Does anyone know if it is at all possible to scale the DAoC UI? Very frustrating having to downscale my ingame resolution to 1920 x 1200 because not only does it cause the game to be glitchy / laggy but it also crashes randomly from time to time and takes forever to alt tab. When I play 2560 x 1600 the game runs very smooth and I love it but it has one flaw - everything is so small; strain on the eye becomes insane having to look at all the microscopic ui elements. I've even tried play windowed / magnifier but it doesn't work out that well.
I love DAoC but this is really ruining it for me - and I would use a smaller monitor but I don't have any smaller ones! Does anyone know if it is at all possible to scale the DAoC UI?
Very frustrating having to downscale my ingame resolution to 1920 x 1200 because not only does it cause the game to be glitchy / laggy but it also crashes randomly from time to time and takes forever to alt tab. When I play 2560 x 1600 the game runs very smooth and I love it but it has one flaw - everything is so small; strain on the eye becomes insane having to look at all the microscopic ui elements.
I've even tried play windowed / magnifier but it doesn't work out that well. I love DAoC but this is really ruining it for me - and I would use a smaller monitor but I don't have any smaller ones!
NOTE: If you have any problems with creating interface skins, please be aware that as with all our XML features, we do not provide personal assistance. We highly recommend that you not even attempt to make your own skin unless you already have the knowledge necessary to use the tools we provided. If you encounter any bugs, please report them using the /appeal system (our CSRs cannot help with custom UI questions or problems, and will not respond to any appeals on the topic, so please file a bug appeal only). Someone will look at the situation. You can also send a feedback form.
You won't get an answer, but it will be passed on. How To Use the XML User Interface 1. Overview & Definitions With Trials of Atlantis, we are introducing a new user interface system. When we sat down during the design phase, we talked about the limitations of our original, somewhat static system, and features our technologically savvy players might enjoy. (Please note that as with our other XML features, we will not be able to provide any individual assistance.
Please do not attempt to do a custom mod if you aren't completely comfortable with these explanations and instructions.) The end result was a new system that is partially data driven in XML and highly configurable. For the remainder of this document we use the following terms:. A window is a single pane in the UI, usually displaying some data or having some control widgets that has been converted to the new system. A panel is a window in the old system that has not been converted (see the Continuing Work section for more details). A control is a. Well, a widget! It could be a button, icon, image, etc.
A window can also be described as a collection of controls. A skin is a set of texture data that redefines the graphical look of the interface. This includes repositioning data within a window.
A mod is a rearrangement of the data and controls on one or more windows to suit a particular need. Functionality added to the interface through the system can also be a mod. An adapter is a piece of data used by the interface to control or display a given thing on one or more windows. All adapters are named. A control template is the data needed to draw a given control common to all controls of that type.
A control definition is the specifics for a single control as that control is used in a particular window. A window template is the set of control definitions and window attributes that let the system create that window. 1.1 Data Storage & Adapters One of the biggest differences between the new and the old systems are how they deal with data. For the new system, all of the 'live' data for the interface is stored in a place conveniently named the 'data store'.
The data store is basically a set of data that can be used to populate any number of different controls that make up the interface. Examples of the data stored here are: the name of the object being crafted on the timer window, the lines in the chat buffer, the color of each message type for the Chat Window, and the NPC dialog in the Interact Window.
Each piece of data is stored in an adapter. An adapter is a piece of data used by the interface to control or display a given thing on one or more windows. Every adapter has a name and can be accessed by a user mod. Furthermore, there are no hidden adapters in the UI, i.e., every adapter is available to users. The same adapter can be referenced any number of times by any number of controls on any window.
Adapters come in the following types distinguished by the type of data they contain:. Scalar adapters contain numerical data, e.g., a character's strength, the percentage of a timer bar, or the icon number for the right-click Mini-info Window. Text adapters contain text data that is either single line or multi-line.
