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Gump Studio 3 - Coming "Soon"

Bradley

Sorceror
So I've finally had some free time after not having been able to work on Gump Studio for over 6 years. A few days ago I started rewriting it from scratch using everything I've learned since them. It's using the newest version of the .net framework, and the latest Ultma SDK that I could find. Plugins should be cleaner and easier to write, but unfortunately plugins for the old version will not work with this version. I'm going to attempt to recreate the script export plugins that I can find the source code for online (most of them), that have compatible licenses - I've had trouble tracking down their authors after all these years. I'm hoping to release it in the next few weeks or a month, but I want it to match the full feature set that 2.x had before releasing 3.

Some of the planned changes:
  • Native save format will be XML based
  • (maybe) Import of 2.x .gump save format
  • Easier plugin development because of new .NET framework and Generics
  • Faster (or totally eliminate) the art cache generation
  • (optional) Check for updates to main application and plugins on start
  • Built in instruction manual
  • (optional) Error reporting and other anonymous usage statistics to help me improve the program

So here is my question... Besides getting rid of the crashing, bugs, and other features listed above, what would you like to see new or changed in this version?
 

Bradley

Sorceror
Multis, Animations, sounds, Fonts, views and able to add...
?Does it sound possible ?
:p

What ever you would think is good.
I know you will make it better, :)

Could you explain a little bit more? I think there may be some confusion about what Gump Studio does. It doesn't actually edit the graphics in any way. It's simply a tool for laying out gumps using pre-existing artwork in the .mul files. It only makes sense to support features that Gumps actually support. As far as i'm aware, no client supports displaying an animation, multi, or playing a sound as part of a gump definition.

I suppose I could add support for viewing these assets, but that seems like what programs like InsideUO and UoFiddler already do rather well, and it would no longer be "Gump" Studio. It could always be done via the plugin system if someone feels ambitious.
 

AlphaDragon

Sorceror
I will delete my previous post not to clutter yours.

But I was thinking of the gump studio = program to edit and mod gumps in general.

IE if you could add sound, to a gump action that it does,
Example: click button will do this and play sound.

Add a graphic to a gump screen that is a multi graphic - but I think I am mixed up on the part of multi tiles.. still working with the basics of makeing gumps.

A couple of the issues I have is getting the right color of a text to show up. some reason the color it shows in the program is different then what it actualy shows in game. could be different cause of runuo. Was trying to make some text black, but was white, and looking for the basic colors of red, green, ect... but I had to do a trial and error thing..
 

Bradley

Sorceror
A couple of the issues I have is getting the right color of a text to show up. some reason the color it shows in the program is different then what it actualy shows in game. could be different cause of runuo. Was trying to make some text black, but was white, and looking for the basic colors of red, green, ect... but I had to do a trial and error thing..

Hmm... This is that first I've heard of that problem. I will look in to it. Possibly because the clients no longer use the same font in the gumps... The hueing code relies on shades of the red channel for the color, and if the font's are now being painted differently in the client, it could produce different results depending on the hue.
 

Jeff

Lord
You should look into Composite Application Block frameworks for winforms or WPF (which ever you are using) to allow full plugin support.
 

Bradley

Sorceror
You should look into Composite Application Block frameworks for winforms or WPF (which ever you are using) to allow full plugin support.
Wow, the documentation on the Composite Application Blocks looks a bit heavy. It will probably take be several weeks to understand everything that's going on in there. Very interesting concept though. This might come in handy with some of the applications I write at my real job.
 

tass23

Page
Bradley, how about an auto generation gump? For example, adding some of the standard UO gumps that can be auto generated, just default stuff. Then people could alter those as they need to. Even if it just built the gump, then the HTML code can be copied into the existing gump in UO. It wouldn't exactly have to have the scripting code for the gump, just the HTML creation.
 

Bradley

Sorceror
Bradley, how about an auto generation gump? For example, adding some of the standard UO gumps that can be auto generated, just default stuff. Then people could alter those as they need to.

