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-   -   Mother's UI Pieces Thread (https://www.eq2interface.com/forums/showthread.php?t=5411)

mother9987 01-13-2006 11:53 AM

Mother's UI Pieces Thread
 
It appears all the cool kids have threads in here for their interfaces. I wanna be cool, so here's the thread for discussion on any of the Mother's UI Pieces.

I apologize for the frequent updates of some of the pieces, but I use them all myself, so when I see a little thing the bothers me, it gets changed pretty quickly. As soon as I'm happy with them, I promise that the updates will slow.

Vanyari 01-16-2006 01:38 PM

First let me say I love the new raid window. The flexability of it is just what i've been looking for. One request though, and maybe I just missed functionality that's already there, but is there a way to close windows that aren't needed? If your in a Raid x2 for example closing the other two unneeded raid windows. If not I'd very much appreciate that being added. Many thanks!

mother9987 01-16-2006 02:30 PM

Quote:

Originally Posted by Vanyari
First let me say I love the new raid window. The flexability of it is just what i've been looking for. One request though, and maybe I just missed functionality that's already there, but is there a way to close windows that aren't needed? If your in a Raid x2 for example closing the other two unneeded raid windows. If not I'd very much appreciate that being added. Many thanks!

There's 3 and 2 group horizontal and vertical options in the raid options window. So, hopefully you're covered :)

silver1978 01-17-2006 08:46 PM

Has anyone else had the problem that you cant see hps going up and down in
the raid window? It remains the same length and color bar always.

mother9987 01-18-2006 07:55 AM

Quote:

Originally Posted by silver1978
Has anyone else had the problem that you cant see hps going up and down in
the raid window? It remains the same length and color bar always.

Are they stuck at 0, at 100, or some random point in the middle?

mother9987 01-18-2006 10:47 AM

Quote:

Originally Posted by silver1978
Has anyone else had the problem that you cant see hps going up and down in
the raid window? It remains the same length and color bar always.

I found it. I'm retarded. The health bars were referencing a style from mother's group window. That's the second time I've made that mistake, and I thought I had learned my lesson the first time.

New version just uploaded. Try it out once it gets approved.

Dragonrealms 01-18-2006 10:53 AM

what happened to the raid window in the downloads section? 0_o I know I saw it the other day (cuz I posted a suggestion there) but don't see it at all now...

mother9987 01-18-2006 11:13 AM

Quote:

Originally Posted by Dragonrealms
what happened to the raid window in the downloads section? 0_o I know I saw it the other day (cuz I posted a suggestion there) but don't see it at all now...

It had a bug in it and I had to upload a corrected version. I'm pretty sure eq2interface manaully approves all downloads after virus scanning or something, so it could take a couple hours for the new version to show up.

williamblade 01-29-2006 04:13 AM

Nice UI
 
I like the modifications you made to the game's UI here. My main reason for looking around for an add-on though is I want one that'll show a player's pet when I'm grouped with them. When I play a healer I actually like to keep players' pets alive if they get hit, but starting at a group window that doesn't show pet hp makes it hard on me. Is there a way you could add that in, or any UI that does this already?

williamblade 01-30-2006 09:52 AM

Quote:

Originally Posted by Dragonrealms
what happened to the raid window in the downloads section? 0_o I know I saw it the other day (cuz I posted a suggestion there) but don't see it at all now...

What does it take to get the raid options window to pop up?

mother9987 01-30-2006 04:10 PM

Quote:

Originally Posted by williamblade
I like the modifications you made to the game's UI here. My main reason for looking around for an add-on though is I want one that'll show a player's pet when I'm grouped with them. When I play a healer I actually like to keep players' pets alive if they get hit, but starting at a group window that doesn't show pet hp makes it hard on me. Is there a way you could add that in, or any UI that does this already?

Sony does not expose that data, so there's no way to do it. I'd be happy to if it were possible. :(

mother9987 01-30-2006 04:11 PM

Quote:

Originally Posted by williamblade
What does it take to get the raid options window to pop up?

Hover the mouse over the bottom left corner of the raid window, and a button should appear with "..." on it. click that button to open the raid options.

