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02-09-2009, 01:03 AM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 2
Uploads: 0
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I figured out what was wrong. XML is very particular, and editing it using Windows Notepad can break the code, even if you type the code in exactly and save it properly. Download Notepad++ to edit these xml files for your own spell buffs. You'll have to start with the clean, freshly downloaded files before attempting to edit them, as yours are most certainly already corrupted by editing with Windows Notepad (as were mine).
If ProfitUI sees any corruption in any file it will automatically load the default UI. The references in the custom.xml weren't corrupt; rather, it was the external files those entires referred to.
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02-09-2009, 12:50 AM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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The listed custom XML file doesn't even include a listing for my mod and is thus probably a "working" file. Since it doesn't include my mod and there is nothing wrong with the file, I cannot possibly say anything to fix it. I don't use ProfitUI, so I can't really say anything other than by screenshots in the mod's addon section, some people got it to work properly.
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02-08-2009, 10:52 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 2
Uploads: 0
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Quote:
Originally posted by Amerzel
I am having trouble getting this to work for me. I am using ProfitUI, whenever I edit the eq2ui_custom.xml and add <Include>eq2ui_custom_clickbuff.xml</Include>
It breaks the ProfitUI, so it doesn't work at all. Take out the line, and profitui runs without a hitch. The eq2ui_custom.xml looks as follows
<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_SubClassDetector.xml</include>
<include>_ProfitUI_QuickRaidButtons.txt</include>
<include>_ProfitUI_CuresCode.xml</include>
<include>_ProfitUI_StandardSearches.txt</include>
<include>_ProfitUI_InventoryColorSettings.txt</include>
<include>_ProfitUI_MiscSettings.txt</include>
<include>_ProfitUI_SoundControls.xml</include>
<include>_ProfitUI_VideoControls.xml</include>
<include>_ProfitUI_ControlCenter.xml</include>
<include>_ProfitUI_Timer.xml</include>
<include>_ProfitUI_BottomBar.xml</include>
<include>_ProfitUI_InfoCenter.xml</include>
<include>_ProfitUI_AutoAttackCalc.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
It seems that it breaks if whatever you include, doesnt have _ProfitUI_ before it, so I can add it to the custom.xml by putting the _ProfitUI_ before the file and it runs no problem. However, then I can't figure out how to then call it with the show.window command. Any suggestions? or those that got it to work for ProfitUI mind telling me what they did?
Thanks
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Can anyone address this? I'm having the same issues, except that changing the xml filenames and corresponding entires in the <include> statements don't allow ProfitUI to work at all. The entire thing worked when I first edited it, but then the UI "broke" upon relaunch of EQ2. Repaired itself when I took out the offending lines of code (but Mama wants her buff macros!).
Last edited by eventide7 : 02-08-2009 at 11:02 PM.
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02-07-2009, 06:57 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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Quote:
Originally posted by Hanadila
It doesn't work for a simple reason : the UI screw all non iso, like é,à,è,ù, etc ... and replace it by a little square. (i have the problem when researching collectings on the broker).
So the spell appear like that : A*golisme and is not matchable by the mod
Perhaps a clue on using a different iso coding ?
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The file encoding is specified by the first line of the XML document... usually "utf-8". If you think that changing the file encoding will help, go ahead... but most modders that know what they're talking about think it's impossible.
I have no way of testing this as I play on US servers with no spell names with anything more exotic than an apostrophe character. aka ' aka '
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02-03-2009, 09:28 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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Quote:
Originally posted by slippery
I think it might only be an issue for bards where they have such a large amount of possible buffs. I was also trying to include abilities from AA's as well. I'll probably do a couple more classes when I get the chance.
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I might set up the next version with subclass detection to use external definition files. Instead of having one file with 24 different sections, you can just make an addon file to place in the same folder. Should be easy to detect if the external file exists or not assuming EQ2 doesn't crash.
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02-03-2009, 08:10 PM
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A Brown Bear
Server: Oasis
Forum posts: 14
File comments: 10
Uploads: 5
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Quote:
Originally posted by EQAditu
Well, now that I think about it... I suppose it would be possible to have a different spell set for every single class all in one file. Originally I did not because I had no idea what buffs every class buffs. Of course slippery went ahead and compiled some lists of several classes already.
Since there seems to be people interested in doing that much research, I certainly could make one file that switched depending on your class. In fact, I suppose I could have it switch using EQ2 commands as well. Different specs as it were.
Which reminds me... I was somewhat surprised by how easily slippery filled all 20 buff slots for each file. Do I need to increase it to 30 spells or something?
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I think it might only be an issue for bards where they have such a large amount of possible buffs. I was also trying to include abilities from AA's as well. I'll probably do a couple more classes when I get the chance.
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02-03-2009, 12:00 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 2
Uploads: 0
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It doesn't work for a simple reason : the UI screw all non iso, like é,à,è,ù, etc ... and replace it by a little square. (i have the problem when researching collectings on the broker).
So the spell appear like that : A*golisme and is not matchable by the mod
Perhaps a clue on using a different iso coding ?