That's a good idea, I don't know if there would be any copyright concerns about trying to make direct copies of those gumps though. I doubt it's an issue since people freely use and modify those gumps just running the server all the time.

I've also been pondering a way of using SpyUO to let Gump Studio tap in to the client data stream and capture gumps as they are sent to the client live.
 

tass23

Page
That would be nice. I can't get SpyUO to work on my computer (Win7 64-bit), so in that regard, I think it would have to be a Gump Studio function, and not a SpyUO function. What about even adding a simple "notepad" function that allows people to copy/paste UO html code to have Gump Studio create the gump?
 

Bradley

Sorceror
That would be nice. I can't get SpyUO to work on my computer (Win7 64-bit), so in that regard, I think it would have to be a Gump Studio function, and not a SpyUO function. What about even adding a simple "notepad" function that allows people to copy/paste UO html code to have Gump Studio create the gump?

I'm not sure what you mean by "UO html code" in respect to producing gump, could you elaborate? If you are talking about using xml as basis for the save format, i can give you an example of the current save format that Gump Studio 3 is using. Keep in mind this is VERY early, and subject to change.
Code:
<Gump Name="New Gump">
  <Page>
    <Image Name="Image0" Location="101,42" GumpId="1" />
    <Item Name="Item1" Location="78,62" ItemId="0" />
    <TiledImage Name="Tiled Image2" Location="53,87" GumpId="30089" Size="21,21" />
  </Page>
</Gump>

I'm of my big challenges is keeping Gump Studio emulator agnostic. I want to keep any emulator specific code in plugins.
 

tass23

Page
UO HTML Code example taken from Animal Lore Gump:
Code:
   AddPage( 0 );
   AddImage( 100, 100, 2080 );
   AddImage( 118, 137, 2081 );
   AddImage( 118, 207, 2081 );
   AddImage( 118, 277, 2081 );
   AddImage( 118, 347, 2081 );
   AddImage( 118, 417, 2081 );
   AddImage( 118, 487, 2081 );
   AddImage( 118, 557, 2083 );
   AddHtml( 147, 108, 210, 18, String.Format( "<center><i>{0}</i></center>", pet.Name ), false, false );
   AddButton( 240, 77, 2093, 2093, 4, GumpButtonType.Reply, 0 );
   AddImage( 140, 138, 2091 );
   AddImage( 140, 546, 2091 );
If you could copy and paste that into a Gump Studio area, then let Gump Studio generate it automatically, you could make the auto gump creation more universal.
 

Bradley

Sorceror
UO HTML Code example taken from Animal Lore Gump:
Code:
  AddPage( 0 );
  AddImage( 100, 100, 2080 );
<snip...>
If you could copy and paste that into a Gump Studio area, then let Gump Studio generate it automatically, you could make the auto gump creation more universal.

Ahh, I understand now. There was an import plugin for gump studio 2 that could sort of do this. It was fine as long as the script was very procedural and didn't involve loops, if/then logic or variables. It would get really tripped on on that and not know how to deal with them. I would not be against adding an import plugin for gump studio 3, but there are a lot of challenges associated with doing so. It would have to come later after everything else is working, unless someone else is interested in writing it.
 

tass23

Page
Whenever I make a new gump, I usually start with one from UO, build it in Gump Studio so I can see what I've got first, then alter it accordingly. So I figured auto creating default gumps would save a lot of people time. :)
 

Jeff

Lord
MEF is good, Unity is good too, MEF is a bit nicer, but a bit more of a learning curve. I prefer Unity + Prism for WPF, but thats just me. MEF is also WPF based, so im not sure if thats the direction you are going but, it would be nice ;)
 

fwiffo

Sorceror
I'm awaiting eagerly for this new gump studio, I'm still using the latest one available on the net, but to tell the truth I use it only to center images, tiledgumps X/Y, some writings and centering, but I guess that's the use, other uses are interesting, but like other people said, I prefer to do that by hand.

What I would like more is stability, reading ART / Images from mul files without the crashes and locks that still affects actual GS.

Anyway, glad to see it's still going on :)
 
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