Worst case, try /show_window MainHUD.RaidOptions

mother9987 02-01-2006 04:43 PM

For the people who suggested I look at Ger's individualy movable raid window, I wanted to say that I'm getting closer. I've actually got a free-form mode I've added to the raid-layout option, and it is partially working. Windows are movable and hidable individually.

Currently, I'm having trouble saving the group layout you pick (and a few other things on initial display). Freeform mode has caused quite a bit of confusion to my super-sekret mode of saving that info. But if you're still waiting, hopefully relief is on the way.

So, I've recreated what he did. When I solve the problems I created by adding it, there will be a brand new version of the raid window on the way. If anyone has any more suggestions, now is the time to give them because with the amount of cussing I'm doing now, I don't know if I'll want to touch it again :)

mother9987 02-03-2006 02:28 PM

Raid window completed...

SkylyJay 02-13-2006 05:46 AM

Player window by Mother
 
I really like you're various windows, especially the group, target, and player windows.

I play a templar mostly, so I don't have a pet. I made the player window's minimum size the same as the player info page, so I could shrink the window to just show the player stuff but still be able to expand ti to show the pet stuff when I happen to play a pet class. However, the bars dissapear. Theres still a very dark set where the player hp bubbles were.

I simply just edited the Minimum size, to be the same as the Player page. Is there a way to fix that? i'd really like to minimize the blank space on my screen.

Thanks for all the hard work you put into making these.

mother9987 02-13-2006 08:16 AM

Quote:

Originally Posted by SkylyJay
I really like you're various windows, especially the group, target, and player windows.

I play a templar mostly, so I don't have a pet. I made the player window's minimum size the same as the player info page, so I could shrink the window to just show the player stuff but still be able to expand ti to show the pet stuff when I happen to play a pet class. However, the bars dissapear. Theres still a very dark set where the player hp bubbles were.

I simply just edited the Minimum size, to be the same as the Player page. Is there a way to fix that? i'd really like to minimize the blank space on my screen.

Thanks for all the hard work you put into making these.

I'm not sure how I set the pack options on the different elements of the player window because I didn't indend it to resize. But apparently, other players put their windows somewhere I don't, because I think you're the second person to mention the dead space when there's no pet. My assassin has never noticed.

So, I'm guessing that non-pet users would prefer either a) the whole player window shrinks when there's no pet, eliminating the dead space, or b) I make a second version of the player window and put the pet info back in the pet window for it.

Vote now! /em plays jeopardy theme.

maddbomber83 02-13-2006 10:12 AM

You could just have the player window (the whole thing) able to resize. Minimum size is the size of just the player data, maximum size is the size of the player/pet data.

Then set the Pet data to be a fixed distance from the top, or side depending on the layout.

Your OnShow/OnHide commands still hide/show the pet data based off if you have a pet or not.

This way, if you are a pet class you have the window stretched full to show the pet data. If your pet dies the window does not resize but the pet data goes away.

If you are a non pet class or fluff pet class you can just shrink the window to the player info, and then it doesn't matter if you have a pet or not.

mother9987 02-13-2006 10:48 AM

Quote:

Originally Posted by maddbomber83
You could just have the player window (the whole thing) able to resize. Minimum size is the size of just the player data, maximum size is the size of the player/pet data.

Then set the Pet data to be a fixed distance from the top, or side depending on the layout.

Your OnShow/OnHide commands still hide/show the pet data based off if you have a pet or not.

This way, if you are a pet class you have the window stretched full to show the pet data. If your pet dies the window does not resize but the pet data goes away.

If you are a non pet class or fluff pet class you can just shrink the window to the player info, and then it doesn't matter if you have a pet or not.

I thought I had read somewhere that the player window didn't save it's size. Maybe I imagined that. Because it's way easy to just modify the window to be resizeable.

maddbomber83 02-13-2006 01:47 PM

My player window remembers its size. I didn't do anything special to make it that way so I think everyone's should.

mother9987 02-13-2006 01:56 PM

Yeah, I tried it and it appeared to work, so I uploaded version 1.0.3 with resizing enabled.

SkylyJay 02-13-2006 06:24 PM

Wow, fast!
 
