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Unread 03-31-2010, 05:22 PM  
Lignum
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Quote:
Originally posted by Drumstix42
This is quite strange. I tried re-producing this, but I cannot seem to. I tried switching con modes several times, with and without target effects on.

Do you have target effects set to show in your options? could you try toggling them and see what happens?

Thanks.
I have the same issue. I just installed the overall DrumsUI package and that is what my targeting looks like with and without effects on. I have determined, however, it looks like it only shows up this way when I'm targeting NPCs (excluding guards) in con_1
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Unread 04-01-2010, 06:20 AM  
Drumstix42
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Strange, I added code to the window to try to resize it to normal should it ever change, but I'll have to re-evaluate some further testing I suppose.

Will be updating the window soon to match the player window/group window bars anyhow.

-Drum
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Unread 07-29-2010, 05:24 AM  
Maikeruu
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The star for monsters that give AA seems a bit lower than it should be and sometimes the numerical percentage in the Implied target window turns black making it difficult to see. Any ideas?
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Unread 07-29-2010, 01:30 PM  
Drumstix42
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Quote:
Originally posted by Maikeruu
The star for monsters that give AA seems a bit lower than it should be and sometimes the numerical percentage in the Implied target window turns black making it difficult to see. Any ideas?
The color of the implied target % is fixed and will be updated next time I update everything, which will be soon.

The star should be in the same place every time.
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Unread 08-02-2010, 07:54 PM  
Alatariel
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Quote:
Originally posted by Drumstix42
The color of the implied target % is fixed and will be updated next time I update everything, which will be soon.

The star should be in the same place every time.
Any chance you could add the heroic and epic target graphics with your impending update?
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Unread 08-02-2010, 11:34 PM  
Drumstix42
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Quote:
Originally posted by Alatariel
Any chance you could add the heroic and epic target graphics with your impending update?
These were removed from my windows a long ago, as the text under the window already tells if you if they are epic or heroic, without taking up as much space.
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Unread 08-03-2010, 07:48 PM  
Alatariel
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Quote:
Originally posted by Drumstix42
These were removed from my windows a long ago, as the text under the window already tells if you if they are epic or heroic, without taking up as much space.
True enough, but some of us cycle through targets rapidly looking for the epic targets in the middle of the dogpile, and having to read that the current target is an "epic" or "heroic" is alot slower than instantaneously interpreting a symbol (such as the elaborate epic/heroic borders), or maybe even color, if they were color-coded somehow. Or underlined. Or something we don't have to read but can visually pick up right away.

I was actually part of a automotive engineering experiment back in college, where I was a test subject for some engineering prof trying to design visual cues into car windshields, almost like an aircraft HUD except for a car. He would flash either a phrase or a symbol onto the car simulator screen during an unexpected emergency, like "SWERVE RIGHT!", or he would display a large arrow curving right, and would test how fast we could respond to each of these cues. The symbol won out 100% of the time in every single subject. As far as target-cycling in eq2 goes, I know it's a difference of half a second or less per mob, but it adds up.

Last edited by Alatariel : 08-03-2010 at 07:48 PM.
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Unread 08-04-2010, 02:49 AM  
Drumstix42
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Quote:
Originally posted by Alatariel
True enough, but some of us cycle through targets rapidly looking for the epic targets in the middle of the dogpile, and having to read that the current target is an "epic" or "heroic" is alot slower than instantaneously interpreting a symbol (such as the elaborate epic/heroic borders), or maybe even color, if they were color-coded somehow. Or underlined. Or something we don't have to read but can visually pick up right away.

I was actually part of a automotive engineering experiment back in college, where I was a test subject for some engineering prof trying to design visual cues into car windshields, almost like an aircraft HUD except for a car. He would flash either a phrase or a symbol onto the car simulator screen during an unexpected emergency, like "SWERVE RIGHT!", or he would display a large arrow curving right, and would test how fast we could respond to each of these cues. The symbol won out 100% of the time in every single subject. As far as target-cycling in eq2 goes, I know it's a difference of half a second or less per mob, but it adds up.
The other thing is the with con_version 1 on, the mobs themselves have the heroic symbols next to their name, so you can still see the symbols there.

Anyway, if I can figure out a decent way to work the symbol back in as an optional setting, I will do it. As it stands it's annoying to support multiple versions of XML files, but if I can do 2 settings that can toggle on the fly, it's more supportable by me, and takes less time to update stuff

Thanks for your suggestion and detailed explanation, I know it to be true enough.

Last edited by Drumstix42 : 08-04-2010 at 02:50 AM.
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Unread 01-25-2011, 06:00 PM  
eqbunnie
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Casting bar

Anyway to get casting bar on target window like Profit I have been trying but unsure how to.
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Unread 01-25-2011, 06:52 PM  
Drumstix42
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Re: Casting bar

Quote:
Originally posted by eqbunnie
Anyway to get casting bar on target window like Profit I have been trying but unsure how to.
This mod includes casting bars. Did you mean display them in a different place?
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Unread 06-01-2011, 05:01 PM  
cooldeath
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Re: Re: Casting bar

Quote:
Originally posted by Drumstix42
This mod includes casting bars. Did you mean display them in a different place?
Speaking of casting bars, ever since i've had this mod, the casting bars have no actual casting bar within the bar. (To show casting progress) it only shows the bar with spell name and that's it. Makes it hard to time cures. Any ideas why I seem to be the only one with this problem? (or at least the only one to mention it)
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Unread 06-01-2011, 08:44 PM  
Drumstix42
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Re: Re: Re: Casting bar

Quote:
Originally posted by cooldeath
Speaking of casting bars, ever since i've had this mod, the casting bars have no actual casting bar within the bar. (To show casting progress) it only shows the bar with spell name and that's it. Makes it hard to time cures. Any ideas why I seem to be the only one with this problem? (or at least the only one to mention it)
Haven't heard of this before. Casting bars should be working and visible.
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Unread 05-19-2012, 12:32 PM  
Cacophonical
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Re: Re: Re: Re: Casting bar

Quote:
Originally posted by Drumstix42
Haven't heard of this before. Casting bars should be working and visible.
They have not been working for me since I formatted my PC and had to reinstall my mods. Makes some fights rather painful.

EDIT: When I say "not working", the problem is not the same as Cooldeath's. I don't see a casting bar at all.

Last edited by Cacophonical : 05-19-2012 at 12:55 PM.
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Unread 05-20-2012, 04:05 PM  
Drumstix42
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Make sure it's checked on in the DrumsUI main menu window.
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Unread 05-22-2012, 01:56 PM  
Cacophonical
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Quote:
Originally posted by Drumstix42
Make sure it's checked on in the DrumsUI main menu window.
I don't think I have any sort of menus with it. How would I get to it?

EDIT: I have no idea what the initial issue was, but I've deleted my Custom UI folder to redownload my mods from scratch, and casting bars are now working fine.

Last edited by Cacophonical : 05-22-2012 at 03:10 PM.
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