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Re: Client Dialog

Posted: 07 Feb 2013, 01:44
by Korcha
D-d-d-d-d-double post!
Mind the sloppiness, I'm feeling blah today. Ya know, one of those delightful days where you feel like doing absolutely nothing?
Yeah well, I'm having one of those..
Image

Chicka, I'm going to need 7 more npc's in order to continue. I have unofficially ran out, of orders. Also, before I head out, please give me an in depth description for Alan & Phaet so I can finally start on Alan, and for the love of all things, are the twins wearing helmets!? Looks like it unless my eyes are deceiving me..

Re: Client Dialog

Posted: 07 Feb 2013, 10:38
by Chicka-Maria
Sure thing korcha, Ill send you more in a pm soon. Once again your work looks great :)

regards,
Chicka

Re: Client Dialog

Posted: 07 Feb 2013, 11:46
by 4144
May be now time to test it in client?
Because i think after anyway will be need some changes.

Sorry i not created wiki pages for this.
I will try explain in short here.

In avatar box manaplus can show any npc with default direction (even animated).
This mean to add avatar to normal npc, need create additional npc what will show only avatar image without any other sprites (In file npcs.xml) after need remember id of created pseudo npc.

And final step to npc where you want show avatar add attribute atavat="ID". where ID is remembered id of newly added npc.

Example with non avatars npc (from file npcs.xml)
Was:

Code: Select all

...
  <!-- Dyer -->
  <npc id="326">
    <sprite>npcs/npc-dyer.xml</sprite>
  </npc>
...
Replace to

Code: Select all

...
  <!-- Dyer -->
  <npc id="326" avatar="302">
    <sprite>npcs/npc-dyer.xml</sprite>
  </npc>
...
After apply this, if i used correct id (without testing in game i not sure) if start dialog with selim, he will show avatar with shop keeper

Re: Client Dialog

Posted: 07 Feb 2013, 17:14
by Jenalya
4144 wrote: In avatar box manaplus can show any npc with default direction (even animated).
This mean to add avatar to normal npc, need create additional npc what will show only avatar image without any other sprites (In file npcs.xml) after need remember id of created pseudo npc.
Why is it needed to define an extra npc? Couldn't there be a node called e.g. "avatar" within an npc node where the path to the avatar graphic is given?

However, I tried out what you described (using an existing NPC sprite, not the new avatars):
ManaPlus_Screenshot_3.png
ManaPlus_Screenshot_3.png (116.32 KiB) Viewed 4537 times

Re: Client Dialog

Posted: 07 Feb 2013, 17:57
by Chicka-Maria
Jenalya wrote:
4144 wrote: In avatar box manaplus can show any npc with default direction (even animated).
This mean to add avatar to normal npc, need create additional npc what will show only avatar image without any other sprites (In file npcs.xml) after need remember id of created pseudo npc.
Why is it needed to define an extra npc? Couldn't there be a node called e.g. "avatar" within an npc node where the path to the avatar graphic is given?

However, I tried out what you described (using an existing NPC sprite, not the new avatars):
ManaPlus_Screenshot_3.png
Wow it looks great, i noticed there is some space left over as well...korcha maybe can possibly widen the frames? That way there can be a little more details of the npcs added. What do you think korcha?

regards,

Re: Client Dialog

Posted: 07 Feb 2013, 19:31
by Ablu
This white frame around looks really odd to me. And abusing npc definitions as npc display sounds a bit odd to me too.

Regards
Ablu

Re: Client Dialog

Posted: 07 Feb 2013, 22:04
by 4144
Jenalya wrote:
4144 wrote: In avatar box manaplus can show any npc with default direction (even animated).
This mean to add avatar to normal npc, need create additional npc what will show only avatar image without any other sprites (In file npcs.xml) after need remember id of created pseudo npc.
Why is it needed to define an extra npc? Couldn't there be a node called e.g. "avatar" within an npc node where the path to the avatar graphic is given?
Full npc need because it can be more than one xml or png file.
With server support it also support animation/rotation/sit/die etc.
Also some times may be need use normal npc image.
Because this i dont see why need duplicate xml defenition for almost same object.

Re: Client Dialog

Posted: 07 Feb 2013, 22:07
by 4144
Ablu wrote:This white frame around looks really odd to me. And abusing npc definitions as npc display sounds a bit odd to me too.

Regards
Ablu
This is "playerbox" object by default in this theme it have white background.
I can disable this background permanently for npc dialogs. or may be better add theme option.

