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Daimonin Forum  |  Community  |  Test server  |  Topic: New B4-Client pre-release [latest: 20070504_2241] « previous next »
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Topic: New B4-Client pre-release [latest: 20070504_2241]  (Read 2167 times)
Alderan
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« on: May 01, 2007, 07:16:21 pm »

I have finished a first testpackage for the new B4 Client.

Please download it from my server:
http://daimonin.fapo.domainfactory-kunde.de/widget/

You need the package client_widget.zip. (And the latest client or source)
Just extract it in your daimonin_mapmaker dir, no files will be overridden.

When i update the client, i will only upload a precompiled windoof exe and the updated source files. So you only have to download the big package once, and after that only the new client/sources.
Sometimes (when media/bitmaps/sfx changed) i will upload an updatepack. You have to download all updatepacks.
I will also update the title if this post, so you will quickly see if updates available.

The userinterface looks at first mainly the same, but all parts (except the menus/npc-interface) is freely moveable (rightclick).
Even the position of the main map can be set in the options (Settings->Client)

Some of the things from the patched B3-version are also included, mainly:
* Multicommand(macros) (use '#' as seperator)
* Buddy-List
* Chatfilter
* Chatlog
* Stat-O-Meter
* Kills-Statistics
* Lists are playerspecific

The ignore-feature is extended, see '/ignore ?'
'channels' means things like 'shout', 'say'...

You can use now different resolution, but please note: Some resolutions are only for widescreendisplays, some are only for windowed playing.

Resolution-switching and fullscreen-toggling is done on the fly (sometimes need some seconds), no need to restart the client, BUT: that switching can crash your client, esp when you are low on memory.

Please use this client when you play on the testserver, and report here all problems/bugs or also wishes for the client.
Make sure you have always tried with the latest version (see title)

(I will edit bug-reports after bugfixing, and delete bug-only reports some days after fixing)

Have fun

and Happy Crashing ;-)
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Ellwoodblues
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« Reply #1 on: May 01, 2007, 08:03:22 pm »

oooohh.. I can't wait until this semester is over and I get a whole two or three days to play with all the new stuff I've missed over the last month... +>

Edit: Stickied!!!
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zrubavel
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« Reply #2 on: May 02, 2007, 01:50:44 pm »

Umm i don't know if this is a problem on my end or your's but i have just tried to log on using the widget client 4 times and I can't (it get's frozen during "starting log in").
I have successfully logd in using the widget yesterday, and currantly managed to log in using the non-widget test server client...

EDIT: fixed, was a bug in the very first version. Alderan
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Alderan
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« Reply #3 on: May 04, 2007, 09:58:44 pm »

Update for client available (Build: 20070504_2241)

There changed some media files, and also theres a new sfx sound, so this time there is also an updatepack available that you also have to download and extract.
The next time when media files change, i will upload a updatepack that ONLY contain the current changes, so you have to download all updatepacks available if you didn't installed them in the past

You don't really need to update to 20070504_2241 if you have 20070502_2334 running.
This update corrects mainly optical glitches, and added an audible heartbeat

----------------------------------------------------------------

EDIT:
cause of moving some posts to this thread, here is the picture we are talkin about in the next posts:

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smacky
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« Reply #4 on: May 06, 2007, 06:54:56 pm »

Oo it's a direct competition now! Wink

Well I didn't want to change the playerdoll layout in terms of icons. I like yours but there are two problems:
[list=1]
  • The speed overflowing the background, but that's obvious.
  • Is the 1.00 sec the Melee speed? Distance also has an independent speed. You won't be able to fit two speeds in there (and have it look good) I suspect.[/list:o]

    EDIT: I see from your 1h weapon that it might be better to swap sides for distance and melee.

    EDIT 2: Actually no, it's the 1h weapon and shield icons which should swap sides. Yes, it'll make you all leftys but you should use 2h anyway. But it makes more sense visually to have the stats and weapons on the same side.
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Alderan
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« Reply #5 on: May 06, 2007, 07:20:39 pm »

Quote from: "smacky"
Oo it's a direct competition now! Wink

hehe

Quote

* The speed overflowing the background, but that's obvious.

I know, but if i move it some pixel to the right it will overflow an itemslot when >=100.0%
Hmm maybe i kill the space before the %
Quote

* Is the 1.00 sec the Melee speed? Distance also has an independent speed. You won't be able to fit two speeds in there (and have it look good) I suspect.

No its the distance speed, i have - why ever (mergebug?) - the melee speed commented out, now it will become really tight there.

Any ideas how to stuff all that stuff in the pdoll without looking to bad?

Or what about mooving it 1-2 pixels up, remove the 'sec' and print in gold (like WC, DPS) the letters ST for swingtime/shootime? Left and right the values for distance and melee.

Quote

EDIT 2: Actually no, it's the 1h weapon and shield icons which should swap sides. Yes, it'll make you all leftys but you should use 2h anyway. But it makes more sense visually to have the stats and weapons on the same side.


