Author Topic: New semi-graphical client app  (Read 47906 times)

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Offline Molly

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Re: New semi-graphical client app
« Reply #15 on: October 28, 2011, 12:46:11 pm »
And if you had to choose just 15 of those 30 spells, which one would you pick?
In preference order, please. :)

The reason I ask is, that it probably isn't realistic to make individual icons for every spell in the game, some of them would probably have to share the same icon. It's also a matter of what could be discernible with a quick glance for the player. All icons will have a countdown, it's just the symbols and colours that will be varied.

We can increase the number by using the same symbol with different colours for the icons. For instance same symbols but different colours for all shield spells, all detect spells, all fortify spells etc.

Some of the symbols and colours would be pretty obvious, others need some more afterthought.

It would also be nice to get some input for players who prefer the non-spellcasting classes. I assume using potions and wands might limit the options a bit.

Also there is the question of the harmful spells that the opponent may cast on you.
Which of those are the most commonly used?

Offline Klax

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Re: New semi-graphical client app
« Reply #16 on: October 30, 2011, 09:13:00 am »
If you check out the link I posted previously you should easily be able to find enough icons to cover all the spells - then it's just a matter of deciding which ones to use, and what sort of colour scheme you want.

For example, I tried picking a few and colouring them blue for positive spells and red for negative spells (very quickly using Photoshop):



If you download the latest version of the plugin, you should see them like this:


(click the image to enlarge)

However the plugin can currently only handle 30 icons (on my screen at least).  If there are more than that it may be worth changing the layout - perhaps displaying them under the map, or making the avatar wider so that you can fit 3 or 4 icons per line.

That's really a personal preference thing though, now that the snippet is installed and working you can create any sort of layout you like (and that comment is directed at everyone, there's no reason why players couldn't design their own interfaces).

Offline Molly

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Re: New semi-graphical client app
« Reply #17 on: October 31, 2011, 02:56:28 am »
Players being able to change their own interface is great of course, but I think we should put some work into making the downloadable 4D version as customised to our needs as possible.

Not sure about the future, but judging from Riley's input we might need room for more than 30 spells, if we include the harmful ones. The space under the map I'd like to reserve for a window showing equipment and inventory, so I'm inclined to try widening the left column to fit 3 spells on each line. It wouldn't actually hurt if the avatar got a bit bigger, and even if that means that we lose a bit of space on the height, the net addition should still be enough to fit all spells that we need. I haven't the world's largest screen myself, but I could easily handle the window being a bit wider.

I would however like some input on this from those of our players that are testing the client. Would displaying all affects with individual timered icons in the sidebar be helpful in battle, or do you prefer a larger game window?

Also I'm still hoping for help from our coders, to set up a space on our website, where we can put the download files.

Where is a Thotter when you need him?

Offline Prometheus

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Re: New semi-graphical client app
« Reply #18 on: November 03, 2011, 11:05:23 pm »
Okay I have the client (mushclient) exe and zip file and the 4d_zip on the server. Only thing is to add a download link and test it out to make sure it works.

Prometheus.

Offline Molly

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Re: New semi-graphical client app
« Reply #19 on: November 04, 2011, 03:06:27 am »
Thanks Prom. :)

But first we need to exchange the some of the filers in the 4D_zip, to get the changes in that Dia and I did to the maps, avatars and layout.
At present I cannot figure out how to do that with my FTP, so I've mailed the directory to the coders, hoping that someone else will fix it, and then tell me how to do it.

I'm just awful with all technical things, so it's probably best if Diandra has got the time to set up the links and instructions on the website and do the testing. Pretty please, Dia?

One more thing:
According to KaVir the plug_in works for Mudlet as well, and since Mudlet works for Mac computers, (unlike MUSHclient) it would probably be a good idea to put in a download link for that client as well. Several of our old players are on Mac, and this would give them too an opportunity to test the plug_in.


