from cameras that people often talk about ICly is actually a code limitation and we shouldn't be roleplaying as if cameras translate languages our character does not understand. At least I think this is the case.
My understanding was the opposite BigArg. That the code limitation was embraced by making such translations an IC thing. I swear there was even an announcement on this. I'll post it if I find it.

Fount it. It was addressed at a town hall in this log: https://www.sindome.org/town-hall-08-28-21.html

It's about two thirds of the way down. Here's the relevant question and response though:

Logan says loudly, "*speaking english, in a deep, brash voice* In general I think the language system is pretty solid. I feel cameras and mics are a big issue. Until/unless a better fix comes out there's no way for a viewer to know they should not understand something so it's not even anything we can police on our own. Also, support for writing in languages would be awesome."

Logan says loudly, "Despite all that, the language system is useful and fun. I think it's the game play around it that might cause trouble and that's not all on staff."

Logan says loudly, "Maybe it's just me but it has always felt like you can't really pause to work on languages (this could be weeks or months of no progress on your stats or abilities) as doing so will result in your character 'falling behind'. I think that this results in a lot of players choosing to either start with multiple languages if it fits their character concept or wait until they are near max UE before worrying about them."

Logan walks around the front of the rows of seats and picks one out to sit in, and lowers theirself into it.

Fengshui says loudly, "Those systems have universal translators in them because… we kinda have to have it be that way for the system as it is built now. When we move over to ToastStunt we'll have new data structures that we can use to actually pass around languaged context. As it stands now-- we simply can't do it, and thus, universal translators."

The response does mention possibly being able to improve this now that the game is on toaststunt but the change hasn't been made yet to my knowledge.

Did we lose shortdescs entirely on live video feeds when people exit/enter? (Like yesterday.)