Thanks for the super speedy update! :nana:

Lovebrat 02-22-2006 09:37 PM

Just testing all my mod pieces for LU20 including all of yours =) I have the latest version of your Player window but it seems LU20 has once again broken it and the bars are not filling =/

Target and Implied are fine - and thats odd because they were on the changed list for this LU while player window wasn't mentioned. Didn't look at pet because I didn't have one sorry =)

So wanted to see if it was just me (after all even on fast cable it took me 30 hours to download the patches =D maybe they don't like me) or if anyone else has had the same??

mother9987 02-23-2006 08:07 AM

Quote:

Originally Posted by Lovebrat
Just testing all my mod pieces for LU20 including all of yours =) I have the latest version of your Player window but it seems LU20 has once again broken it and the bars are not filling =/

Target and Implied are fine - and thats odd because they were on the changed list for this LU while player window wasn't mentioned. Didn't look at pet because I didn't have one sorry =)

So wanted to see if it was just me (after all even on fast cable it took me 30 hours to download the patches =D maybe they don't like me) or if anyone else has had the same??

Sent you a PM... I'm not seeing the problem, but let's get you sorted out.

mother9987 02-25-2006 08:39 AM

Updated it... it's an old mistake I had fixed before. Guess I still had it laying around in UIBuilder after having fixed it in my game client and the most recent changed I made to those windows brought the problem back to the surface. Sorry - hasn't been my week, doing dumb stuff all over. :p

hiroprotagonist 03-29-2006 05:26 PM

Ok having a bit of trouble with the EQMap Spoiler project..I had it running in my last UI, but the very very new 2.2.2 Profit UI seems to have me stymied. I stuck it in, inserted the include, and ...it worked ! I logged out for a bit, came back to game...and it wont pop up. Any answers?


Ah i figured it out....after running the autoupdater it fixed the whole problem and
I now have a button on my map again ! yay ! :)

mother9987 03-30-2006 10:07 AM

Quote:

Originally Posted by hiroprotagonist
Ok having a bit of trouble with the EQMap Spoiler project..I had it running in my last UI, but the very very new 2.2.2 Profit UI seems to have me stymied. I stuck it in, inserted the include, and ...it worked ! I logged out for a bit, came back to game...and it wont pop up. Any answers?

I took a look at the Profit UI (I've never used it myself.) It appears to install it's own version of EQ2MAP and eq2ui_mainhud.xml.

So, just to check and make sure you followed the steps in what appears to be the right order to me:

1) Install Profit

2) Install EQ2Map

3) Install Map Spoiler

4) Edit eq2ui_mainhud.xml

You might have already done that, but since you didn't say - I wanted to make sure that you were where I think you are before troubleshooting further.

Shekina 04-01-2006 12:49 PM

Map spoiler
 
What a neat mod. I too am having the black screen problem. I have tried this with 3 different interfaces on 2 computers. What I have discovered is:
1. The blue text shows up enough so I can read and click on it.
2. There is space at the right side of the window for the scroll bar, but scrolling is not available.
3. The upper right corner of the window has an "x" to close the window but it is not visible. I found it by just messing around.

I hope this little bit of info can help you fix the problem.

mother9987 04-01-2006 01:36 PM

Quote:

Originally Posted by Shekina
What a neat mod. I too am having the black screen problem. I have tried this with 3 different interfaces on 2 computers. What I have discovered is:
1. The blue text shows up enough so I can read and click on it.
2. There is space at the right side of the window for the scroll bar, but scrolling is not available.
3. The upper right corner of the window has an "x" to close the window but it is not visible. I found it by just messing around.

I hope this little bit of info can help you fix the problem.

Could you do me a favor and zip up your custom ui folder, your eq2.ini file, and the uisettings file from on of your characters and mail it to mother9987 at yahoo.com. I can't duplicate the problem myself. Maybe your files will help me figure it out.

Shekina 04-01-2006 05:51 PM

Sent
 
First one was too big. Call me if you want access.

Shekina 04-02-2006 11:13 PM

Thank you ...
 
so very much. The spoiler works like a dream. I was messing with 3 different UI's that modified eq2ui_mainhud.xml. Somehow I got my hands crossed or had a "senior moment".

You were very gracious to help me.

