Test Patch of Super Happy DOOM!
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Stuff that concerns MODDING the UI:
- Tabbed chat windows make their long-awaited debut! You can now combine multiple chat windows into a single window with subject tabs by dragging one window onto another. The window being added needs to be no larger than the parent window. To separate the combined windows, drag one of the tabs to an open section of the screen. - See what your target is attacking with the new Implied Target window! - There are two separate Vitality pools: one for adventure XP and one for tradeskill XP. Your Persona window now features a gauge next to each experience bar that shows how much Vitality you have left. (NOTE: The Vitality gauges going in with this update are using placeholder artwork. We will be improving the presentation before updating the live servers.) - You can now make notes next to the names on your Friends and Ignore lists. - You can now add labels to your bags via the right click menu. - Added a "Recipes" button to the tradeskill progess window. *** UI Files Updated *** eq2ui_buttonstyles.xml eq2ui_community.xml eq2ui_examine.xml eq2ui_gamedata.xml eq2ui_mainhud.xml eq2ui_mainhud_guild.xml eq2ui_mainhud_impliedtarget.xml eq2ui_mainhud_mainchat.xml eq2ui_mainhud_society.xml eq2ui_newcharscene.xml eq2ui_popup_bugreport.xml eq2ui_tradeskills.xml eq2ui_gamedata.xml eq2ui_progressbarStyles.xml eq2ui_mainhud_persona.xml images/VitVial_UI.tga |
Nice! :nana:
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looks good....that should keep everyone on here busy for quite a while!
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Bwahaha, I'm as lucky with EQ2's UI as I was with EQ1. None of the files I modded will need patching.
Here's my advice: don't touch eq2ui_mainhud.xml. It's the most likely to get patched by SOE over time. It's the equivalent (in terms of chance to be changed by SOE) of the animations xml file for EQ1. Quib |
New Gamedata!
<DataSource Name="General"> <DynamicData Name="EarthTime"/> <DynamicData Name="EarthDate"/> <DynamicData Name="Time"/> <DynamicData Name="DayWeek"/> <DynamicData Name="Day"/> <DynamicData Name="Month"/> <DynamicData Name="Year"/> </DataSource> The in-game clock just got clockier. :p (They didn't change the default themselves, of course.) EDIT: Bobble sayeth the group portion won't work in this release. You can still plan ahead though. The names for the data tags won't change, right? <DataSourceContainer description="data about your group. id0 is you." Name="Group"> <DataSource Name="Group_0"> <DynamicData Name="Window"/> <DynamicData Name="InZone"/> <DynamicData Name="Name"/> <DynamicData Name="Level"/> <DynamicData Name="Race"/> <DynamicData Name="Class"/> <DynamicData Name="Subclass"/> <DynamicData Name="HealthPercent"/> <DynamicData Name="PowerPercent"/> <DynamicData Name="CurrentHealth"/> <DynamicData Name="CurrentPower"/> <DynamicData Name="MaxHealth"/> <DynamicData Name="MaxPower"/> <DynamicData Name="Effect1"/> <DynamicData Name="Effect2"/> <DynamicData Name="Effect3"/> <DynamicData Name="Effect4"/> </DataSource> (REPEAT FOR GROUP MEMBERS 1-5.) (NOTE that you now have Effect1-4 for yourself now so the priests and mages can easily tell if they need to cure themselves. :D) </DataSource> <DataSource Name="Guild"> <DynamicData Name="Name"/> <DynamicData Name="Level"/> <DynamicData Name="Experience"/> <DynamicData Name="ExperienceBubble"/> </DataSource> Self. <DynamicData description="Heading of the current player: Text, Rotation" Name="Heading"/> Not implemented on server. <DynamicData Name="Vitality"/> <DynamicData Name="TradeskillVitality"/> spells. <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_1"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_2"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_3"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_4"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_5"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_6"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_7"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_8"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_9"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_10"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_11"/> <DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_12"/> <DataSource description="Data about the current target" Name="Target"> <DynamicData ActionType="Target" Description="Current player action menu" Name="Window"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Name"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Level"/> <DynamicData description="Health of the current target: Text, Tooltip, Progress, Color, Visible" Name="Health"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Power"/> </DataSource> <DataSource description="Data about the current target" Name="ImpliedTarget"> <DynamicData ActionType="Target" Description="Current player action menu" Name="Window"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Name"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Level"/> <DynamicData description="Health of the current target: Text, Tooltip, Progress, Color, Visible" Name="Health"/> <DynamicData description="Name of the current target: Text, Color, Visible" Name="Power"/> </DataSource> |
The bad news
Sorry to bring some bad news -- the group data and heading didn't get implemented for this release. I can't always be the good guy. :)
But the discussion about XP debt and negatives if zero should be resolved. See you on the test server! MrBobble |
hey you cant have everything at once, its great to see all the stuff that was added/fixed. We will just have 2 things to look forward to for a future release.
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(BTW, /Gamedata.Self.Heading is going to include the rest of the /loc data when called as text, right? :p) |
Any one know if they fixed the Dynamic Data for tradeskill xp%?
