I'm posting this just with my working knowledge of Uru's Python, but maybe one way could be to page in a default avatar, get the clothing items from the Vault, and tamper with the paged in avatar that way, if such a thing is possible?GPNMilano wrote:I haven't yet looked at getting the avatar of the player to appear on the login screen yet. I was saving that for last. I'll post some pictures later tonight of the progress on how it looks a week later.
Tweeks GUI Concepts in action
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Re: Tweeks GUI Concepts in action
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Re: Tweeks GUI Concepts in action
Anything like that will require changing AuthSrv messages. We can definitely do that on Gehn, but not on MOULa (since we don't have Cyan's server source code).Lyrositor wrote:I'm posting this just with my working knowledge of Uru's Python, but maybe one way could be to page in a default avatar, get the clothing items from the Vault, and tamper with the paged in avatar that way, if such a thing is possible?GPNMilano wrote:I haven't yet looked at getting the avatar of the player to appear on the login screen yet. I was saving that for last. I'll post some pictures later tonight of the progress on how it looks a week later.
Right now, you get back a list of avatar names and KI number from the AuthSrv. When you select an avatar, you send the KI number to the server and it starts sending back the Vault nodes (including details about the avatar's clothing).
We would need to add some way to return the clothing and appearance SDL data as part of the character list.
Alternatively, you could not show the avatar until they select a name, and essentially log in when they select, rather than when they click login. But this would result in a delay before the avatar data was ready to be rendered.
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Re: Tweeks GUI Concepts in action
Less than half-a-second is probably acceptable delay in this sort of situation. We can probably achieve that for the majority of avatars (just based on how long MOULKI takes to fetch data). I do think it would be better to fix the Auth/Vault server to enable this in a cleaner way - since avviecust data is so small let's just send it all at once.Paradox wrote:Alternatively, you could not show the avatar until they select a name, and essentially log in when they select, rather than when they click login. But this would result in a delay before the avatar data was ready to be rendered.

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Re: Tweeks GUI Concepts in action
As promised, a week of work has passed and I have some new pictures to show and welcome any comments and suggestions to make it nicer and cleaner. Each of the windows has had some of the issues with font/button placements fixed. And most of the borders for the windows and buttons are now even.
The main screen:
The only issue I have with them is that I don't like the background screenshot. It looks to flat. I'd prefer to have it be a bit farther away and look similar to the one in Tweek's design concept.
EDIT: I should also point out, even though I didn't post them, there's also two other GUIS besides these. One is the "preparing to link" GUI and the other is the "error" message GUI. Both are in this same style. Also, since we don't have the visitor option anymore. Rather than have that annoying nagging screen, I was considering enabling six avatars rather than the five we can currently use. Does anyone else see a problem with doing this? I wasn't sure if the servers were coded in some way to have five avatars only.
The main screen:
- Main Screen Show Spoiler
- Delete Screen Show Spoiler
- Create Show Spoiler
- Create Show Spoiler
The only issue I have with them is that I don't like the background screenshot. It looks to flat. I'd prefer to have it be a bit farther away and look similar to the one in Tweek's design concept.
EDIT: I should also point out, even though I didn't post them, there's also two other GUIS besides these. One is the "preparing to link" GUI and the other is the "error" message GUI. Both are in this same style. Also, since we don't have the visitor option anymore. Rather than have that annoying nagging screen, I was considering enabling six avatars rather than the five we can currently use. Does anyone else see a problem with doing this? I wasn't sure if the servers were coded in some way to have five avatars only.
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Re: Tweeks GUI Concepts in action
On MOULa, it can take up to a full 3 minutes to download my avatar's vault on my my home internet connection. If we're going to be displaying avatars, we don't need to try pulling down the vault of every avatar clicked on. It's a waste of server and client bandwidth.Branan wrote:Less than half-a-second is probably acceptable delay in this sort of situation. We can probably achieve that for the majority of avatars (just based on how long MOULKI takes to fetch data). I do think it would be better to fix the Auth/Vault server to enable this in a cleaner way - since avviecust data is so small let's just send it all at once.Paradox wrote:Alternatively, you could not show the avatar until they select a name, and essentially log in when they select, rather than when they click login. But this would result in a delay before the avatar data was ready to be rendered.

