.: ~ KotRT DAoC Custom UI (User Interface) ~:.

Hi all,

Just to let everyone know, I am currently working a new updated look for the Custom UI below giving the graphics a more moddern look. The orgional style will also be maintined. See below for a preview of the new look one.
This will also be more Component based, with various options available for different windows etc.

NEW KotRT UI for Dark Age of Camelot (PREVEW)

KotRT-UI_NEW.png

Regards AP
.: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Looks great. Is there any way to make the UI resolution scale?
    Symonde (Cleric)
    Symfriar (Friar duh)
    Symsorc (Double duh)
    Sympets (Theurg)
    Symmond (Arms)
    Some random mids and hibs
  • Only way I know of for for the older elements (That don't use the scalable font), is to create a duplicate of those UI Parts using a larger font. My intention with this new UI is to make it more component based, different layouts for some of the key windows, so that the useer will have some choice and I would also like to create a larger version of the elements that don't use scaleable fonts so the UI can more readable on say a 4k display.

    Regards,

    AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Fab UI, Arthur :)
    DAoC Community Lead
    Broadsword Online Games
  • Only way I know of for for the older elements (That don't use the scalable font), is to create a duplicate of those UI Parts using a larger font. My intention with this new UI is to make it more component based, different layouts for some of the key windows, so that the useer will have some choice and I would also like to create a larger version of the elements that don't use scaleable fonts so the UI can more readable on say a 4k display.

    Regards,

    AP

    Any interest in iterating with my version of BobsUI? Link in my signature. The framework is all there and adding new options is pretty easy (its directory based more or less). I could help as needed.
  • Hi @Ewer,

    I appreciate your offer, I would like to keep the KotRT UI as a seperate entity for now. At least while its in its creation mode. I am told I am a perfectionist when working. Lets review the situation at a time when I am happy with the overall content.

    Reagrds, AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Hi All,

    This is a preview of the NEW Transparent MapWindow NO Window Border. This new Window includes a MAP Grid that can be turned on/off just by clicking on the Map Area.

    NEW_MapWindowx256-GridOption.png

    If You have comments or Ideas I would like to hear them.

    Regards, AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Hi all,

    Here is an image of the latest semi-working version tweaked the graphics a little colourwise from the first img release. added a few other working items, Beta Release for feeed should be in the near future.

    Latest Screen Shot of NEW UI

    NEW_UI_sshot001.jpg


    Regards AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • The first Beta Release is now available please not this currently around 79MB and not all features are installed and working as yet This is a Rough BETA please read the Document that is enclosed in the Zip File before use. Just click the One-Drive on my main website in the UI Section (Link available in my signature)

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • NEW βeta Release v1.01

    FIXED Player Location Icon not working with RvR Zones (Froniters)

    Cities & Classic Dungeons have Large/Small Maps Stonehenge & Spindhalla Have Multiple Zone Maps (Mini)
    Removed Map Border Overlay as this wa shwing on the Large Maps & GRID also Disabled Untill a later date.

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • NEW βeta v1.02 now available for download.

    FULL CHANGE LOG ... βeta (Modern Version)

    Change Log ... Beta 1.02
    25/05/2018

    1. Fixed Shields not showing at the docks for E-Vannin,
    2. Removed all Large Maps that were implimented (These may be added back later)
    3. Re-Enabled Map Border & Loc-Grid (easier for Map Updates in the future less files to edit)
    4. Minor Graphics Updates (These will be ongoing as Some elements are still imported from the KotRT-Classic UI)
    5. Tabs now working correctly on the World Atlas, (Note the maps here are imported from KotRT-Classic and mob information may not be fullly up to date)
    6. Player Location now working with RvR-WarMap.
    7. Some other minor Bug Fixes.

    Change Log ... Beta 1.01
    24/05/2018

    1. RvR War Maps (Player Location Icon), is currently not working as intended, this should be fixed in the next release. (Noted. 24/05/2018)
    2. Classic Dungeon Areas for all three realms & capital cities should have maps large & small included with Mon Locations. (Note, the Mini Map Border will show when using the large map view).
    3. Player Location on RvR War Maps has now been fixed. (This will available for test with the next upload)
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • edited May 2018 PM
    Latest Screen Shot of the NEW UI,
    NEW_UI_28-05-2018.png

    Right Click image and select view from the drop down menu in your explorer to view at true resolution size.


    Maps are now all working OK, I have refrained from Using the large maps at this time. With the Threalm realms using large and small maps there is just too much work to keep all the mob locations upto date. Mob Info has been implimented for the all classic dungeons now in the home lands. Also the grid overlay works as intended as does the border overlay to add an edge to the degfault maps used by daoc, this makes the UI look cleaner. For those vet players like me who like to use LOC command is why the grid over overlay has been implimented.