MoonDeville 04-04-2006 02:08 PM

Question for ye Mother. Is this spoiler mod cover all zones? I saw that you pulled the data from EQMaps but didn't know if you pulled all the data or just certain zones worth. Second question is will it work with Fetish Nightfall? Didn't know if you tested it with it or had any reports from others that tried with Fetish. Overall I'd say you have done a ine job here with this mod. I like it and hope it will work with my UI. Thamk for your time and nice mod.

MD!

PS: Oh forgot to offer up a Idea. If you or anyone decides to creat a updater perhaps just a simple app that a client can use client side that scan modifications to the EQMaps updates. You know run map updater get nw POI's and run "MotherUpdater" (catchy I know) and it's scans for new poi's from the new EQMaps POI"s. Dunno how easy or hard that would be though.

Anarissa 04-05-2006 09:24 AM

Question
 
I have the Spoiler Mother, I've added it as part of the ProfitReborn UI. The problem I'm having is,the spoiler part, always appears as complete black. Any suggestions for this?? I also get a huge lag spike when I open it for the first time, not sure if this is occuring with anyone else, but figured I'd post it to let you know.

Any suggestions on why the spoiler part is black, and how to cure it would be welcomed.

I think this project is outstanding and I hope it just gets better. Great Work!!


DUH, had I took the time to read, I would have seen my question was already there! :o The only other thing I can offer is perhaps the lag spike issue.

mother9987 04-05-2006 10:29 AM

Quote:

Originally Posted by MoonDeville
Question for ye Mother. Is this spoiler mod cover all zones? I saw that you pulled the data from EQMaps but didn't know if you pulled all the data or just certain zones worth. Second question is will it work with Fetish Nightfall? Didn't know if you tested it with it or had any reports from others that tried with Fetish. Overall I'd say you have done a ine job here with this mod. I like it and hope it will work with my UI. Thamk for your time and nice mod.

MD!

PS: Oh forgot to offer up a Idea. If you or anyone decides to creat a updater perhaps just a simple app that a client can use client side that scan modifications to the EQMaps updates. You know run map updater get nw POI's and run "MotherUpdater" (catchy I know) and it's scans for new poi's from the new EQMaps POI"s. Dunno how easy or hard that would be though.

I think one other user has tried it with Fetish, but I'm not certain. If you want to be the guinea-pig that gives it an official thumbs-up, I'd certainly appreciate it. Maybe I'll add a "tested with" section on the download page so future people will know.

AFAIK every zone should be included. If you (or anyone else who reads this) comes across one where there's an EQ2MAP with POIs on it, but no spoiler page, post or PM me and I'll make sure that it gets processed by the script on the next pass.

It might be possible (at some point) to release the script that processes the eq2map poi's so people can self-update their spoilers, but I really quake in fear at the prospect of troubleshooting any problems people might have running it. (Very little to no error checking or help is included.) Besides which, it would have to wait at least until the next version or eq2map comes out. Cluster-type POIs are the devil.

MoonDeville 04-05-2006 11:32 AM

I give it the nod. That is to say it works with my fetish Nightfall. Works like a charm I may add. Darn fine work here. I actually got some book page quest and bootstrutters quests done. And all thanks to Mother and Spoiler mod.

Shekina 04-05-2006 04:18 PM

Map Spoiler
 
Definitely works with Fetish Night Fall. One thing on the lag, having done this myself ... I have one of those Start Button mods (Laffs) installed. I use it just for nightvision. I accidently clicked the high graphics button and went into MAJOR lag. Took me a while to figure that one out.

MoonDeville 04-05-2006 05:33 PM

Well as for a startbutton that won't accidentally change you graphics setting and a personal wish of mine I may add. Mothers Spoiler mod + Krull's Startbutton Command center would make a extremely cool mod if combined. hint hint. Anyhoo Rock on!

Drognan 04-12-2006 06:20 AM

Problem with Spoiler
 
OK, I see that the problem that most peeps are having with the spoiler map is that the page is BLACK. The problem I am having is that the window shows up nicely and completely intact (as far as I know), except for the window being BLANK not BLACK. Blank meaning that the background graphics, scroll bar (grey'd out), title bar, "x" closeout button, resize button, etc are all there, but there is no text in the window, so, obviously, no "active" scroll bar.

