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Messages - Cynwrig

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1
It took me a few tries running the updater to get it to work, luck of the draw I guess, but I finally got the new client installed. So if it doesn't work the first few tries, don't give up.

I have to say that the game is running better than ever on my Intel Mac with OS 10.5.5. The graphics look great, the audio is no longer hollow, and I can quit the game without getting an  "Application Unexpectedly Quit" error. Cheers!  \\o//

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Fan Art / Re: New UI Concept
« on: March 01, 2008, 09:00:46 pm »
Well I havent been working on the GUI in a while, so I have no changes to show.
I also haven't done any work towards getting it working in-game other than a few experiments with the buddy window. I'm not so sure it would be a good idea to invest efforts into a GUI mod this early in the games development. Every update could easily break it's functionality and who knows how much the GUI will change in the future.

Im glad to hear the current GUI is being improved on, though I will mention I have nothing to do with it, atleast not directly. I did see in the 0.4 Changelog:
Quote
A new Group Window, it's more minimalistic and displays race icons.
and can hope I had some help in inspiring that addition.

I can't wait to see what the new version is like (hopefully the mac client will shortly follow), and I do plan to continue working on this concept.

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Fan Art / Re: New UI Concept
« on: December 12, 2007, 08:12:49 pm »
Yea she was "towering" over the tower in an earlier version, but I noticed she was kind of awkwardly placed and I moved her without much thought.


I have seen Xordan's launcher, if it is what I'm thinking of, and I did use it as a base when designing this one. Though mine gives it more of the feel of a launcher with the news being added and the emphasis taken away from the updater.

I have also created a new login screen:

The background would be an animated environment.

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Fan Art / Re: New UI Concept
« on: December 12, 2007, 06:16:09 am »
Well I got the buddy window almost completely functional, everything but the close button works. I might put it up for download later if any one wants to try it out.

I started work on the Launcher concept:






The drawings were taken from the concept art section of the website.


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Fan Art / Re: New UI Concept
« on: December 10, 2007, 07:35:58 am »
I'm glad to hear the GUI is being updated, and that this thread has been a source of inspiration. It's good to know it is actually helping the game in some way.

Well as for switching between tabs while "holding" an item could be achieved by allowing the user to switch into a tab with a mouse over, instead of actually having to click it. Though the shelf idea is very interesting.

I have started testing out actually implementing this GUI in-game and must say the results have been very satisfying so far. The last time I tried implementing my reskin (Seen Here) I found that even when restricting the GUI from resizing to fit the resolution (an idea pointed out to me by Cherppow) I found that the graphics were distorted when rendered ingame and ended up looking terrible.
This time I found out a new trick (Pointed out here).
Quote
3D hardware (but also software) can render textures more efficiently if the dimensions are powers of two(abbr. "PO2") (e.g. 256x256, 512x128...), going so far that hardware and graphics APIs (e.g. OpenGL) require textures to have PO2 dimensions. So does CrystalSpace for all textures, 2D and 3D. While you can feed non-PO2 textures into CS, they will be resized internally to a PO2 size (e.g. 640x480 will become 512x512). The resizing isn't very good, though: the texture will end up looking rather ugly when rendered.
So I created my texture at dimensions that are a power of two, and then turned of scaling, and resizing due to resolution and here is the result:

Not a single smudged pixel.

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Mac OSX Specific Issues / Re: User System Specs
« on: December 09, 2007, 03:38:53 am »
Computer type: MacBook Pro
Mac OS Version: 10.5.1
Processor: 2.4 GHz Intel Core 2 Duo
RAM: 2 GB 667 MHz DDR2 SDRAM
Video Card: NVIDIA GeForce 8600M GT 256MB

Planeshift runs (y/n): Y
Average FPS: UnKnown
Platform-specific bugs encountered: None (Game runs fine so far.)

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Fan Art / Re: New UI Concept
« on: December 09, 2007, 03:21:39 am »
Well it has been a while since I have updated, but I plan to continue working on the concept.

I have streamlined the interface a bit, and I redid the window borders.
@Xoiani: The small icons help reduce clutter, but it could be possible to have a larger view icon displayed upon examining the item.



EDIT: Boosted color to make it look less dull. (Makes it look a lot better in-game.)