    Icons on the command bars have been updated, (Note these may still be updated according to feedback I recieve).

    The Battle status Icon has been made a little smaller 32px/32px to fit into a (64px image), rather than a 128px img. (When I start work on implimenting the windows and layout for 4K monitors this icon will be 64px/64px large (128px image).

    Tech info,
    If you have an i mage that for example has an on/off state what ever the icon size is the image has to be double its size, more info on this if you read below.

    I will be optimizing all img files as the ui moves forward this reduces the amount of memory used on systems which imroves RvR action as it should reduce the the effects of lagg. The format for imgs in DAoC has to be a factor of 2 eg 16, 32, 64, 128, 512,1024,2048 etc etc so if u have for example an image that uses 520x520 pix the imgae file min size has to be 1024px x 1024px hence a lot of wasted space & memoy. This does improve overall game play especially if u r not a top notch game spec PC like myself, I alwys notice when players port in and out of the BG's for example a split sec second of lagg.

    This latest version 1.03 will be uploaded soon. just a couple of other things I need to test in the BG's testing was not going well yesterday multiple groups running around to which my chars seemed to be bait no matter which realm i played. Some testing can be done on each individual realm.

    Keeps an eye on this space for updates & news soon.

    Regards AP.
    Post edited by Arthur_PenDragon on
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Here is a Screen Shot of the New updated Healer Helper. Main changes here are the Healers Power bar in the centre tile along with the name and helath bar of the selected Group Member/Target. Clicking on the Centre Tile will now also auto face the target. You just click on the name (tile) of the group memebr to heal from the surrounding Tiles.

    New_Healer_Helper_04062018.png


    Regards, AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Do you have any healers helper that uses entire box as a health bar? Similar to Ghost and Bobs?
    Symonde (Cleric)
    Symfriar (Friar duh)
    Symsorc (Double duh)
    Sympets (Theurg)
    Symmond (Arms)
    Some random mids and hibs
  • Beta 1.04 Relased 05.06.2018

    see change log for full details of this release (http://k-o-t-r-t.proboards.com/thread/8/kotrt-daoc-custom-change-log)

    Regards AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • @Sym I can create one, I was once I have all the basics converted for the new component system going to create other styles of Healer Helper. if you can email an image to me of what you would like, I would be more than happy to create it. You could then test/make suggestions for improvements if they were needed. send to A.PenDragon@Live.Co.UK
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • The Following URL can be used for Requests/Feedback and Bug Reporting.
    http://k-o-t-r-t.proboards.com/thread/9/kotrt-custom-requests-bug-reports

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • @Sym take a look at the link below, this is just a quick outline only for the horizontal healer helper. It will take a little time to create a working one, I need to code it and do a set of graphics for it. Let me know your inital thoughts.

    Link http://k-o-t-r-t.proboards.com/post/26/thread
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • That looks really good. You plan to have the entire square go down when people take damage?

    My only recommendation is to make the graphic for *mezzed* a bit more obvious as the current helpers use blue text in a blue box which can be hard to see especially at 1080p
    Symonde (Cleric)
    Symfriar (Friar duh)
    Symsorc (Double duh)
    Sympets (Theurg)
    Symmond (Arms)
    Some random mids and hibs
  • Beta v1.05 available for download. Minor graphic updates completed, fixed most bugs, Please note Mini Map window I have reverted to the Mixed Mode method for now. The Alternate versions are included in the DOwnload that use map border overlay and the grid. These are not working as intended, the mixed mode widow for example displays the border overlay for small window. This I hope to address in the near Future.

    To use the different component options atms just use the 1k xml file from the component of your choice and place a copy of it in the Custom Folder overwriting the existing file. Maps cop the map folder of your choice OLD_Maps (Mixed) or NEW_Maps then rename the folder to Maps. Remove the existing Maps folder first.

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Hi All

    Version KotRT - DAoC Custom_UI [βeta v1.05a] - 01-07-2018) note this "A" a version update,

    Change Log for this version ...

    Corrected minor code errors.
    Removed all none used files.
    This does contain both map file versions (KotRT Classic (OLD) (Small & Large Maps) This is the default used selection. The New Small Size only that can be used with Map Window that has the overlay Loc Grid. Details are in the MAP_Files Folder.
    Few minor Graphic corrections & updates.

    This Version can be considered the Pre-Release version. There are some things I still want to impliment. Again Time is not on my side a lot going on in RL atm.

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Just wanted to let the community know I have recently been working on an updated version of the KotRT Website.

    @Carol_Broadsword I have used the offical DAoC Trailer Video and some other information from the official DAoC Website. With the view of advertising the game itself along with the possibilty of attracting new players.
    I hope this is OK if not please let me know I will remove any offending material.

