4Dimensions Forum

General Category => News & Announcements => Topic started by: Molly on September 25, 2011, 10:14:40 am

Title: New semi-graphical client app
Post by: Molly on September 25, 2011, 10:14:40 am
KaVir has generously offered us the use of a graphical interface that he's been developing, in the form of a  custom plugin. He has also helped us install it, which meant a lot of work, since our code is so tangled.

The plugin works for both  MUSHclient and Mudlet.

Among other things the plugin offers energy bars, icons for spell affects, with a countdown function to show how much time is left, and pretty nice graphical maps in a side window. The maps are a bit buggy at present, but we're working on that. (The bug is with our own code, not the client).

The basis for the plugin is already installed,  and now we need people to both test it and if possible develop it. For instance; by using tabs the extra windows could be made to alternately show things like equipment, inventory, score or channel history. It should also be possible to have different icons for the most common spells. By sharing the scripts with the rest of the players we could hopefully offer new players a more complete download package.

The following is what you have to do to download the client app:

Step 1: Download and install MUSHclient
Click and run the following file, it's a self-extracting zip:
MUSHclient 4.72 (http://MUSHclient 4.72)
It is recommended that you install this in C:\MUSHclient - some players have reported problems when running in C:\Program Files\MUSHclient, particularly with Windows 7.

Step 2: Download and unzip the plugin
Save and extract this zip file into your MUSHclient folder:
http://www.godwars2.org/download/mushclient/4D_GUI.zip (http://www.godwars2.org/download/mushclient/4D_GUI.zip)
It has side windows and energy bars, and a Map function, adapted to 4D's Wilderness code.

Step 3: Add 4Dimensions to MUSHclient
Start up MUSHclient and add a new world for 4Dimensions:
Select "File"->"New World"
Fill in the details for the mud, then click "OK"

Step 4: Add the plugin
Connect to the mud, log on, and add the plugin:
Select "File"->"Plugins..."
Click "Add..." and open the plugin.
Once you've added the plugin, click "Close"

Step 5: Restart MUSHclient
You will need to close the world then restart:
Select "File"->"Close World" and confirm
Select "File"->"Open World"
Open the Plugin folder
Open the 4Dimensions world file and start playing

You can get more info and some screenshots on KaVir's own website:
http://www.godwars2.org/plugins.php

If you are testing this client, please share your opinions, problems and developments on this thread.
Title: Re: New semi-graphical client app
Post by: Jason Orsini on September 25, 2011, 09:43:28 pm
Its cool, good job KaVir and whoever else worked on it.
with a little tricking and tweaking i managed to get all plugins in place.
but as you said the mapper is buggy so i removed it at this moment ;-)
Title: Re: New semi-graphical client app
Post by: Jason Orsini on September 26, 2011, 02:19:10 am
Should be able to add a Skull and crossbones icon on the map, for a Deathtrap room.
aswell as icons for timetraps etc etc the list is endless ;-)
Title: Re: New semi-graphical client app
Post by: Tor on September 26, 2011, 07:59:07 am
GW2 Plugin 1.14 with and without sound. is the soundpack of any use, when playing 4D?
Title: Re: New semi-graphical client app
Post by: Jason Orsini on September 26, 2011, 08:53:18 am
i can't say either yes or no, haven't noticed anything at all so far,
on that part.
Title: Re: New semi-graphical client app
Post by: Klax on September 26, 2011, 11:37:02 am
This is the one you want (and only this one, don't try to install more than one):

http://www.godwars2.org/download/mushclient/4D_GUI.zip

Don't download the GW2 plugin, that's for another mud!  The general installation instructions still apply, but use the 4D_GUI.zip instead of the GW2_GUI.zip (ideally the info should be copied to the 4D website to avoid confusion).

It should look like this: http://www.godwars2.org/images/other/mushclient_4d.png

Or in the wilderness, like this: http://www.godwars2.org/images/other/mushclient_4d_3.png

The map works for me, although there's a resizing issue with the Mudlet version (which autoinstalls).

Also, the server where the above files are hosted is suffering some major HD problems at the moment, so you may not always be able to connect.
Title: Re: New semi-graphical client app
Post by: Molly on September 26, 2011, 12:31:19 pm
Thanks, KaVir.
No wonder I had some downloading issues. :)
I've edited my initial post accordingly.

Good idea about adding map symbols for DTs and Timetraps, Jason. It means we'll have to add a new sector for DTs, but I think it will be worth it.
For Timetraps we can use the existing sector 'Entrance', which is not used for very much else, to my knowledge only the two IGTCs have it presently. And a Timetrap is a kind of portal, so it fits nicely.