To be completely honest, I have NEVER messed with any type of MOD, except for the EQ2Map, so I am not quite sure as to where to unzip all of the files. The online instructions are kinda vague. I dl'd the spoiler project and unzipped the file into C:\Program Files\Sony\EverQuest II\UI\EQ2MAP, I got the text that it was overiding the Plugin_7 (or whatever) and clicked OK, and I added the appropriate line of code to eq2ui_mainhud.xml. I guess the easiest way to explain it is that the spoiler page isn't populating, even after repeated map openings and closings. Any help would be appreciated. A self-installing file and maybe an individual readme file to explain how to setup and load would be even better to avoid confusion on where files should be unzipped to, but that's just my two cents. Thanks for any help that can be submitted.


UPDATE: Got it working. I just unzipped the entire file into C:\Program Files\Sony\EverQuest II\UI\EQ2MAP, and since I already had the eq2ui_mainhud.xml file, from following your online instructions, it worked like a charm. Great proggy. Thanks a million.

Dae'lomdel 04-26-2006 03:01 PM

New Timer Window:

Let me start with a big... *THUMBS UP!!!*

The ability to time AE's accurately so a raid force can joust is essential to high-end raiding. Using 3rd party programs that you have to click (and those take focus away from the EQ2 window) either causes the AE times to be off or the person doing the timing to not be able to play their class to its fullest. The same goes for using real life stopwatches etc! I can't tell you how excited I was to see a full functional in game count down timer and as a bonus it does multiple count downs (SoE loves to add more and more AE's to mobs to make them more difficult.)

A couple of questions and requests:

Default Times
: Can you tell me where in the eq2_mainhud_timer file that the default times for the 4 timers are located. I would like to modify them to the 4 times I use most often.

Options/Interface Window: Would it be at all possible to create an options/interface window for the Timer. So someone could simply click on whatever small button you could add to the window and it would bring up another window. In this window it would have spots to enter the 4 different times one wanted, as well as an area for options (see later requests/ideas)

Final 5 Secs Variable: When the timer hits 5 seconds it switches to the "faster" red count down bar. It would be very helpfull if we could select 5/10/15 seconds for this function.

* Many times depending on the size of the AE its important to call the "Joust Out!" at 10 seconds or sometimes even 15 seconds if the melee has a long way to run in order to get out of the AE, or for instance when there is an incoming memblur and the tank needs more time to get longer casting skills skills up.... etc!

Sound!: If a generic windows beep (or even a customizable wav, set in the atually xml file) could be played when the timer hits the final 5/10/15 second mark!

* This would help facilitate someone fully being able to play their class role on the raid and still being able to time the AE. They hear the BEEP! and boom they are on their macro telling the raid force the the AE is Inc!

Auto Repeat/Loop: An option to have the timer repeat/loop automatically. So take a 30second timer, it would hit the variable 5/10/15, it would beep, it would hit 0 and it would automatically start counting down again!


The ability to finally have a piece of the game timing AEs is awesome! To be able to start and stop it from the same Hotbar that I cast spells from is invaluable! The above just being suggestions for milking everything possible out of the new feature!

Thanks and let me know if there is anything I can do to assist.....(edited) if you have the time and if any of the above is possible :)

mother9987 04-26-2006 04:50 PM

Quote:

Originally Posted by Dae'lomdel
New Timer Window:

Let me start with a big... *THUMBS UP!!!*

The ability to time AE's accurately so a raid force can joust is essential to high-end raiding. Using 3rd party programs that you have to click (and those take focus away from the EQ2 window) either causes the AE times to be off or the person doing the timing to not be able to play their class to its fullest. The same goes for using real life stopwatches etc! I can't tell you how excited I was to see a full functional in game count down timer and as a bonus it does multiple count downs (SoE loves to add more and more AE's to mobs to make them more difficult.)

A couple of questions and requests:

Default Times
: Can you tell me where in the eq2_mainhud_timer file that the default times for the 4 timers are located. I would like to modify them to the 4 times I use most often.
If you know how to use the ui builder program, that is probably the best way to modify the default times. It's kinda hard to explain exactly why, but... for the short version: Even though the timers look like progress bars, they're not. They're colored rectangles that start out way to the left of the timer window and move steadily to the right and do not appear until they move into a visible rectangle. How far to the left they start determines how long they take to finish up filling the rectangle. So, to change the times you have to do math on all 18 of the rectangles (in each timer) to determine their starting positions.