    Url is my signature. Incase you missed it http://kotrt.eu5.org/


    This has taken a considerable amount of time and therefor I have not been able to put very much time into updates for the User Interface. I am currently working on updates for the pending 1.25 release of DAoC to make sure the UI will be fully compatable. This will be released for download in the near future and should be completed in time for the offical game update release.

    Regards, AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • That's fine @Arthur_PenDragon :)
    DAoC Community Lead
    Broadsword Online Games
  • Hi All

    DAoC V1.25 Updated UI now available for download "KotRT - DAoC Custom_UI [βeta v1.06] - 01-11-2018).zip"

    Notes, Mini maps only are enabled by default, with the map Grid & Map Border implimented.

    The Amount of Maps that need to be updated at present are many, and having to update both Mini & Large Maps takes such a lot of time which I just don't have at present.

    For the time beining, There are some some custom maps mainly cities, DUyngeons and places of interest that contain the Mob Info. Others are now pulled from the DAoC default maps.
    More of the Mini maps will be updated in the future to reflect current game information. As for the large maps this will depend on time available to me in the future.

    Regards AP.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • @Carol_Broadsword I've asked this before for the UI I maintain but can Broadsword please release some high quality, high resolution, maps? Even if you can't release all zones at once atleast give us some nice sources for NF!

    @Arthur_PenDragon Sorry to thread-jack but I assume you'd be interested in those as well. I've played with some of the map rendering programs but they just don't seem to cut it.
  • Hi All

    DAoC V1.25 Updated UI now available for download "KotRT - DAoC Custom_UI [βeta v1.06] - 01-11-2018).zip"

    Notes, Mini maps only are enabled by default, with the map Grid & Map Border implimented.

    The Amount of Maps that need to be updated at present are many, and having to update both Mini & Large Maps takes such a lot of time which I just don't have at present.

    For the time beining, There are some some custom maps mainly cities, DUyngeons and places of interest that contain the Mob Info. Others are now pulled from the DAoC default maps.
    More of the Mini maps will be updated in the future to reflect current game information. As for the large maps this will depend on time available to me in the future.

    Regards AP.

    I have to tell you, the biggest reason I chose not to use your interface was because it constantly looked like I was at 50% hp.. Really confusing to get used to.
  • @Ewer Sorry for the late reply, don't worry about the thread jack. Yes I would be interested in some high res maps, like you I have played around with some of map rendering software but as you say they just don't seem to cut the level required.
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  • @Nightmare hi, when you say it looked you were at 50% Hit Points are you referring to the Transparent Target where the mob hits are above the char stats? I was thinking myself to create an alternate version where its mirrored vertically.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • @Nightmare hi, when you say it looked you were at 50% Hit Points are you referring to the Transparent Target where the mob hits are above the char stats? I was thinking myself to create an alternate version where its mirrored vertically.

    I am referring to the self-vitals as well. The light and dark scale of the HP bar for yourself, targets and group members is really confusing to get used to. I really tried my best to convince myself.. I found myself in a fight once, and blew IP while at 90% hp because it appeared I was at 50%, lol.. Its a nice UI, but that was all too confusing to me.
  • Thanks for the feedback @Nightmare. That was infact one of the things on my long list of to-do's. You will pleased to hear the faded (Light Dark Scale Bar) Has been removed an replaced with a solid Red. Origionally the scale was going ot be used as a type of graphic marker for 25%, 50%, 75% and 100% markers mainly for self so as an idea when to trigger forexample Ingnore pain ability. I never got around to completing that, May I might add it back in at a later stage. As I mentioned the next version will revert to a solid colour for Hit Points on both self and mobs.

    Regards AP
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  • KotRT UI Modern has now moved from Beta to Released. File Name v8.1.25.xx KotRT (Modern v1.00 - 25-11-2018)
    The Classic Version will remain at its current version 1.03. It is currently all wokinh with version 1.25 of DAoC.
    The Modern Version will take presidence over the classic. I will try to keep the Classic working with DAoC but no new features will be added to that version of the UI from the end of 2018.

    Regards AP.
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  • Ewer wrote: »
    @Carol_Broadsword I've asked this before for the UI I maintain but can Broadsword please release some high quality, high resolution, maps? Even if you can't release all zones at once atleast give us some nice sources for NF!

    @Arthur_PenDragon Sorry to thread-jack but I assume you'd be interested in those as well. I've played with some of the map rendering programs but they just don't seem to cut it.

