Hiya Pain,
Perhaps you would like to put a link to the latest version here.
As for suggestions, is it possible to change the sectting of an entire faction (i.e. from Nuetral to Hostile).
Suggestions for the new DMFI by Pain
Débuté par
Banshe
, août 19 2010 08:13
#1
Posté 19 août 2010 - 08:13
#2
Posté 19 août 2010 - 08:22
I can look at that, it's pretty hard to deal with custom factions, and there already are features to change faction to the global hostile, commoner and defender factions in the current DMFI and in the character editor.
I'll be posting a new version after i get all the issues resolved and it's live on Sea of Dragons, they are doing bug testing and customizations, and i am changing things to make it easier for end users to install, have not really added any new features just trying to get all the currently working features all working properly and tested to make sure they are as rock solid as i can make them.
Last version is posted on the citadel
Alpha Release - New Interface and character editor
and
Community Script Library
I also have a doxygen reference for all code involved, which can be used by those using my systems and also as a reference for those doing similar systems which has my very latest version of everything. Big thing i am trying to do is make the code involved in the DMFI a lot easier to work with since it's so often a part of larger projects.
I'll be posting a new version after i get all the issues resolved and it's live on Sea of Dragons, they are doing bug testing and customizations, and i am changing things to make it easier for end users to install, have not really added any new features just trying to get all the currently working features all working properly and tested to make sure they are as rock solid as i can make them.
Last version is posted on the citadel
Alpha Release - New Interface and character editor
and
Community Script Library
I also have a doxygen reference for all code involved, which can be used by those using my systems and also as a reference for those doing similar systems which has my very latest version of everything. Big thing i am trying to do is make the code involved in the DMFI a lot easier to work with since it's so often a part of larger projects.
Modifié par painofdungeoneternal, 19 août 2010 - 08:27 .
#3
Posté 22 août 2010 - 01:11
Cool. Any idea when SoD will finish their testing? I am happy to monkey around with it over NWCon as well.
#4
Posté 21 septembre 2010 - 06:54
Hiya pain,
I had some thought after NWCon:
1. Player portraits - when I was on DEX, I wanted to know where each player was. I did find the "Location" button which did tell me. However, it would be good if just holding the mouse over the player's portrait would tell me which area they are in. Perhaps some other info would be helpful as well.
2. Player Portraits again - Is it possible to be able to target the PC by right-clicking on their portrait even if they are not in the same area as you?
3. Are the icons that you place in the quickbar bottom saved so that they remain there when you possess/unpossess an NPC or logon/logoff a server.
I had some thought after NWCon:
1. Player portraits - when I was on DEX, I wanted to know where each player was. I did find the "Location" button which did tell me. However, it would be good if just holding the mouse over the player's portrait would tell me which area they are in. Perhaps some other info would be helpful as well.
2. Player Portraits again - Is it possible to be able to target the PC by right-clicking on their portrait even if they are not in the same area as you?
3. Are the icons that you place in the quickbar bottom saved so that they remain there when you possess/unpossess an NPC or logon/logoff a server.
#5
Posté 21 septembre 2010 - 08:28
1 Portraits are pretty much hard coded as far as i know and not something i've looked at modding really. My chat select allows clicking on the icon to give full information to dm's about a target. ( hit points, classes, AC, area, experience. client extension version and anything else you want to add really )
2 you can target anything with a portrait as far as i know. You can use chat commands to target players as well, or to launch things like the character editor ( or launch it via the chat panel which has all players in it )
3 possessing things blanks all your quickbar icons, however saving your dm avatar will save any things you added to your hot bar.
2 you can target anything with a portrait as far as i know. You can use chat commands to target players as well, or to launch things like the character editor ( or launch it via the chat panel which has all players in it )
3 possessing things blanks all your quickbar icons, however saving your dm avatar will save any things you added to your hot bar.
#6
Posté 21 septembre 2010 - 09:05
Thanks for answering. 
1. What is chat select? Does it have something to do with clicking on a line that a player has said in the chat box? Or are you talking about the "chat" button on the top of the screen? If it is the last one, I don't remember being able to see any info about the player if I click on it. Where does the info appear?
2.Oops. I think I misremembered this one.
3. Ok. Did you have something in mind about pre-populating the quickbar with the most logical choices for a character?
1. What is chat select? Does it have something to do with clicking on a line that a player has said in the chat box? Or are you talking about the "chat" button on the top of the screen? If it is the last one, I don't remember being able to see any info about the player if I click on it. Where does the info appear?