Examples of text adapters are the title of the Timer Window when crafting and the data in the NPC Interact Window. A color adapter is RGBA color data that determines the color of something, usually text. Examples of these are the message colors in the Chat Window and the title color for the right-click Mini-info Window. A list box adapter is an adapter for a list box control that may or may not contain icons. Examples of these are the wares on the Merchant Window, the 'Additional Info' area of the character Stats Window, and the Concentration Window data.
A special type of scalar adapter is the time of day adapter that runs the clock. Certain controls can bind to certain types of adapters in the XML data. A control's display will change to reflect changes in the adapter(s) it is bound to. Hence, a hitpoint bar will move when the target takes damage. For the specifics of which controls can be bound to which adapters, see Reference Section 4. 1.3 Control Templates A control template can be thought of as the pattern on how to make a specific flavor of a given type of control.
This usually (but not always) contains font assignments, texture coordinates, sizes and offsets. Control templates never contain adapter bindings. The control template is what the system uses to draw each control that makes up a window. In general, most control types (buttons, image areas, status bars) have multiple templates to vary the look and feel of these controls in the interface. 1.4 Window Templates A window template is the pattern on how to make a specific window. Windows, unlike controls, cannot be duplicated. The data in a window template includes a set of window attributes like width and height, and a list of the controls that it contains in the form of control definitions.
1.5 Control Definitions A control definition is the specific instance data that is needed to put a control on a given window. Control definitions always live in a window template in the XML data. Control definitions always contain position information and can also include size data, font names, and adapter bindings. 1.6 Events The ToA UI is partially event driven.
This means that when a button is clicked it sometimes fires off an event to the appropriate game subsystem to affect the game in some way. This can be data driven which is handy for modding since it means that event driven functionality can be duplicated over multiple windows. Only certain controls can generate events and not all events in the game are data driven. For a listing of data-drivable events, see Reference Section 4. 1.7 Panels & Skinning Because the entire UI has not yet been converted to the new system, to make a completely new skin has a few extra steps.
The old style panels have their own set of textures that they share that live in the data directory in the Atlantis folder. To skin panels, create versions of the appropriate textures and put them in the appropriate directory. Note that the positions of controls cannot be changed on panels. For a listing of which panels use which graphics, see the Reference Section. 1.8 Data Format In general, any XML data file can contain any set of window or control templates in any order. In practice, most of the control templates are gathered into styles.xml and each window lives in its own xml file, e.g., chatwindow.xml.
Control definitions must exist as children of a window template otherwise they cannot be properly bound to a window. Keywords in the XML data are not case sensitive but are spelling sensitive.
Name bindings for templates and assets are also not case sensitive. Adapter names are case sensitive.
Templates and assets can be arranged in any order in any file. All the XML data is loaded before any windows are instantiated to avoid unnecessary data dependencies.
There is a special XML element that can be used to include other XML files. See the Reference section for Details.
Texture data can be in either BMP or TGA format. If transparencies are needed, a format with an alpha channel should be used. Font data has its own specific format (this will be explained in section 4).
A note to Photoshop 7 users: there is a bug with early versions that prevents Photoshop to save TGA files correctly which will cause texture data to be improperly displayed in the interface. Any file in the interface can be modified except uimain.xml which lives in the root ui folder (usually Mythic/Atlantis/ui/uimain.xml). This is a file that will be patched which controls which other files are loaded into the UI. This allows us to add new windows without requiring mod authors to make changes every time we patch. This has some caveats however, please refer to section 3.1: Getting Started for more details. 1.9 The Loading Process When the ToA interface starts up it looks for the uimain.xml file in the root UI directory (usually Mythic/Atlantis/ui/uimain.xml).
This file contains a listing of which other files to read and allows us to add new windows without breaking a lot of mods. Each file listed in uimain.xml is loaded each containing some subset of the interface's template and definition data. If ever a file can't be found, the system looks in the Atlantis folder for it. Note that because of this, only those files that need to be modified need be included in the custom directory that holds the custom skin.