Now it also makes sense:
You have on the left the distance weapons, and then right from them the melee weapons
Also changing Distance/Melee looks crappier (i tried it) cause of the lenght of 'Distance'

Any Ideas? Would someone make a new pdoll background picture?

EDIT: to not spam this thread with this client-only stuff, please use this one for that playerdoll thing: http://www.daimonin.net/index.php?name=PNphpBB2&file=viewtopic&t=4756
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longir
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« Reply #6 on: May 06, 2007, 08:17:18 pm »

hmmmmm dunno if there's enough room, but *maybe* it might be worth a try...based on Alderan's..shift helm and body armor slots higher, legs closer to footwear, and get the girdle/belt in the proper position.  Then having the MD next to melee weap/right ring would work.  Then you could have melee info where distance is now, then move ranged info down to where belt/girdle is now, and agreed with smacky move speed up with AC/SF.
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smacky
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« Reply #7 on: May 06, 2007, 09:41:25 pm »

Quote from: "Alderan"

No its the distance speed, i have - why ever (mergebug?) - the melee speed commented out, now it will become really tight there.

? Not commented out: http://daimonin.svn.sourceforge.net/viewvc/daimonin/trunk/client/src/player.c?view=markup

(lines 713-714)

Quote

Or what about mooving it 1-2 pixels up, remove the 'sec' and print in gold (like WC, DPS) the letters ST for swingtime/shootime? Left and right the values for distance and melee.

Yes are we not allowed to say WS any more? Why are we talking about swinging now? You don't swing a pierce weapon (obviously I use the term 'weapon' loosely here -- poke time? hehe).

Quote

Now it also makes sense:
You have on the left the distance weapons, and then right from them the melee weapons
Also changing Distance/Melee looks crappier (i tried it) cause of the lenght of 'Distance'

Fair points. But ideally (IMO) the stats should be near to the part of the body they chiefly concern. But no, there's not enough space to be too idealistic I guess. Wink

@Longir, the problem is then the playerdoll would seem to be wearing his trousers round his knees. Wink
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Alderan
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« Reply #8 on: May 07, 2007, 08:44:02 am »

This should look a little better
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grommit
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« Reply #9 on: May 07, 2007, 08:53:28 am »

By the way Alderan, I've been meaning to say I love your sig - did you make that up, or is it a quote?
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Alderan
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« Reply #10 on: May 07, 2007, 09:09:57 am »

Thanks, its not from me, its a quote von Karl Valentin.

@playerdoll:

Rearranging the icons over the playerdoll background is impossible for me, its one Bitmap. If someone have the original files (Playerdoll background without the itemslot-frames), things will be different
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smacky
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« Reply #11 on: May 07, 2007, 10:15:10 am »

Wow! That's cutting it fine. Smiley But I think it works.

Is the space left of the boots the same as the one where speed is currently? If so, I would move speed there.

And as well as swapping weapon and shield icons, I'd swap shoulders and bracers.
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Talwoasc
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« Reply #12 on: May 07, 2007, 01:38:24 pm »

I always wondered why bracers were halfway up your arms.

The latest attempt still looks a bit squashed IMO, could you possibly add something on to the edges to display the stats?
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Ellwoodblues
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« Reply #13 on: May 07, 2007, 06:42:55 pm »

First, is there any way to keep the client from creeping up and to the left when playing around with the screen resolution in window mode?  Like locking the title bar to the top of the screen or limiting its movement to within the borders of my monitor?

Second, if you drag the (im assuming anyways) the target_bg box onto the game map, select an NPC and CLICK on the "hello" button your character will try to move one space in the direction of the mouse click.  So I can walk up to the Priest, target and if I put the target_bg box somewhere over the game map and click the "hello" button the NPC dialogue window opens for a second then closes when my character moves.  

This doesn't happen if my character is trying to move in a direction that cannot be moved through.  So if I went through the above steps but had the target_bg box over the map in such a way that when I clicked "hello" the character would be stopped by a wall or something else that my character cannot move through.

There have been a "few" times that my character moving doesn't seem to close the NPC dialogue box but it seems a bit random to me.  I also made sure that I wouldn't be moving out of talking range of the NPC.

I could reproduce this effect with the target_bg box anywhere over the map and in any resolution that my computer could handle.

Just one more reason NOT to use the mouse.
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Shroud
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« Reply #14 on: May 10, 2007, 07:56:59 am »

OK, I've got it done to a certain extent although I'd like a little feedback on how you want it done exactly would be nice



The boxes for the feet, body and head weren't symetrically placed and even weren't the same size so I adjusted them a bit in width so they weren't misaligned but if you think it'd be better making them 1 pixel wider I can do that too.

here is another version with bracers and shoulders but 1 extra box.



This version has things moved a little, bow (or MD) goes where torch goes, ammo goes where alderan placed bracers in his model and light source goes where MD/bow used to go. Order has changed a little but there is a LOT of room



If you want anything changed let me know and I'll get it done
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