2.Oops. I think I misremembered this one.
3. Ok. Did you have something in mind about pre-populating the quickbar with the most logical choices for a character?
#7
Posté 21 septembre 2010 - 09:34
1. Chat select is the UI that you use to chat with people, icon on the left ( bluish guy icon in the screenshot link below ) if you click it, shows a lot of info in a panel that flys open. I see this as the main hub for managing players.
You can see it closed here and if you click the icon it looks like this. The information listed varies depending on a script, which is easy to edit and compile seperately, i added current and max hit points during the nwncon event for example since i found i was having trouble keeping the players healed. Faction for example is something just for my PW. The eyeball icon opens up the character editor, and there are icons for porting the player to you, for porting to the player, killing or healing the player.
I call it "chat select" since it actually replaces the in game "chatselect.xml" which does the player list used for chatting with people, this actually replaces both UI's that do a player list and adds a lot of features ( see kemo scry which was a big inspiration for this as well ).
3. No i can't do that, i asked skywing and he basically got creature abilities so they list, but can't set the icons on the fly.
You can see it closed here and if you click the icon it looks like this. The information listed varies depending on a script, which is easy to edit and compile seperately, i added current and max hit points during the nwncon event for example since i found i was having trouble keeping the players healed. Faction for example is something just for my PW. The eyeball icon opens up the character editor, and there are icons for porting the player to you, for porting to the player, killing or healing the player.
I call it "chat select" since it actually replaces the in game "chatselect.xml" which does the player list used for chatting with people, this actually replaces both UI's that do a player list and adds a lot of features ( see kemo scry which was a big inspiration for this as well ).
3. No i can't do that, i asked skywing and he basically got creature abilities so they list, but can't set the icons on the fly.
Modifié par painofdungeoneternal, 21 septembre 2010 - 09:37 .
#8
Posté 22 septembre 2010 - 11:58
1. Thanks. You know I competely missed the "bluish guy icon" during NWCon even though I specifically tested that for you back in the Spring. But this is one of the reasons why I wrote this tutorial for the DM Client (it's easy to forget this stuff). Maybe instead of the bluish guy icon to the left, you could have a button labelled "Expand" or "Open" to the right of the character name.
I guess the reason why I suggest this is because, for me at least, I don't think of every picture/icon in NWN2 (as a whole) as having a purpose and being clickable.
3. So that means that if you possess a creature, its special abilities can appear in the quickbar? But commonly used feats that an NPC would typically use if they had it, would not appear. Right?
I guess the reason why I suggest this is because, for me at least, I don't think of every picture/icon in NWN2 (as a whole) as having a purpose and being clickable.
3. So that means that if you possess a creature, its special abilities can appear in the quickbar? But commonly used feats that an NPC would typically use if they had it, would not appear. Right?
#9
Posté 22 septembre 2010 - 06:35
1. Well it becomes an issue of size. If i have to explain one thing to folks, that would be it otherwise i have to make my UI larger - i also don't explain how clicking on the row triggers the chat which also needs to be explained. It should say expand on the mousever info text. It also shows the various states, so the icon becomes a DM, a party member, red if hostile, or has a crown for party leader. I am also doing a new one for invisible person which only shows for DM's ( so i can talk to those dm's popping in, if you are not a dm nothing shows up ).
3. No, hotbars go blank. Its an engine issue. However using the quickcast ( not the DM quick cast but the players version accessed via the Eye Menu or the quick cast button above the DM quickcast in the new ui will show spells.
Creature abilities are listed via special list via skywing on possession, so you can type them in. No there is no easy way to make this work and it's a problem that is begging a solution. Hopefully i can eventually make something work.
3. No, hotbars go blank. Its an engine issue. However using the quickcast ( not the DM quick cast but the players version accessed via the Eye Menu or the quick cast button above the DM quickcast in the new ui will show spells.
Creature abilities are listed via special list via skywing on possession, so you can type them in. No there is no easy way to make this work and it's a problem that is begging a solution. Hopefully i can eventually make something work.
#10
Posté 22 septembre 2010 - 07:09
1. I see what you mean. I think that not explaining that you must click on the name to chat to them is fine as that is very intuitive. Mostly because you are opening "chat" and it makes sense to select the person you want to chat with from the list. I think the problem comes from not realizing that there is more to chat select than chatting.