Dark Age Of Camelot Ui Mod
Barring all else, the system prints an error to ui.log in the root Atlantis directory if it still can't find a file. All XML data files are loaded before any windows are brought up. 1.10 Continuing Work At the time of the creation of this document, not all of the UI has been converted to the new system due to time constraints. Work is continuing to convert the interface to the new system but it is a time consuming project. How-To This section contains some hands-on information with more of the specifics of how to do certain things.
A general overview of the system can be found in section 2 and a reference for most of the system can be found in section 4. 2.1 Getting Started Before creating a custom skin, do the following:. Create a directory named 'custom' in the ToA UI directory (usually Mythic/Atlantis/ui). Create a directory named 'oldstyle' in the new custom directory. Select the 'Custom' skin in the options menu All changes made to the interface need to reside in the custom folder otherwise those changes will be overwritten the next time you log into the game (since it will patch them). Under no circumstances should the file Mythic/atlantis/ui/uimain.xml be modified - as we said before, this file can and will be changed by our patch process. If no other changes are made and the game is started, the interface should look exactly like the Atlantis skin.
This is because if the system can't find a file, it defaults to look for it in the Atlantis folder. The 'oldstyle' directory is for the textures used for old style panels. Again, if these files do not exist, the system will default to the Atlantis skin versions of these that live in Mythic/data/Atlantis. It is highly recommended that one of the Atlantis or realm-specific skins be used as the basis for custom skins especially given that the system defaults to the Atlantis directory if it can't find something.
The templates for the Transparent, Isles, and Classic skins are very different. Furthermore, to avoid a lot of extra mod work when we convert or add a new window, it is recommended that template names not be changed. We will use the old set of templates. Other helpful hints:. get a good XML editor; it will make the modding process much easier. keep backups of your files to avoid losing changes. check the patch notes to see if any panels have been converted to windows or any windows have been added 2.2 Adding New Templates There isn't anything tricky about adding a new template.
New templates exist at the top level and can exist in any file. There are no ordering dependencies between templates since all XML data is loaded before any window is instantiated. Note that if a new template is added that has the same name as another template that has already been added, the system will discard the first one and keep the second one. For ease of maintenance and development, the following things are recommended:. put custom templates in their own file to avoid confusion. keep the base templates around to avoid lots of rework when new windows are added 2.3 Adding Controls to Windows Adding new controls to windows is as simple as adding a new control definition to an existing window template. Make sure if you assign a control ID to the new control that it isn't one of the ones that the window binds to in code.
A listing of these is available in the reference section. Also, note that while it is possible to have controls that are outside the bounds of the window, these controls cannot be interacted with since interaction events only occur inside the bounds of a window. One potential pitfall to adding controls to windows is that the order that they are listed in the window template is the order in which they are drawn. This is one of the only places in the new interface that ordering is important. Hence, if your background image is last in the window template, no other controls will be shown since the background will overdraw.
. What's New. This version includes all features from previous versions of BobsUI and more. This user interface is multi-skinned which means it has more than one 'look'. There are currently over 70 dialog skins to choose from and 1000+ options which you can easily configure using the included Option Chooser program. The changes with this version involved the addition of Classic Button and Dialog skin options.
I also added options for Classic and Derida style Summary windows. In addition I added some Classic style icon sets that use a stone background to go with the new Classic Dialog skin.
This UI gives you the ability to conceal (hide), disable, and set the style for each window. This allows you to directly control how much of your system resources are used by the user interface. This makes this version of the user interface, not only the largest that is available for the game but also the most configurable.
It now has the ability to be configured so it uses a smaller memory footprint than ALL other user interfaces that have been released to date (including Mythic's) for the game. The Option Chooser program allows you to easily switch between options and track which options you have currently selected. The Option Chooser program is located in your 'gameclient ui custom' directory after the UI is installed and can be run at any time after installation to change the settings. Most of the UI features you can toggle on/off with the Option Chooser program to reduce the overall memory footprint of the UI so that it is comparable to other custom UIs. In addition, optimizations were performed to reduce the number of tiled objects needed to create windows regardless of the chosen skin by 66% or more. A 'Check for Updates' feature is available in the Help menu.