But what it should be in npc dialog and default theme? with or without background?

Re: Client Dialog

Posted: 07 Feb 2013, 23:10
by Korcha
The portraits where designed the way they are as a work-around for the size restriction, and now that the restriction is no longer in place, they don't need to be either.. Wish I wasn't left in the dark, though it appears I am not the only one that is. I'm not mad or anything, just a tad bit disappointed. Could've saved time & effort (and hair), not to mention we'd be at the half way mark by now.

Whining aside, I'll start work on converting their sizes (yet again) today and I'll have them all ready (excluding the new set) by tomorrow night. My timezone of course. But before that, I want to give you an extra option, Chicka. Do you still want the current one-sided style or opt for the originals that brought me here? They too can also be re-sized with minimal sacrifice now that there's plenty of wiggle room to work with. My only request is that everyone's in the loop with this, I don't wanna be that guy that finds out when he's 75% finished that "whoops, the portraits need to be bigger/smaller".

To make that choice a little bit easier, I prepared an example!
Image

So yeah, your call. Let's make this one final so I can eventually work on something else.

Re: Client Dialog

Posted: 08 Feb 2013, 07:21
by Chicka-Maria
Korcha wrote:The portraits where designed the way they are as a work-around for the size restriction, and now that the restriction is no longer in place, they don't need to be either.. Wish I wasn't left in the dark, though it appears I am not the only one that is. I'm not mad or anything, just a tad bit disappointed. Could've saved time & effort (and hair), not to mention we'd be at the half way mark by now.

Whining aside, I'll start work on converting their sizes (yet again) today and I'll have them all ready (excluding the new set) by tomorrow night. My timezone of course. But before that, I want to give you an extra option, Chicka. Do you still want the current one-sided style or opt for the originals that brought me here? They too can also be re-sized with minimal sacrifice now that there's plenty of wiggle room to work with. My only request is that everyone's in the loop with this, I don't wanna be that guy that finds out when he's 75% finished that "whoops, the portraits need to be bigger/smaller".

To make that choice a little bit easier, I prepared an example!
Image

So yeah, your call. Let's make this one final so I can eventually work on something else.

Sorry you feel you were left in the dark Korcha I also had no idea about the sizing or else i would have told you sooner, I believe the style you started out with before might be a bit better than the ones you recently made..so try to re size the older ones?

Thanks a lot for your patience and hard work.

Once your finished with the lining maybe i can give the coloring a try.

regards,
Chicka

Re: Client Dialog

Posted: 08 Feb 2013, 08:31
by Jenalya
Korcha wrote:Do you still want the current one-sided style or opt for the originals that brought me here? [...]
To make that choice a little bit easier, I prepared an example!
Image
I like the ones where the entire face is visible much better than those with only half the face.

Re: Client Dialog

Posted: 08 Feb 2013, 12:04
by Crush
I would implement this through "magic strings" in the dialog texts. Like when the string <<Portrait:images/npc/girl-happy.png>> occurs in a NPC text, the client omits this from the output and loads the according image. That would allow to change the portrait during the dialog to show different facial expressions.

Drawback: This wouldn't be backward-compatible. Older clients would show the magic string to the user.

Re: Client Dialog

Posted: 09 Feb 2013, 00:27
by Korcha
Hate to say it but I'm going to have to postpone work for today. Not to say I didn't get any work done, oh no far from it! I just wasn't able to churn out any significant. It just has been a real stressful day for me. I guess what I'm saying is; I'm not in the mood.
Yeah, that's it!

The good news is - well it should be, tomorrow's a brand new day! So who knows, I may feel 100x better....or worse! Regardless of whichever mood I'll evidently end up with, everything will be up and ready by tomorrow. Scouts honor!

Re: Client Dialog

Posted: 10 Feb 2013, 01:47
by Korcha
Didn't have a lot of time allotted today, so I had to rush a bit. Here they are in their jaggi glory:
Image

Making new portraits for Alan and Phaet, that's why they're missing.

Re: Client Dialog

Posted: 10 Feb 2013, 03:47
by o11c
Crush wrote:I would implement this through "magic strings" in the dialog texts. Like when the string <<Portrait:images/npc/girl-happy.png>> occurs in a NPC text, the client omits this from the output and loads the according image. That would allow to change the portrait during the dialog to show different facial expressions.

Drawback: This wouldn't be backward-compatible. Older clients would show the magic string to the user.
Hm, what does the client do if it receives an embedded NUL before the end of the packet?