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  #1  
Unread 07-24-2005, 07:09 PM
Jaxel Jaxel is offline
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Default Performance Panel Parser request...

I forgot who wrote the perf panel parser program... was it Laffs? Could someone get back to me on it so I could ask them this in person?

Anyway, I was wondering if this person would write a parser for my startbutton mods. As I have 2 different start buttons, I would need options for two settings. Melee Version and Caster Version. As well, I was wondering if there would be a way to have the program also change the default volume settings...

Basically... I need the parser to be almost the same, but similiar to the one Goldi includes with her mod...

Code:
             EQ_Recent.INI Location
C:\Program Files\Sony\EverQuest II\eq2_recent.ini [...]
             Output Location
C:\Program Files\Sony\EverQuest II\UI\OCD\video [...]

O Custom 1      Master Volume  <---------x> (20)
O Custom 2       Music Volume  <-----x----> (10)
O Custom 3      Combat Volume  <--x-------> (5)

O Melee OCD Start Button                  [ GO ]
O Caster OCD Start Button                 [EXIT]
O = Radial Button
[...] = Square Button
<--x-------> = Slider Bar
(_) = Value Box

--------------------------
MELEE INFORMATION
Custom 1 Preset Location: 150,16
Custom 2 Preset Location: 200,16
Custom 3 Preset Location: 250,16
Quote:
Originally Posted by eq2ui_custompreset1.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 1" Location="150,16" Name="Custom1" OnSet="Parent.Custom2.checked=false Parent.Custom2.checked=false Parent.Custom3.checked=false Parent.Custom3.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 1"></Checkbox>
Quote:
Originally Posted by eq2ui_custompreset2.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 2" Location="200,16" Name="Custom2" OnSet="Parent.Custom1.checked=false Parent.Custom1.checked=false Parent.Custom3.checked=false Parent.Custom3.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 2"></Checkbox>
Quote:
Originally Posted by eq2ui_custompreset3.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 3" Location="250,16" Name="Custom3" OnSet="Parent.Custom1.checked=false Parent.Custom1.checked=false Parent.Custom2.checked=false Parent.Custom2.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 3"></Checkbox>
The information in blue, is what will be changed. The program will need to be able to set from 0 to 20. These are the full contents of the 3 files.
Quote:
Originally Posted by eq2ui_sound_master.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="MasterSlider" OnChange="Parent.Master.text=(master_volume) Master_Volume=(Value/20) Master_Volume=(Value/20)" ScrollExtent="81,10" Size="81,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="20"/>
Quote:
Originally Posted by eq2ui_sound_music.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="MusicSlider" OnChange="Parent.Music.text=(music_volume) music_Volume=(Value/20) music_Volume=(Value/20)" ScrollExtent="81,10" Size="81,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="10"/>
Quote:
Originally Posted by eq2ui_sound_combat.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="CombatSlider" OnChange="Parent.Combat.text=(combat_music_volume) Combat_music_Volume=(Value/20) Combat_music_Volume=(Value/20)" ScrollExtent="83,10" Size="83,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="5"/>
--------------------------
CASTER INFORMATION
Custom 1 Preset Location: 100,16
Custom 2 Preset Location: 150,16
Custom 3 Preset Location: 200,16
Quote:
Originally Posted by eq2ui_custompreset1.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 1" Location="100,16" Name="Custom1" OnSet="Parent.Custom2.checked=false Parent.Custom2.checked=false Parent.Custom3.checked=false Parent.Custom3.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 1"></Checkbox>
Quote:
Originally Posted by eq2ui_custompreset2.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 2" Location="150,16" Name="Custom2" OnSet="Parent.Custom1.checked=false Parent.Custom1.checked=false Parent.Custom3.checked=false Parent.Custom3.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 2"></Checkbox>
Quote:
Originally Posted by eq2ui_custompreset3.xml
<?xml version="1.0" encoding="utf-8"?><Checkbox BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" LocalTooltip="Custom Preset 3" Location="200,16" Name="Custom3" OnSet="Parent.Custom1.checked=false Parent.Custom1.checked=false Parent.Custom2.checked=false Parent.Custom2.checked=false
r_frame_buffer_scale=1.000
r_frame_buffer_scale=1.000
... ETC ...
... ETC ...
... ETC ...
r_flora_density_scale=1.0
r_flora_density_scale=1.0" ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset 3"></Checkbox>
The information in blue, is what will be changed. The program will need to be able to set from 0 to 20. These are the full contents of the 3 files.
Quote:
Originally Posted by eq2ui_sound_master.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="MasterSlider" OnChange="Parent.Master.text=(master_volume) Master_Volume=(Value/20) Master_Volume=(Value/20)" ScrollExtent="67,10" Size="67,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="20"/>
Quote:
Originally Posted by eq2ui_sound_music.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="MusicSlider" OnChange="Parent.Music.text=(music_volume) music_Volume=(Value/20) music_Volume=(Value/20)" ScrollExtent="67,10" Size="67,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="10"/>
Quote:
Originally Posted by eq2ui_sound_combat.xml
<?xml version="1.0" encoding="utf-8"?><Sliderbar Location="3,15" Name="CombatSlider" OnChange="Parent.Combat.text=(combat_music_volume) Combat_music_Volume=(Value/20) Combat_music_Volume=(Value/20)" ScrollExtent="66,10" Size="66,10" Style="/SliderbarStyles.horz_sliderbar_gold" UpperLimit="20" Value="5"/>
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Last edited by Jaxel : 07-30-2005 at 12:11 PM.
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  #2  
Unread 07-24-2005, 09:16 PM
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It was Ger that wrote the parser.....