It can be used to check online for updates to the UI that are available for download. The feature can be enabled so it runs at program startup if desired. Skins. With a single click in the Option Chooser program you can change the look of each game window. There are several skins to choose from with this UI to change the appearance of the UI without changing the feel of it.
Below are screen shots of this UI with the various skin choices. The screen shots are intentionally cluttered so you can see how various windows of the UI look.
The icons and status (health/power/end) bars used in this UI can also be easily changed and several options for each are available. These are screen shots of the various skins that you can choose from with the Option Chooser program. You can see a preview of each skin by selecting it in the program. To apply the change, just click on the check mark beside the one you want and rezone in the game to change the user interface appearance. Classic skin Aero skins Atlantis skin Bobs skin Caden skin Derida skin Dragon skins Ghost skin Gorm skin Icz skins Lotro skins Marble skin Midgard skin Ochi skin Quillix skins Satin skin SI skin Stained skin Stucco skins Viddi skin War skins Waves skin WOW skin.-Icon Pack-. This UI has options to allow you to choose from one of several Icon sets.
All combat, skills, items, spell, and weapon icons are included. The icons are based on the latest 1.94 game patch. Icon sets include those created by Ceribis, Edaethx, Maliri, and ones from Lexana.
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Also included are some I made. In addition to the custom icon sets, I incorporated the old and new icon sets from Mythic that you can choose from. There are both solid and transparent icon sets available to choose from. Chat Font. This UI has options to allow you to choose the style of the Chat Font.
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You can select from a variety of old or new style fonts. There are around 120 font options total. There are 15 old style font options with 1 size each, 11 old style font options with 6 sizes each, and 39 new style font options with variable sizes selectable in game. In addition, the clarity of the letters in each of the old font options was changed so the characters are easier to see against various background colors. Note: The font used in the Memo and Text areas of the Help, Information, Interact, Map, Master Level, and New Quest Start/Finish windows change to match the style of the 'Last Old Style' chat font selected. Special Features.
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The following are various special features available with this UI This UI uses a revamped layout of controls that is slightly different from the default game clients for almost all windows to group common controls/items/tags /buttons together into a fresher layout. This UI uses a revamped layout of controls for social/community window. Most of the controls were rearranged to standardize where buttons appear when switch from tab to tab. I also fixed the guild withdraw (invisible one where guild cash shows), promote, and demote buttons in this window so they work with for all guild members who 'have permission' to use them and not just the guild manager(s). This UI has a resizable merchant window that is perfect for crafters to allow you to stretch the window so you can see all items on vendor at once. There is no longer a need to choose between normal and 30 item layouts. This UI has a resizable training window that allows you to see all the available RAs for your character at once.
This UI has a resizable statsgroup window so you can shrink it if less than a full group. This UI has resizable Healer Helper windows that might be useful when less than a full group. The UI has several other resizable windows such as your spell lists and combat lists that were not normally so. There are other features thrown in also that I thought were nice. This UI uses the Option Chooser program to allow you to easily change skins and other features/windows used with the UI. One unique feature of this program is it indicates the default option and it will keep track of which option you have currently selected. In addition a lot of information and screen shots are provided about each option which you can select.
Additional Information. I have actually been working with this UI since around March of 2006. It took me some time to learn how the UI worked and how I could modify it. I created the Option Chooser program because other similar programs were limiting me with the options/features I wanted to work into the UI. I released a preview of the UI in September of 2006 for comments/feedback. The version of the UI that is available today is a direct result of those comments and feedback that can be viewed in the following threads: v6.00 - v4.03.
Observation. Many of the windows, including the new quest windows, which are not resizable in the default Atlantis UI, are with this UI. You will have to look around to find each one like the spell list, merchant, training, attributes, group healer helper, window that you can now stretch out. Be aware that Mythic code does not save the screen sizes on all windows. They only save the size of windows they originally had that were resizable like the custom, chat, and journal ones. With that in mind, the game does not 'save' the sizes of the resizable merchant, training, and some of the other windows I changed but resets them to their default size when you relog/rezone. Observation.