Keep the input coming, I'd like as many as possible to try out this nice feature.
I just love the side-window maps myself, they make my job so much easier, and have already unearthed a lot of errors in the zones.

On second thought we'll use the exuisting sector TUNDRA for the Deathtraps. To my knowledge that sector isn't used anywhere in the zones. Also it will be easier than creating a new sector.

Title: Re: New semi-graphical client app
Post by: Jaros on September 26, 2011, 06:42:03 pm
For Timetraps we can use the existing sector 'Entrance', which is not used for very much else, to my knowledge only the two IGTCs have it presently. And a Timetrap is a kind of portal, so it fits nicely.

All of the centerpoint stations use use it as well, and the locations in Earth's atmosphere.  That probably doesn't change anything though.
Title: Re: New semi-graphical client app
Post by: Prometheus on October 04, 2011, 08:45:12 pm
Should already have the new renamed sector for DT in the game.

Prometheus
Title: Re: New semi-graphical client app
Post by: Bane on October 17, 2011, 01:37:31 pm
Does anyone stats show up correctly I couldnt get mine to show also, all my affects spam the entire left side and some are hidden the health and mana bar. I dont know if this just applies to me though. I also notice its extremly long load time but it could be my computer.

Also I dont see why we have the same information in the left hand corner for health and stuff and also have it on the bottom of the screen also.

At one time I had a capture for tells and gossip that showed up in another channel. When I get the time I will remake this and post it. Illt ry to maybe split the channel into 4 sections. One for gossip, one for tells, one for guild and one for group?

I do like the idea and I use to be fairly good with lua and mushclient soo Ill try to contribute to this if time allows.
Title: Re: New semi-graphical client app
Post by: Molly on October 18, 2011, 01:33:31 am
How do you get your stats to show up in the left hand corner at all?
The only place where I see mine is on the three bars at the bottom.

As for the affects, I think it would be nice to have different icons for at least the 5 most common spells, possibly for more. There seems to be some foundation for that is KaVir's Generic download package, where there are icons for 5 spells - bless, detect_invis, infravision and sanctuary, plus one default. And I could also easily make more icons based on these existing ones. But then of course the icons need to be paired to the correct in-game spell, and I have no idea how to do that. I guess it needs a LUA script, but that's beyond my experience.
Title: Re: New semi-graphical client app
Post by: Klax on October 18, 2011, 09:47:24 am
The original idea was that the mud would send an icon name for each spell.  However the plugin could be changed very easily to use the spell name instead (the only drawback being that if you want to use the same icon for multiple spells, you'd need to duplicate the icon).  This would probably be easier for you though, as you wouldn't need to update the 4D spell code.

Basically all you'd need to do is change draw_affects() (in the plugin) to use AffectName instead of AffectIcon, then add icons with the same name as the spell - bless.png, poison.png, etc.  I can do it for you if you like.

For the generic plugin I just grabbed a few public domain fractal images from a website and cut/shrunk them.  It took about 2 minutes, I just wanted something to show how you could use different icons - I didn't expect people to keep them.  I used a nicer icon for the 4D plugin, but once again it was fairly basic, and it was just one default icon to provide an example.

However if you're looking for ideas for icons, please have a read over this: http://godwars2.blogspot.com/2011/07/customising-icons.html

Please remember that the plugin was only intended as an example of what you can do, not a final product.
Title: Re: New semi-graphical client app
Post by: Molly on October 18, 2011, 04:04:08 pm
Great! You shouldn't make offers like that, KaVir, since I immediately jump on them... :)

For the players it would definitely be helpful to see which affects they currently have, and how much time there is left on them.
One problem might be that most players spell up a lot, and not always with the same set of spells. Also some of them, like sanc, is usually casted double. So, as Bane put it, the result would be that the affects spam the entire left side. I am not quite sure how many spells there would be room for, but I guess KaVir could answer that.

We cannot of course make icons for 200 different spells, but maybe 10-20 and then have a default icon for the not so popular ones.
I'd like some of our active players to assist in this, by listing the spells you usually cast on yourself before going into battle on this thread, with your favourite ones at the top of the list. And of course also which ones you usually cast on your target. From that we should be able to decide which ones to make icons for.

If you guys provide the preference lists, I'll have a look around for more examples, and then maybe create a set of icons myself. I'm no great artist, but I'm pretty comfortable with Paint, and I also believe the symbols should be pretty simple, to be readable at a quick glance.