Offline Prometheus

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Re: New semi-graphical client app
« Reply #20 on: November 04, 2011, 11:36:11 pm »
Okay I will get mudlet for windows and mac into our client directory.

Prometheus

Offline Klax

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Re: New semi-graphical client app
« Reply #21 on: November 08, 2011, 05:21:08 pm »
According to KaVir the plug_in works for Mudlet as well
Not the same plugin - but there's a Mudlet one as well.  It's not quite as polished, but once you're happy with the maps and icons it can be updated as well.

Offline Diandra

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Re: New semi-graphical client app
« Reply #22 on: November 20, 2011, 09:22:45 am »
The files have been placed on 4D's server so the installation guide has been changed somewhat:
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1) Download and install MUSHclient.
The MUSHclient can be downloaded with the following link: http://www.gammon.com.au/files/mushclient/mushclient473.exe

It's recommended that you install the client in the following directory to avoid certain problems: C:\MUSHclient.

2) Download and unzip the 4D-plugin.
Right click on the following link and start to download the 4D-plugin: http://4dimensions.org/home/game/site/client/4D_GUI.zip

This plugin decides where the logo's, avatars, energy bars, etc are shown in the client.

Unzip the file in the same directory where you installed the MUSHclient, which was recommanded C:\MUSHclient. Unzipping this file in the MUSHclient-directory has add a file named GUI_4d.xml in the directory C:\MUSHclient\worlds\plugins.

3) Download and unzip the images-file.
Right click on the following link and start to download the 4D-plugin: http://4dimensions.org/home/game/site/client/images_4D.zip

Unzip the file in the same directory where you installed the MUSHclient. This file will add a new directory with several subdirectories, which can be found at: C:\MUSHclient\images_4d

4) Add 4Dimensions to MUSHclient.
Startup MUSHclient if you haven't already.

Select File -> New World (or Ctrl + N)

At the question to preload defaults from an existing world answer no.

At the next box fill in the next fields:

World Name:                                     4Dimensions
MUD address and port:
                                TCP/IP adress: 4dimensions.org
                                Port:              6000
And click the button: Save World Automatically On Close

Then click ok and you'll get a new window which will allow you to connect to 4D.

5) Add the plugin.
Connect to 4D and then install the plugin:

Select File -> Plugins -> Add

At the given directory (C:/MUSHclient/worlds/plugins) look for the file GUI_4D select it, by clicking on it and click open. In the screen you get to see the following line:

Added plugin C:\MUSHclient\worlds\plugins\GUI_4D.xml

Then click close.

6) Restart MUSHclient.
You will need to close the world then restart: If you're still logged on, type quit followed by zero, then:

Select File -> Close World and confirm to save everything you've just did, just click save.

Restart the client with:  Select File -> Open World

Open the 4Dimensions worldfile named 4Dimensions.MCL and start playing.

You'll now see the blue 4D-logo, an avatar for whichever race your character has. For certain spells that has been cast on you, you'll see buttons on the left side of the screen. In case they're timered you'll see a small countdown.

At the bottom of the screen, you'll see bars that present your health, mana and the needed experience.
---------
Special thanks goes to KaVir from God Wars II who made this specific plugin for 4D.

To those who already downloaded the plugin at previous times, it might be wise to download the seperate image-file and install it in the MUSHclient directory as it may hold other images than the original file.

Offline Molly

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Re: New semi-graphical client app
« Reply #23 on: November 21, 2011, 03:33:22 am »
YAY!
Thanks a lot, Diandra and Thotter, now we can get into business.
I'd like more players to test the client app, since it really does enhance the game experience a lot.

And another piece if great news is that Once fixed the maps for me today, so that they now work as they should.

He told me two weeks ago that he'd do it today, provided I was on line to assist him with what needed fixes.
To tell the truth, I didn't really expect him to keep our date.
But he did.
And it didn't even take him long to fix them once he got around to it.