Re: Tweeks GUI Concepts in action
Alternatively the avatar clothing could be locally cached on the client computer (like the avatar pictures are in MOULa). That way the client doesn't have to potentially load every player's vault tree. The local cache can be updated when AvatarCustomization is exited. This caching would be fast because the info would already be loaded. Granted, a drawback of this would be having to play with a character on a specific machine before your fully-customized avatar would appear in the selection view.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Tweeks GUI Concepts in action
Ok... in true Kae style... I'm going to be blunt.
Chloe? What in your mind is Tweek's concept, Tweek's design?
Because this looks like to you - it was entirely the delete confirmation. Especially since you've pretty much ignored every other part of it. >.<
The clean text - gone.
The colour theme - gone.
The 3d (as in, yanno, /depth/, not a screenshot) startup.age, with avatar - gone.
And, yeah... You did notice that the background (and therefore edges of the image) of the Uru logo you used is visible in those screenshots, right?
The kerning on the text made my designer buddy cry. =P
IMO, this is certainly not better than what we already have. >.<
Sorry to be blunt - but sometimes? Its necessary.
Chloe? What in your mind is Tweek's concept, Tweek's design?
Because this looks like to you - it was entirely the delete confirmation. Especially since you've pretty much ignored every other part of it. >.<
The clean text - gone.
The colour theme - gone.
The 3d (as in, yanno, /depth/, not a screenshot) startup.age, with avatar - gone.
And, yeah... You did notice that the background (and therefore edges of the image) of the Uru logo you used is visible in those screenshots, right?
The kerning on the text made my designer buddy cry. =P
IMO, this is certainly not better than what we already have. >.<
Sorry to be blunt - but sometimes? Its necessary.
Re: Tweeks GUI Concepts in action
I wouldn't expect any less of you Kaekaelisebonrai wrote:Ok... in true Kae style... I'm going to be blunt.

I've been using the Cleft version of his concepts as my drawing board Cleft VersionChloe? What in your mind is Tweek's concept, Tweek's design?
Let's go over some of your complaints:
There's very little I can do about the text. The fonts that are loaded up within Max for use in Uru are the default fonts found in the font folder for the Operating System. Uru uses a specially encoded font system so any fonts used in Uru that are not ttf style fonts aren't available within Max. And vice versa. If the p2f style font that Uru uses isn't available it won't work.The clean text - gone.
The color theme is actually the exact RGB color values found in Tweek's picture. The differences are due to Uru's shaders, not a difference in the actual color scheme. I can however adjust the material colors so that the shading is closer to Tweek's pics.The colour theme - gone.
See above discussion of the avatar. At this point there's little I can do to get the avatar into the startup screen without some additional help from the server developers. However yes it is a Screenshot for the background. Since I wasn't going to get into doing the avatar till last I saw no point in starting with the background parts since they're non-interactive opposed to the windows. The only reason there's a screenshot there is to give a general idea of what it should look like, and so it's not simply black behind the windows.The 3d (as in, yanno, /depth/, not a screenshot) startup.age, with avatar - gone.
It's not a final product Kae. The idea was to take the critisim and ideas from people to pour into it to make it look better. You've given yours so I'll add it to the list of stuff that needs to be done to it. Thanks.IMO, this is certainly not better than what we already have. >.<
Wasn't really necessary. It's just you being you. But some of us are used to it.Sorry to be blunt - but sometimes? Its necessary.

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Re: Tweeks GUI Concepts in action
Kaelis said most of what I was going to say, although he said it in his particular... idiom
I do want to emphasize that I think the city is a much better location than the cleft for this. It's a more visually interesting area, is better for branding, and as engine improvements are made they'll be more immediately visible in that sort of scene than in the cleft.
I do want to emphasize that I think the city is a much better location than the cleft for this. It's a more visually interesting area, is better for branding, and as engine improvements are made they'll be more immediately visible in that sort of scene than in the cleft.

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Re: Tweeks GUI Concepts in action
Indeed, I agree about the city - so much so that a good year or so ago - this was a project i was working on >.> we both know why i stopped. =PBranan wrote:Kaelis said most of what I was going to say, although he said it in his particular... idiom
I do want to emphasize that I think the city is a much better location than the cleft for this. It's a more visually interesting area, is better for branding, and as engine improvements are made they'll be more immediately visible in that sort of scene than in the cleft.
https://dl.dropbox.com/u/19223939/previ ... tion12.png <--- blender render - not ingame. Rand is where the avatar would be.