Perhaps there should also be an easily readable difference between positive and harmful affects, which could be done either by their form or colour scheme.

Oe maybe, if we go for the elemental ideas that have been tossed around in another thread, we could focus on a common colour scheme for each elemental group. There are many ways the spells could be displayed, just let me know your preferences.
 

Title: Re: New semi-graphical client app
Post by: Bane on October 19, 2011, 02:16:54 am
Ah, I had downloaded and install what molly had posted in her original thread. Thats why I ended up with the stats. The interface is completely different now.
Title: Re: New semi-graphical client app
Post by: Riley on October 27, 2011, 04:14:14 pm
You had to ask molly but here's my list of spells that I use to spellup before a fight :P

cast 'sanc'
cast 'divine mind'
cast 'haste'
cast 'mind elec'
cast 'sense life'
cast 'invis'
cast 'forsee'
cast 'bless'
cast 'armor'
cast 'battle rage'
cast 'detect align'
cast 'detect invis'
cast 'detect magic'
cast 'fortify body'
cast 'fortify mind'
cast 'holy shield'
cast 'ice shield'
cast 'infra'
cast 'mirror shield'
cast 'protection from cold'
cast 'protection from evil'
cast 'protection from fire'
cast 'protection from good'
cast 'shield'
cast 'static shield'
cast 'steelskin'
cast 'stoneskin'
cast 'thorn shield'
focus
grip
Title: Re: New semi-graphical client app
Post by: Molly 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?
Title: Re: New semi-graphical client app
Post by: Klax on October 30, 2011, 09:13:00 am
If you check out the link I posted previously (http://godwars2.blogspot.com/2011/07/customising-icons.html) 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):

(http://www.godwars2.org/images/other/icons_4d.png)

If you download the latest version (http://www.godwars2.org/download/mushclient/4D_GUI.zip) of the plugin, you should see them like this:

(http://www.godwars2.org/images/other/mushclient_4d_4_small.png) (http://www.godwars2.org/images/other/mushclient_4d_4.png)
(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).
Title: Re: New semi-graphical client app
Post by: Molly 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?
Title: Re: New semi-graphical client app
Post by: Prometheus 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.
Title: Re: New semi-graphical client app
Post by: Molly 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.

Title: Re: New semi-graphical client app
Post by: Prometheus on November 04, 2011, 11:36:11 pm
Okay I will get mudlet for windows and mac into our client directory.

Prometheus
Title: Re: New semi-graphical client app
Post by: Klax 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.
Title: Re: New semi-graphical client app
Post by: Diandra 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:
---
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.
Title: Re: New semi-graphical client app
Post by: Molly 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
Title: Re: New semi-graphical client app
Post by: Prometheus 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
Title: Some problems with the client app
Post by: Molly 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.

Title: Re: New semi-graphical client app
Post by: Prometheus 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
Title: Re: New semi-graphical client app
Post by: Molly 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..
Title: Hooray!
Post by: Molly 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.

 
Title: Re: New semi-graphical client app
Post by: Bane 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

(http://img444.imageshack.us/img444/2391/clientchat.th.jpg) (http://imageshack.us/photo/my-images/444/clientchat.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: New semi-graphical client app
Post by: Bane on December 12, 2011, 09:57:35 am
Molly tod me to go ahead and share this. Its a work in progess hopefully in the future it will have tabs to swtich between equipment and chat channels.

Please note me in game or leave something here if your having any errors.

https://docs.google.com/open?id=0BzfkW0nGO36MOWMzZDNiNDMtNWYxZS00NjhkLTk0MGUtMTc3MTNjY2JmYWUx (https://docs.google.com/open?id=0BzfkW0nGO36MOWMzZDNiNDMtNWYxZS00NjhkLTk0MGUtMTc3MTNjY2JmYWUx)
Title: Re: New semi-graphical client app
Post by: Bane on December 12, 2011, 11:44:46 am
Since I cant edit my post, just for those who are unsure how to load this.

Download the file and put it under your mushclient/worlds/plugins folders same place where kavirs app is.

Start up mushclient and you can go ahead and log into 4dimensions.

Go to File > Plugins > Add

Find the file Chat_Capture_Miniwindow and load it.

Enjoy
Title: Re: New semi-graphical client app
Post by: Bane on December 13, 2011, 04:17:33 am
Gah, I forgot an important step. Im going to just create my own thread to stop spamming kavirs since I cant modify my own.

http://4dimensions.org/forum/index.php/topic,756.0.html