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02-03-2009, 11:08 AM
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A Young Mystail Rat
Server: Antonia Bayle
Forum posts: 6
File comments: 1
Uploads: 0
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Ho ho I try something on storm server
is you entrer the french name it's work
Try /useability Bénédictions and
/useabilityonplayer Ygrenis Aégolisme
So we just need to put the name in french and see if é è .... work or not
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02-03-2009, 08:25 AM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 2
Uploads: 0
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Hello Aditu
First a great thank for your great job for the EQ2 community
I'm a templar on Storms (French) server and i'd love to have this mod work properly, but, like on german server, the script stops after 1st buff.
The reason, after multiple tests, is due to 2 differences :
In the maintained window, the local name for each spell is different from the name to use in macros.
We use in France some accentuated caracters like "é" or "à" in the translated version
For example :
"Virtue" is translated in "Mérite"
"Aegolism" is "Aégolisme"
Etc ...
Macros, on French server, use the english name for the "useability" command, so can we make an xml command or correspondance table to establish a link ?
The target, after correction, works fine.
(I play with the cl_language English, using ACT, and the Fetish UI)
I know French localisation is complex, but i hope
And many mods are bugged by this problem.
Last edited by Hanadila : 02-03-2009 at 08:28 AM.
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02-01-2009, 01:39 AM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 1
File comments: 1
Uploads: 0
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I am having trouble getting this to work for me. I am using ProfitUI, whenever I edit the eq2ui_custom.xml and add <Include>eq2ui_custom_clickbuff.xml</Include>
It breaks the ProfitUI, so it doesn't work at all. Take out the line, and profitui runs without a hitch. The eq2ui_custom.xml looks as follows
<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_SubClassDetector.xml</include>
<include>_ProfitUI_QuickRaidButtons.txt</include>
<include>_ProfitUI_CuresCode.xml</include>
<include>_ProfitUI_StandardSearches.txt</include>
<include>_ProfitUI_InventoryColorSettings.txt</include>
<include>_ProfitUI_MiscSettings.txt</include>
<include>_ProfitUI_SoundControls.xml</include>
<include>_ProfitUI_VideoControls.xml</include>
<include>_ProfitUI_ControlCenter.xml</include>
<include>_ProfitUI_Timer.xml</include>
<include>_ProfitUI_BottomBar.xml</include>
<include>_ProfitUI_InfoCenter.xml</include>
<include>_ProfitUI_AutoAttackCalc.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
It seems that it breaks if whatever you include, doesnt have _ProfitUI_ before it, so I can add it to the custom.xml by putting the _ProfitUI_ before the file and it runs no problem. However, then I can't figure out how to then call it with the show.window command. Any suggestions? or those that got it to work for ProfitUI mind telling me what they did?
Thanks
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01-30-2009, 02:56 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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Quote:
Originally posted by Eowaubeth
I so far have found this to be awesome. Would be great if it used class detection for the types of buffs and then would be a dream come true.
Anyway great little add-on
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Well, now that I think about it... I suppose it would be possible to have a different spell set for every single class all in one file. Originally I did not because I had no idea what buffs every class buffs. Of course slippery went ahead and compiled some lists of several classes already.
Since there seems to be people interested in doing that much research, I certainly could make one file that switched depending on your class. In fact, I suppose I could have it switch using EQ2 commands as well. Different specs as it were.
Which reminds me... I was somewhat surprised by how easily slippery filled all 20 buff slots for each file. Do I need to increase it to 30 spells or something?
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01-27-2009, 09:46 PM
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A Brown Bear
Server: Oasis
Forum posts: 14
File comments: 10
Uploads: 5
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For anyone that has the problem I had, it was a case sensitivity problem. I was doing /show_window Custom.Clickbuff and was getting the problem, as soon as I did /show_window Custom.ClickBuff it was fine.
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01-27-2009, 08:03 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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Re: Re: Re: black windows
Quote:
Originally posted by slippery
I'm using Profit, the window shows up, the checkboxes show up, the button is there, but there is no text. The window even works if preconfigured right (as in I can hit the button and it casts all my buffs) but I can't see the names.
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If the Custom Text textbox is not showing along with the text labels as you descrbe, then you probably put the include line someplace weird. Every time the window appears, it should try to repopulate the labels. I cannot imagine what you did to only break it half way though. I can't reproduce it.
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01-27-2009, 10:35 AM
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A Brown Bear
Server: Oasis
Forum posts: 14
File comments: 10
Uploads: 5
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Re: Re: black windows
Quote:
Originally posted by EQAditu
It either means that the graphical styles used by the mod could not be found, or that the mod was not included by the eq2ui XML structure.
Since this mod uses styles defined by the Default UI, it's unlikely to be missing any. The mod should be referenced by eq2ui_custom.xml which is referenced by eq2ui.xml which is the base file of a skin.
The entire window being black suggests that its XML file is not being referenced properly. Presumably it is not included in the eq2ui_custom file correctly.
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I'm using Profit, the window shows up, the checkboxes show up, the button is there, but there is no text. The window even works if preconfigured right (as in I can hit the button and it casts all my buffs) but I can't see the names.
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01-27-2009, 09:02 AM
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A Sea Turtle
Server: Splitpaw
Forum posts: 32
File comments: 29
Uploads: 2
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Nice work! I'll be testing this baby.
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