    You have seen Valmer maps? They're not ingame but on web.

    http://www.valmerwolf.com/mappe/mappe.htm
    DAoC Community Lead
    Broadsword Online Games
  • edited November 2018 PM
    @Carol_Broadsword I Have seen those infact I used the Vlamer ones, many of them are now though out of date. If i rememebr correctly I think Valmerwolf last updated them early in 2017 (almost 2 yeasr now). I have also been experimenting with an old program "DAoC Mapper" as @Ewer wrote, not sure if this was one of the software he tried to use just cant seem to get the quality to match the default DAoC maps. It would be nice to have a map size of at least 512x512 (1024 bettr for editing purposes then we can size down with no quality loss), trying to edit the present 256 mode of daoc and the trying to increase the size to say 512 for a larger version there is just too much quality loss. They could be blank that would leave us the ability to add info as needed eg some mob locs or points of inetrest etc, im am sure @Ewer would agree with me on this point.
    Post edited by Arthur_PenDragon on
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  • @Carol_Broadsword Yes but unfortunately those are outdated, especially the NF maps.

    I agree with @Arthur_PenDragon , higher resolution maps would be very useful. Even for things like Quest walkthroughs on the wiki, etc where people could easily mark them up to show mob locations, quest givers, and the like. Also missing is a good set of maps for the new Curse / OW instances. These could have gone a long way in helping people create guides, etc for that new content.
  • UPDATED VERSION AVAILABLE.

    KotRT - DAoC Custom_UI [Modern v8.1.25. 1.02] - 23-02-2019

    This update includes the following changes.

    Overview Map MINI Button renamed to GPS (Game Position System)
    Labyrinth Dungeon now displays layered maps that change to levcel you are on providing the GPS Button is active.
    Few minor code fixes.

    Be sure to visit the KotRT Forums for instructions on how to use & install. (Link in my footer)

    REgards AP.
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  • How about a way to install only one feature rather than the entire UI? i.e. healer helper
  • edited February 23 PM
    I agree ! :)
    Post edited by Corey117 on
  • Seems like a lot of work for something totally unnecessary.
    Da ant familyDa fly familyDa spider family
    https://www.daocutils.com/chimp/daredant
  • Hi @Timeup sorry its been a few of days for me to reply been away from the computer.

    The work involved to create a feature that just installs one or certain features is not easy to complete. When mixing UI's the part u want inported has to contain the code as well as graphics, name spaces must not conflict with other ui names spaces otherwise you can undesired effects. How ever in saying that, if once you have unpacked the zip file for the UI and go into the Components you will see various items all in there own folders. This is currently a work in progress and time is not o my side it hasn't been for a few years updating graphics and just keeping the UI working with chnages to DAoC itself is a challenge. Back to the Componenets one that will work would be the KotRT_3DP-Compass if you copy the Componenets folder to the custom UI Folder you are using then open inside that the KotRT_3DP-Compass folder you will see 2x xmlfiles and the graphics files for the compass. This is one i have recoded that would just replaace the standard compass in the DAoC default UI all u do to activate is is copy Compass.xml to the UI root folder overwriting the exisitng one. Some of the other features work this way also, not all are implimented in that way as yet. You would need to back up ur files in the UI root folder (XML Files) and just test each one to see if they work or cause any issues.

    Once the I know more about how the NEW UI will work that broadsword are releasing is the time I will fully impliment a system where by parts are chooseable. as @DaRedANT said it is a lot of work and a lot of time.

    Regards AP
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

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  • Thanks for answering.
  • KotRT - DAoC Custom_UI [Modern v8.1.25. 1.03] - 24-03-2019

    This version has a few minor bugs fixed-
    Added Frontier Maze Areas (ALB, HIB, MID) to Auto Zoom when using ActiveMap (GPS) is used.

    Also added _ChanglogLog.txt (Plain Text) to OneDrive to note changes of each version.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

    WEB-Site http://kotrt.eu5.org/
    FORUM http://k-o-t-r-t.proboards.com/

    Knights 0f The Round Table ~ Albion
    Ridirean an Round Table ~ Hibernia
    Ridderne av det Runde Bord ~ Midgard

    Sites are FREE HOSTED and Contain Adverts from the Host Provider (Ues an Add-Blocker)
  • KotRT - DAoC Custom_UI [Modern v8.1.25. 1.04] - 17-04-2019

    Mainly minor bug fixes, Maze areas were not switching correctly to overview when using the GPS feature. This has now been fixed on all 3 Realms.
    .: KotRT Custom User Interface - [UI] - DAoC UI :.

    WEB-Site http://kotrt.eu5.org/
    FORUM http://k-o-t-r-t.proboards.com/

    Knights 0f The Round Table ~ Albion
    Ridirean an Round Table ~ Hibernia
    Ridderne av det Runde Bord ~ Midgard

    Sites are FREE HOSTED and Contain Adverts from the Host Provider (Ues an Add-Blocker)
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