You may need to perform a manual edit to the MiniConc setting in your char.ini file for the large Concentration/GroupBuff window to appear and act correctly. The char.ini files are located in your Documents&Settings username Application Data Electronic Arts Dark Age of Camelot client directory and are called something like: Sonicbob-10.ini Open the character file with notepad and replace the MiniConc setting line near the top of the file with the following information: MiniConc=108,668,0,100,600,354,100 The only part of this really needed is the size (600,354) but it easier to just do a cut/paste of the whole line. The reason for this edit is Mythic defaults some of the window to the settings from the defaultxxx.ini files. The default setting for this window is set too small and it will not appear and behave correctly unless you manually change the settings. Observation. When you disable some of the windows, you may notice the close button does not appear when you hover in the upper right hand corner of the window.
Instead it will be off to the right of the corner, in some cases by a few hundred pixels. This is because Mythic game code does not always observe the defined window sizes but instead reverts to default window sizes stored in your character ini files. You will have to perform a manual edit of your character ini files if you want the close button to appear in the corner of those windows.
Welcome to the first Grab Bag of 2018, and what an exciting year ahead we have planned! Our first newsletter of the year went out earlier in the week, so make sure to check your emails. If you are not signed up, you can do so by entering your email address on this. In the meantime, you can view the complete newsletter in your browser. Thanks to everyone for your questions! If you have any game related questions for our DAoC Devs, please send them in through our. Please note this is for game questions, feedback should be sent in through our.
On to the questions!:). The following events are now live until February 13th, 2018!
Frozen Cavern Event. Venture to the Frozen Cavern and test yourself against the chill. And its cunning inhabitant: Jack Frost! A few hot and ready bug fixes and adjustments, mostly involving A Dragon's Curse campaign, are below! We'll have some more class-centric changes coming in the next week or two, so stay tuned and keep sending in your feedback!
Items. Doppelganger Shards and Magic Orbs can now be used anywhere, including the capital cities and housing zones. This fix should also address the issue with stealth classes that could sometimes /use these shards or orbs and then stealth and not receive their items. Nearsight cures will now only remove the nearsight aspect of the Golden Scarab's Vest proc and not the snare and shapeshift too. The following Curse Chapter 9 set bonuses should now properly apply their respective ability upgrades (many of these have been fixed since before the new year but are being retroactively noted):.
Bainshee. Eldritch. Spiritmaster. Sorcerer.
Valkyrie. Wizard.
Healer. Scout.
Minstrel. Reaver. Several Curse Chapter 9 chestpiece and leggings icons have been corrected to display the appropriate armor slot. Heal procs on Curse Chapter 9 armors should now all fire properly. Necromancer Bloodlord's Armor should no longer drop as 'tattered' from the Curse Chapter 9 instance. Valewalker's set bonus has been increased from +33% to +66% additional absorption.
A Dragon's Curse Campaign. All realms Chapter 10:. Encounters now award area credit. Please note that to receive area credit, players must be within the magical barriers that are active during the encounters.
These encounters will no longer grant credit to any battlegroups that are setup. It is no longer possible to receive the glove reward without first completing Chapter 6's quest. All realms Chapter 8:.
Encounters now award area credit. The countdowns between attack waves have been reduced from 30-300 seconds down to 30-60 seconds. Albion Chapter 9:. Janus should always reset his encounter properly now. Some of the normal mobs and Albion's 9.3 encounter have had their difficulties reduced to better align their difficulty with the Midgard and Hibernia versions. All realms Chapter 7:. Encounters now all award area credit.
Please note that to receive area credit, players must be within the magical barriers that are active during the encounters. Albion Chapter 7:. The barrier will now properly reset when the encounter is completed. Albion Chapter 6:. Morella's ability to mesmerize has been removed. Midgard Chapter 6:. The Dark Oracle and Dark Drakulv will no longer aggro as a group.
