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10-05-2009, 02:55 PM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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Quote:
Originally posted by Eowaubeth
{...}
I see the window but the timer progress bars are stopping shortly after casting.
{...}
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v2.00 had two problems which for whatever reason only some people seemed to see. One, casting a non-detected spell would pause the timers. Two, waiting over 15 minutes between casts would disable the timer's ability to detect new detected casts.
I fixed those two in v2.01.
Last edited by EQAditu : 10-05-2009 at 02:56 PM.
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10-05-2009, 02:06 PM
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A Griffon
Server: Najena
Forum posts: 176
File comments: 45
Uploads: 0
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the old one had no issues but seems this one isn't working at all for me. I've made the edit to Gravitas and included in the custom file. I see the window but the timer progress bars are stopping shortly after casting.
It doesn't reset or clear the progress bar even after resizing the window finally after about 10 cast of gravitas it trigger the player had lost immunity.
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10-04-2009, 01:50 PM
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A Coastal Crab
Server: Permafrost
Forum posts: 0
File comments: 1
Uploads: 0
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My problem appears to be graphics related. It comes up but everything is black. With a little modification to window settings i can see the bars, but when I cast JC on myself, you can't see anything but black.
Ok, not a graphics proplem. It was a "I didn't do just as Aditu told me to do to make it work right" error on my part. Working great now.
Last edited by EQ2Staven : 10-04-2009 at 01:57 PM.
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10-04-2009, 04:46 AM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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That tell thing is probably a good addition... people use ACT to track this also, supposedly. So a chat thing of some type is good. I'm also going to make a smaller text only version(probably a switch) since the progress bars are now optional parts of the mod.
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10-03-2009, 01:10 PM
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A Griffon
Server: Antonia Bayle
Forum posts: 238
File comments: 16
Uploads: 12
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No crashes so far! You rock.
And I got my tell working too. I added a variable at the top:
Code:
<Data Name="TellString" value="~ Jester's Cap ~ on you! You look funny. Be angry." />
Inserted this at the beginning of each starttimer# page:
Code:
tell PlayerQ Parent.Vars.TellString.Value
Code:
If TellString value = " " it won't send a tell.
^ Space is important, otherwise it sends "Parent.Vars.Tellstring.Value" hehe
Thanks again!!
Last edited by pooka : 10-03-2009 at 01:13 PM.
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10-03-2009, 12:29 AM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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Quote:
Originally posted by pooka
So ... where would be the best place to insert a /tell? Something that fires off as the window confirms that it's been cast... I'm thinking in the StartTimer# pages.
Anyway, I've got it installed and I'll let you know how it goes!
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Yes, I believe that would be an optimal place. It only calls those pages when it is certain it is a new occurrence of the watched spell and it is going to start the timer logic in question.
Code:
tell PlayerQ you have Parent.Vars.BuffName.Value
in each of the StartTimer# pages would probably accomplish it.
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10-02-2009, 09:12 PM
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A Griffon
Server: Antonia Bayle
Forum posts: 238
File comments: 16
Uploads: 12
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So ... where would be the best place to insert a /tell? Something that fires off as the window confirms that it's been cast... I'm thinking in the StartTimer# pages.
Anyway, I've got it installed and I'll let you know how it goes!
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10-02-2009, 10:35 AM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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Crashing
I'm interested on feedback on if this version alleviates crashing for those who have experienced it. I believe I tracked down the circumstances in which the game may randomly crash and worked around that functionality using new methods included in GU51.
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09-10-2009, 06:36 PM
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Premium Member
Server: Antonia Bayle
Forum posts: 12
File comments: 2
Uploads: 0
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Quote:
Originally posted by EQAditu
Have some item that increases song duration? Someone long ago mentioned Drum of the Ethernaut Chronicler.
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That would be it. Thanks
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09-10-2009, 03:32 PM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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Quote:
Originally posted by ravnn
No crashes here, but I have noticed that when it says the immunity has expired I still have 13-14 seconds left.
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Have some item that increases song duration? Someone long ago mentioned Drum of the Ethernaut Chronicler.
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09-09-2009, 11:23 PM
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Premium Member
Server: Antonia Bayle
Forum posts: 12
File comments: 2
Uploads: 0
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No crashes here, but I have noticed that when it says the immunity has expired I still have 13-14 seconds left.
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07-10-2009, 01:39 PM
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A Brown Bear
Server: Kithicor
Forum posts: 10
File comments: 18
Uploads: 0
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Crashing with this myself usually 1-2 times a night
Has happened in SoH and various TSO instances
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06-24-2009, 03:55 AM
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A Brown Bear
Server: Kithicor
Forum posts: 10
File comments: 18
Uploads: 0
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Is there any way to get a numerical timer on immunites (like there is on the actual effect window icon)?
Would be awesome to have that without having to use ACT and having the annoying timer window up in front of EQ...
Just a dream or possible?
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06-02-2009, 11:57 AM
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A Griffon
Server: Permafrost
Forum posts: 127
File comments: 109
Uploads: 7
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Re: The Crashing...
LocationEffectors aren't exactly controls we tell to paint. In 3D appplications(the UI is made up of polygons like the rest of the screen), everything is painted every frame regardless.
In the small formula you mentioned, I divide something by the immunity timer value... which is typically 120. For one thing, I'm not using a progress bar in this UI... it merely looks like one. It is just a rectangle that slides across the screen. The LocationEffector speed which might be 240/120 results in a speed value of 2. Which means it tries to travel at 2 pixels a second. I do not and cannot affect it any further than that. It will auto-calculate how to move the bar depending on the current framerate. If you're getting 30FPS, it'll move 1px every 15 frames... or two updates a second since you seem to care.
Lastly, the UI does not crash while the progress is changing. It crashes either when the progress is completed, or when it tries to start again. I observed it most when the UI would ignore a command to reset its position and when the progress attempted to start again, it would crash.
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06-02-2009, 06:19 AM
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Rock on Tom
Server: Runnyeye
Forum posts: 7
File comments: 17
Uploads: 10
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The Crashing...
a few people complaining about crashing, but I haven't tried it yet so I wouldn't know, but I would guess it's to do with the progression bars being 'painted' near enough 100 times a second? (I did the same on an external program and it crashed me). All you need to do is have the bar update every 'x' seconds (make it something like the duration of immunity/10 or something, so you only see it update every 10%, but then it's not using up so much CPU it makes you crash).
That's the problem I had with mine (especially since it is a windows progression bar, the type made up with blocks...it only needed to be painted every x seconds anyways because that's all it did regardless!).
Hope this helps, although i hear this sort of thing is hard to achieve in XML (thinking of making a program for gravitas immunity as well as the CoB one I already have, as long as this one crashes me :/ if it doesn't then i won't bother lol).
Vuetee
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