So thanks a heap, Once! You can be an irritating asshole at times, but you're good. :D

Offline Prometheus

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Re: New semi-graphical client app
« Reply #24 on: November 24, 2011, 05:27:26 pm »
I'm going to work on getting a zip file of our version of mushclient working. Once I do I will include the link. Right now it is in heavy alpha testing phase. I'm trying to get all of the things set up correctly. But there might be some things can need to be done.

Prometheus

Offline Molly

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Some problems with the client app
« Reply #25 on: November 25, 2011, 08:00:19 am »
We have a setback in the client development, which I hope is just temporary. Unfortunately the ordinary maps in the client seem to have been screwed up some time during the latest changes.

The Wilderness grid maps now look fantastic in the client, while the "ordinary" maps show a jumble of squares and tiles, without any reference to the actual linking.
Both types of maps look good in the game when you type MAP, so the problem must be somewhere in the communication between the mud code and the client.

Once is trying to fix it, but has so far been unsuccessful. I've also mailed KaVir to see if he possibly could help tracking down the bug.

I'd like more players to check out the client, but for now I have to ask you to be patient. The client offers really big improvements for the gameplay, but the maps are essential, and we need both types to work, since mist zones in the world use the ordinary maps.

Some playtesters have also reported that the MUSHclient messes up their scripts, aliases etc.
I'd like some more input on that; what happens and if anyone has managed to get past the problem.
It could be that one has to make a choice between keeping their game aliases and setting the same list up in the client, but I am not sure about that, since I'm not familiar with the LUA scripts used by MUSHclient. Hopefully some of ourusers know more.

Please post whatever input you have on this thread.


Offline Prometheus

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Re: New semi-graphical client app
« Reply #26 on: November 26, 2011, 02:34:43 pm »
Once put up a patch. But I don't know where the issue map area was Molly. If you wish to check it out and let us know.

Prometheus

Offline Molly

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Re: New semi-graphical client app
« Reply #27 on: November 26, 2011, 04:27:02 pm »
I'm afraid nothing has changed in the client maps.

The wilderness maps still look good, and the ordinary ones still are a complete mess.

I'd wish you guys would download a MUSHclient and look for yourself, it might explain where the problem lies.
The Recall area is on ordinary map. Olde Yorke with surrounding is Wilderness, so it's easy yo compare..

Offline Molly

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Hooray!
« Reply #28 on: November 30, 2011, 06:27:05 am »
Thanks to KaVir and Once for fixing the Client maps.

Both the Wilderness maps and the ordinary maps now look good, and I've resumed my work of fixing errors with links and sectors, which become so much more obvious in the client. So far I've gone through most zones in the Medieval Dimension, and started on the PreHistoric.

There is however still room for improvement, but that would need some coding.

Unlike the ordinary maps, where connections between the rooms are shown as lines, the Wilderness maps have one rather big flaw. They show the zone as a continuous grid, regardless of whether you can walk in one direction or not. This means that you have to look at the exits, to determine which rooms you can actually reach directly.

According to KaVir there is a solution to this problem; to make an extra grid on top of the map level. This new grid would have a thick black line along all sides of a room that you cannot walk in.

Such a grid would make the wilderness maps next to perfect, and I am hoping that some day in the future it will be implemented.
But again - it takes a coder to do the job.

 

Offline Bane

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Re: New semi-graphical client app
« Reply #29 on: December 12, 2011, 08:27:41 am »
I have a gos/tell/clan/group tell capture plugin if you guys would like me to upload it. Its not my work I just edited a plugin i found on mushclients website credit goes to friendsterr and nick gammon. But its a moveable and sizeable window.

I can also add wiztell and say if wanted. But regardless Ill upload it if its wanted and im allowed to.


also added a newbie capture too



Uploaded with ImageShack.us
« Last Edit: December 12, 2011, 08:55:03 am by Bane »