8
Quote
*** 2007-04-29 by Andrew Robberts
Added a pawsSimpleWindow factory.  The purpose of this is to be a base window
widget so that it's possible to create a paws window that completely utilizes
paws scripts and the pub/sub system (ie, no C++ code needed at all).
Added a data file (data/gui/customwidgetslist.xml) that allows users to specify
extra paws widget .xml files to load without needing to recompile the client

I'm guessing that means we(the "users") will be allowed a lot greater leniency with editing xml in the next release and will no longer be stuck just moving things around and even be able to create our own windows.


The updater mod looks great and hopefully with the next release , can be turned into a full PS launcher(setup button and all).

I guess I am the only one that doesn't like the new crystal design. It seems too elongated to me. The old one is a lot more rounded.


Maybe it is just me.

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Fan Art / Re: New UI Concept
« on: April 20, 2007, 09:23:01 am »
I updated the info and party window. I also redid the window styles a little as seen by the quest window:

I'm not sure if I like the squared corners better but I think they will show up better in-game.

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Forum and Website Discussions / Re: A new modified forum scheme
« on: April 19, 2007, 07:43:46 am »
I really like the theme, very nice job. I think that the blue color scheme looks much better, although it would be hard to put up both versions. I will also point out that it isn't a change from the color of the forum theme now. I would definitely use this theme is it was added, why not even just an alt? It wouldn't be hard to make the website match, just update the background:

There is no green found anywhere else in the theme, so switching it to blue would work just as well.

BTW the download no longer works.

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Fan Art / Re: New UI Concept
« on: April 19, 2007, 06:17:22 am »
@Cherppow: I like the multi-state buttons for the stances and spellpower. I agree it wastes a lot of space having all the icons laid out. The stop attack button could possibly be located in the target window, that way it would only appear when attacking something and would be easier to click mid-fight because you would already have your eyes there anyways.

I also like that you brought back the time icon, though I meant for it also to show the current weather. I'm not sure if people use the game time as a reference, but I doubt it so replacing it with general "early morning" seems fine.

Well we could always take advantage of tabbed windows to reduce their number. For example clicking the portrait icon could go to a "character" container window that can be tabbed between inventory and stats. Each tab could still have its own shortcut key as if it were its own window.



     


Just because the design is meant to be simplistic and elegant, doesn't mean it can't have some more "artistic" elements. It's just a matter of 
keeping it clean. That is why I decided to try adding the old-paper-like feel to the quest notes and will also to the spell book. I have redone the Title Bar of the window. I think these few touches help keep the design from being too simple and boring.

I was thinking that clicking the window icon could minimize the window into just the Title Bar as to quickly get it out of the way when you don't want to close it.

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Fan Art / Re: New UI Concept
« on: April 18, 2007, 05:23:34 am »
Well I have been pretty much just been copying the windows out of the game, rearranging and adding items as I feel necessary. I'll have to go back over them and  "strip" them down if you want things to be more compact. Keep in mind the sizes in the pictures don't necessarily represent what size they would be in game, plus they all won't be that cluttered together.

I started working on the Quests window:

I'll post the .PSD later when I have time, got to clean it up.
BTW the only fonts I have used are Bookman Old Style and Verdana.

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Fan Art / Re: New UI Concept
« on: April 17, 2007, 03:40:39 am »
I like the smaller inventory slots. You won't have to scroll so much.

I started work on the stats and skills window as seen here:

.PSD

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Fan Art / Re: New UI Concept
« on: April 16, 2007, 08:10:04 am »
I was rather fond of the arc stances :)
I dunno it just looks funny to me. Maybe it can have a "click to change style" like the menu bar in the game now.


Also, do you plan do to anything with that inventory space on the left?
Yea I noticed it looks so empty on the left, maybe I'll just cut that space out.
Oh and I also realized I forgot to add the horizontal lines to the Inventory window, guess I overlooked it.

Edit: Here is the .PSD with the bars added.

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Fan Art / Re: New UI Concept
« on: April 16, 2007, 08:00:44 am »
I like what you've done with the inventory window. I downloaded your PSD and updated my own with it so now I have one complete PSD. I also went through and organized mine, naming and deleting layers after seeing how nicely kept yours was. I changed a few things around and didn't really like the new stances so I left them the same.
Here:


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