Hibernia Chapter 6:. The Glimmer Ghoul and Dark Glimmer have been relocated to alleviate line-of-sight issues. Additional instructions have been added to direct players to the proper pathway upon clearing the second area in Aerus City. Avriels have had their difficulty reduced slightly. Update 12:40 PM EST / 5:40 PM GMT: Ywain is once again open and available to all players! The Ywain server will be coming down today (11:00 AM EST / 4:00 PM GMT) to perform some additional maintenance to address the in-game delays with gameplay and chat.
Servers are expected back up within 2 hours. We also want to provide a bit more context for these in-game delays that many players are experiencing. All of our servers and services are hosted on the cloud and are affected by the recent software updates required to mitigate the Meltdown vulnerability. We heavily rely on these cloud services to run the game as smoothly as possible. For more information on the recently discovered CPU vulnerability issues, please check out this. Unfortunately, the New Frontiers region on the Ywain server was only temporarily fixed by our configuration change last Friday.
We started noticing more delays on Saturday afternoon and have been trying some behind-the-scenes fixes that don't involve downtime since then; none of which have fully resolved the issues. Fortunately, all other servers and services were fixed by that Friday downtime and are still looking good and performing better than ever. With this downtime today, we will be trying a more robust configuration change to Ywain that we are hopeful will fix its remaining issues as well. Thank you all for your patience and understanding! Update 1:04 PM EST / 5:04 PM GMT: Ywain is back online and available to all players.
Thank you for your patience! The Ywain server will be coming down today (11:00 AM EST / 4:00 PM GMT) to perform maintenance intended to address some in-game delays with gameplay and chat. Servers are expected back up within 4 hours. We've noticed some poorer performance than normal in New Frontiers and want to make a configuration change to our server hosting to try and address it prior to the weekend. We appreciate your patience and understanding as we perform this downtime.
All servers are online and open to players! Update: Ywain, Gaheris, and Pendragon are now online and open to players! Archived servers are still undergoing maintenance and will be up within the next couple of hours. The Ywain, Gaheris, Pendragon and all archived servers will be coming down tomorrow, January 3rd (5:45 AM EST / 10:45 AM GMT) to perform an Amazon server hosting security update. Due to the amount of servers and background-processes under maintenance, servers are expected back up within 10 hours.
Intermittent downtime may be noticed with the Account Center and the Herald websites but any issues reaching those sites should clear up within a few minutes. We appreciate your patience and understanding as we perform this extended downtime. The 21st of December is here which means that Midwinter is truly upon us. Celebrate the holiday spirit with our Twelve Days of Midwinter give-a-way event! On the first day of Midwinter, Broadsword gave to me.
Login to the game and visit the following NPCs to receive a special reward each day!. Albion: Santa Nicholas in Camelot's church. Midgard: Kris Kringle in Jordheim's Assembly Hall. Hibernia: Daidi na Nollag in Tir na Nog's Alainn Cuir. Speak with the above NPCs to reveal your reward for each day.
Each day's reward will be revealed around 10:15 AM EST / 3:15 PM GMT and last the remainder of that day. If you miss a day, you will be able to catch up and receive the missed rewards by visiting the NPC on subsequent days. This means if you simply login on the twelfth day, you'll receive all 12 rewards!. Make sure you have room in your inventory!. These rewards are limited to level 50s and can only be obtained once per character.
All rewards will be tradable. This event will run from today, December 21st, 2017 for the next twelve days, with the last day being January 1st, 2018!
Another exciting year in Dark Age of Camelot is almost in the books and another, even more exciting year is about to begin! Even more exciting, you say? Unquestionably - but I can’t just spoil things right away, you’ll have to read through the letter to find out why! There are three major development goals that we intend to accomplish over the next year. Make Realm vs Realm the best experience possible. This means returning RvR’s focus to the combat and realm war.
Improve the returning player experience. Streamline and update the many avenues to getting a character back up to speed. Grow the game’s population. More marketing, community engagement, a continued focus on user experience (UX) updates, and new incentives to play.