But the points you make are valid too. Perhaps you can put something smaller in. You could do it if you put two icons next to eachother. Keep the one you have and add another "+/-" icon button right next to it. The same thing they have in the chooser where you can expand "+" and contract "-" the lists. Clicking on that button would open "+" or close "-" the extra features. Would that be small enough to fit?
Just something to let people know that the extra features are there.
3. It would be huge if we did get something for that.
But the points you make are valid too. Perhaps you can put something smaller in. You could do it if you put two icons next to eachother. Keep the one you have and add another "+/-" icon button right next to it. The same thing they have in the chooser where you can expand "+" and contract "-" the lists. Clicking on that button would open "+" or close "-" the extra features. Would that be small enough to fit?
Just something to let people know that the extra features are there.
3. It would be huge if we did get something for that.
Modifié par Banshe, 22 septembre 2010 - 07:11 .
#11
Posté 23 septembre 2010 - 04:56
I just got an idea of something that I would love to have in for DM'ing-on-the-fly that has to do with placeables. I have no idea whether this would be possible, mind you.
I've always found it annoying that the vast majority of placeables (except ones that have been specially prepared in the toolset) are Walkable when created via the DM client; in other words, they don't block collisions. I know that not every placeable pasted down can even be selected (at least in the old DMFI) but I'd really love an option to turn a selected placeable Non-Walkable.
This would allow DM's to dynamically build barricades, cages, fenced-off areas, etc.
I suspect that a PW can prepare for a situation like this by just building into their blueprint palettes a certain number of collision-blocking placeables, but the whole idea of the DMFI is to be able to do stuff on the fly, right?
And I guess if a barricade is going to stick around at all, a way to turn placeables Plot and back would be handy, too.
What do you think?
I've always found it annoying that the vast majority of placeables (except ones that have been specially prepared in the toolset) are Walkable when created via the DM client; in other words, they don't block collisions. I know that not every placeable pasted down can even be selected (at least in the old DMFI) but I'd really love an option to turn a selected placeable Non-Walkable.
This would allow DM's to dynamically build barricades, cages, fenced-off areas, etc.
I suspect that a PW can prepare for a situation like this by just building into their blueprint palettes a certain number of collision-blocking placeables, but the whole idea of the DMFI is to be able to do stuff on the fly, right?
And I guess if a barricade is going to stick around at all, a way to turn placeables Plot and back would be handy, too.
What do you think?
Modifié par MasterChanger, 23 septembre 2010 - 05:26 .
#12
Posté 25 septembre 2010 - 07:35
Oh, and if you're, y'know, bored with not enough to do, how about some finer control of encounters? 
For some events, being able to switch 'em on and off could be really handy. I realize that's probably far outside the scope of your project, though.
For some events, being able to switch 'em on and off could be really handy. I realize that's probably far outside the scope of your project, though.
#13
Posté 10 décembre 2010 - 01:48
Is the version linked to in post 2 of this thread the most recent version?
#14
Posté 14 décembre 2010 - 11:09
The latest release ( from 9-9 ) is in Community Script Library and update the top script in that post, which is all inclusive. ( as i do new things i do fine tune older things )
It's pretty compartmentalized.
It's pretty compartmentalized.
#15
Posté 23 novembre 2011 - 01:01
Hi Pain,
I was wondering how your DMFI was going. I tried out a build quite a long while ago and liked what you had done. Is there a way to get the most recent build? The Citadel seems to have been smoked.
I'm seriously thinking of trying out DMing.
Thanks
Edit:
Thumbs up!
I was wondering how your DMFI was going. I tried out a build quite a long while ago and liked what you had done. Is there a way to get the most recent build? The Citadel seems to have been smoked.
I'm seriously thinking of trying out DMing.
Thanks
Edit:
Modifié par Axe_Edge, 25 novembre 2011 - 04:32 .
#16
Posté 31 janvier 2012 - 12:55
Hi - the website hosting these files appears to be down. Is there any other way to obtain this?
#17
Posté 03 mars 2012 - 07:07
Up. Is there news about it ?
#18
Posté 11 avril 2012 - 02:16
The game play is to
stimulate:lol:
stimulate:lol:
#19
Posté 25 novembre 2013 - 07:06
NWN DM wrote...
Hi - the website hosting these files appears to be down. Is there any other way to obtain this?
yeah, i would really like to know where pain's enhanced dmfi tool is hosted. hopefully he still reads the forums... after ea scrapped the pm system, this whole forum is doomed.
- BartjeD aime ceci





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