It never seems to show up, all I get is .4% Still thoes additions will be sweet thanks for the update. SOO happy to see Implied targets |
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Hmm... Quote:
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Well, don't get excited just yet. Currently, the vitality gauges always show blank (I've a character on test that's almost a month old that I never did tradeskills on and haven't played in 4 days, and in the default UI her gauges are blank), and Implied Targetting is broken. No, not just the new window, I mean Implied Targetting itself, the mechanic, is broken. :p
/Gamedata.Target.Level works great, though. :D |
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Ah, yes. That works perfectly as well. :) Haven't tested any of the other new GameData yet.
The chat window's internal format has changed drasticly, but the old format still works, so our existing mods won't break. |
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I'm curious to see their final version of the vitality meter, this one is indeed lacking. EDIT: I moved a copy of the adventure vitality vial to my player window so I could watch it's behavior. Upon entering the game the vitality reads as it should. It's not being refreshed when you zone, however. Get some exp in that zone though and both vials are refreshed. |
Very nice... I like it!
all I have to say is: eq2ui_mainhud_impliedtarget.xml /cheer -Selae |
I feel all tingly inside :p
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wow. They totally killed our request list!
<3 to soe =D edit: oh somebody on test attach gamedata.xml please. |
Woot the death debt no longer shows the negative version of the positive XP if you don't have any debt... It now displays 0% again like it did before the big patch. Also it looks like they fixed the Tradeskill XP % display which is a very cool fix as I know alot of Artisans would like to see their XP just like their Combat cousins. :) Great Job SoE....
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already got a 2 different target bar windows ready for when the changes on the test server go live :D
http://www.eq2interface.com/forums/s...ead.php?p=8067 |
Now if they just add an EQ style hits mode(numberonly/abrrev/full) chat filter Id be so happy!
thanks for what you done so far |
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I like'd having the chat filters, and then the normal filters (in the options menu like in EQ1) Also... different character UI's would be nice :( |
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Sweet! thanks death, i can stop my 30 hour download now.. =D
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just for future reference insom if you want to do the test server just copy all the files and folders that are in your eq2 folder except for "cache" folder, "logincache" folder, "TestServer" folder, and the "eq2_default.ini" file to your "TestServer" folder and THEN run the test server patch and it will only be like 5 or so to minutes to patch :D
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LOL! there must be something wrong, even if you have dial up it shouldn't take 30 hours. i had never done the test server till yesterday and it took me like 2 mins of patching after i copied all the folders.
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Little update on the Vitality situation:
1- The display has changed from a gauge showing relative amount to working like debt by showing when it's used up on the exp bar, with a little light showing if there's any at all. Checking how this is handled on the default UI and how I want to handle it in my custom UIs. 2- It now displays as it should, EXCEPT that if you're level 3 or less (adventuring or tradeskill), the respective vitality shows as empty. And you actually don't use any while level 3, so it's not technically a display bug either. |
im working on a new exp bar, i will post it tommorrow morning cause i should get some sleep. almost finished it though tonight, and it includes the vitality gauge thingy amoung other things. :D
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How the new Vitality UI system works by element:
Gem, GemGlow (image): use /GameData.Self.Vitality to determine Visible OverflowMarker (image): uses /GameData.Self.VitalityOverflowMarker to determine Visible (Upper/Lower)Marker (Sliderbar): uses /GameData.Self.Vitality(Upper/Lower)Marker to determine Visible and FloatValue. FloatValue ranges from 3.000 all the way on the left to 1.000 all the way on the right. When modding, keep in mind it that it does that by outer edge of the arrow graphic used, so unless you use a customized graphic, you'll have to set the FloatValue to 3 and 1 to test the alignment of the left and right edge when resizing. Or just make it 14 pixels wider and positioned 7 pixels to the left. :p /GameData.Self.Vitality still works for ProgressBars to show the % amount of Vitality you have. NOTE TO FRONT-LINE MODDERS: If you started working on this between the 01/27 and 01/29 patch, please note that /GameData.Self.TradeskillVitality has been changed to /GameData.Self.TSVitality. If you don't change this, any gauge you use will show the main Adventure Exp tooltip instead of the correct one. NOTE TO BOBBLE IF YOU'RE READING THIS: If you can, please take all of the new Styles and Effectors added to the Experience and Persona windows, and move them to the root Namespaces before this goes Live. It's currently a bit... messy. :p (Also: The second line of the exp bar tooltip shows a \ in front of it.) Taco-man: Hey, was that you on Test as Hullabaloo a few minutes ago talking to Racheal about the Vitality not showing up? I thought I recognized the name from a sig somewhere. :p |
A small note on power/level texts. I may have done something wrong here, but certain targets (most notably harvest nodes) don't have power or level, so the text displays 'None'. Seems logical, except that it can cause ugly overlaps with static text labels (i.e. 'Level' or 'L:' or whatever you decide to use.)
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Something else I saw on Test not listed in the patch notes.
In house storage!! acces the menu on your door and there is an option that has 2 storage slots for bags or chests, whatever :) :nana: |
What I want to see is a filter added that only shows MY pet's damage. Instead of showing EVRYONE else's damage including my pet. I want to see what my pet and my pet alone is doing for damage but for I can't.
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:nana: |
i bet the better your house the more storage slots it has too. anyone on test have a bigger house?
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