There is a way round setting the button positions likes without your users having to change the locs in the preset files.... I think I sent you a pm telling you how to do this? or maybe I didnt lol...

Anyways Ger is the guy to ask, reguarding the parser
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  #3  
Unread 07-25-2005, 08:01 AM
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Figure out how many variables you have, where the info will be pulled from (i.e. parsed from X file, user-supplied, etc.) and provide me with a mockup file I can pull the static portions from and I'll see what I can do.
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Unread 07-30-2005, 11:21 AM
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There is really no need for you to have a seperate parser made.
The code can be in your mod, and the parser can work the same for everyone.

I'll see if I can find my post on it.
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  #5  
Unread 07-30-2005, 11:25 AM
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Here you go!

It even has an XML file included to demonstrate it.
Last thing I did before I uninstalled everything.

http://www.eq2interface.com/forums/s...9&postcount=92

P.S. Hi guys! Whats up?
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Unread 07-30-2005, 11:31 AM
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Quote:
Originally Posted by Jaxel
The problem is that Kosmos, Nedra and Steel Bottom styles all have different locations for the custom presets. Setting them to those styles will screw with my mod because the locations will be wrong.

As well, the old parser does not give a way to set the default volume settings.
Yeah the parser doesn't have anything for the volume that is correct.
That is not part of the parser. the parser only does the display settings.
Volumn controls are done in the mod itself.
The parson only scans the display setting items. There is chart that I made that shows the settings it scans for. I'm sure you could find it.

As far as the issue you are having. Pretty much anything can be worked around with the method I just posted.
It's actually much 'better' in my opinion than having different versions of the parser floating around.

Not saying I'm against it or anything, just saying that it's not really needed.

You really, really, restrict yourself when you lock in to the parser settings.
With the method I posted you can put the buttons whereever you prefer.
Regardless of the parser.

Of course, it's been a while since I looked at this stuff, and things could have changed a great deal.

I can't believe all mine appear to still be working.

Hope it helps.
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Unread 07-30-2005, 11:45 AM
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Quote:
Originally Posted by Jaxel
I dont see how this fixes my problems at all.
Sorry, let me try to explain better.

You want to change the location of the three custom preset buttons.
The way that would be best for you to do that.
Is edit the current preset buttons to make them invisible.

Then code your own buttons in the xml to be wherever you prefer.
They the even happends on them, make it set the even for the invisible buttons.

This should work for any type of button or slider or whatever.

All of the other controls that don't deal with the displays are coded in the XML and are not parsed from the INI file. (At least as far as I know, that was the way the parser was created)
I don't think goldies version changes that, but I could be wrong.

So you make your mod however you want, and have those buttons control the orginal buttons.

The file that the parser spits out, has the visible property set to visible.

The only modification I would suggest is having the parser have two settings
one for visible and one for not visible.

Then they will all be the same, because the button locations will be coded by the author and not the parser.
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  #8  
Unread 07-30-2005, 11:48 AM
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Quote:
Originally Posted by Jaxel
There is no way around this without changing the parser itself.
Change the XML File generated by the parser, so that it makes whatever you don't need or like, invisible. Then have your mod, control the invisible buttons, etc..

Perhaps someone else can explain it better then me? Or perhaps I don't understand the issue, but as far as I can tell after reading it a couple of times. It should work fine.
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Unread 07-30-2005, 12:01 PM
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Quote:
Originally Posted by Jaxel
Ah... thats a pretty neat idea.... but alas, I am OCD! Redundant data controlling violates the whole theory behind the way I program. And I wish for Ger to program a way to set the volume settings with the parser program... it sorta kills two birds with one stone.
I understand. Things have calmed a bit, but orignally it appeared there were going to be a growing number of preset-parsers out there.
Version control was going to be a mess, and you can image it could be more confusing for users to have to select which version they want each time they ran the thing.
It seemed to me. for the end user the easiest solution was to have a single parser.period.
That way the authors have complete control of the styles or location of there buttons, and the file the perset-parser spits out, is basically invisible.

Seriously you talking about VERY LITTLE code to have one control, activate another control.

Compared to the amount of work it took for Ger to create the parser, and maintain it. Which will be futher complicated by additional versions.

as far as your programming style.
It seems to me that the method I present is much more robust and will work for everyone.
Compared to one version for one mod.
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