If you load the window in UIBuilder, you can set the times by toggling the visible property on the minutes and seconds you want and a macro that's in there will auto-calculate the proper positions. Then you can save the changes and use the modified file.

Wow, that sounds complicated. Maybe I'll take a look at making an easier way to change the defaults.
:)

Options/Interface Window: Would it be at all possible to create an options/interface window for the Timer. So someone could simply click on whatever small button you could add to the window and it would bring up another window. In this window it would have spots to enter the 4 different times one wanted, as well as an area for options (see later requests/ideas)

An options window is doable. This was an initial release, so I went for simple to see if anyone was really interested in it, or if it was just a couple posts and nothing more.

Final 5 Secs Variable: When the timer hits 5 seconds it switches to the "faster" red count down bar. It would be very helpfull if we could select 5/10/15 seconds for this function.

Possibly doable, but I'll have to think about how best to tackle. Because of the moving rectangle thing above and the fact that the speeds have to be an integer number of pixels per second, there's limits on what times work properly. That is incidentally why the window is not resizable. The visible bar must be a multiple of 150 pixels wide for the green bar to work (it counts from 3 minutes to 30 seconds (150 seconds) and moves at 1 pixel per second.)

* Many times depending on the size of the AE its important to call the "Joust Out!" at 10 seconds or sometimes even 15 seconds if the melee has a long way to run in order to get out of the AE, or for instance when there is an incoming memblur and the tank needs more time to get longer casting skills skills up.... etc!

Sound!: If a generic windows beep (or even a customizable wav, set in the atually xml file) could be played when the timer hits the final 5/10/15 second mark!

A sound is definitely doable. I've tried it in the past in one of my other mods successfully. Only caveat is that it has to be one of like 20 sounds already used in the eq2client, like the new mail notification or the tradeskill first time pristine chime.

* This would help facilitate someone fully being able to play their class role on the raid and still being able to time the AE. They hear the BEEP! and boom they are on their macro telling the raid force the the AE is Inc!

Auto Repeat/Loop: An option to have the timer repeat/loop automatically. So take a 30second timer, it would hit the variable 5/10/15, it would beep, it would hit 0 and it would automatically start counting down again!

Repeat is not doable. The client does not like timers starting other timers. Most likely because of how convenient it would make it to write bots. The end result is that trying results in a crash to desktop.

(Even though it looks like the red timer starts after the yellow timer finishes, in reality what happens is the red timer starts at exactly the same time as the yellow one, It's just so far to the left that it doesn't hit the visible window until just as the yellow timer is finishing.)


The ability to finally have a piece of the game timing AEs is awesome! To be able to start and stop it from the same Hotbar that I cast spells from is invaluable! The above just being suggestions for milking everything possible out of the new feature!

Thanks and let me know if there is anything I can do to assist.....(edited) if you have the time and if any of the above is possible :)

Your enthusiasm for the mod has definitely convinced me to put some more work into it. I'll see what I can do to get at least some of the features included.

One thing you didn't ask about, that I've considered is adding a stopwatch timer that counts up instead of down. For finding how far apart the AE's are. Would that be useful, or would you just use a real stopwatch for it?

Dae'lomdel 04-26-2006 10:46 PM

Quote:

Originally Posted by mother9987
Your enthusiasm for the mod has definitely convinced me to put some more work into it. I'll see what I can do to get at least some of the features included.

One thing you didn't ask about, that I've considered is adding a stopwatch timer that counts up instead of down. For finding how far apart the AE's are. Would that be useful, or would you just use a real stopwatch for it?

I would deffinantly use the stopwatch feature!

One slight bug that just has be going "wtf"... I made the macro "/show_window MainHUD.Timer.1.Go" and then moved the icon to my hotbar. Now when I click on test it works and starts. When I click on the icon in the macro window, it works. When I click on the hotbar key it works and starts. However, when I use the numerical button assigned to that hotkey (#1 in this case though I did test others on my primary) no dice, the timer doesn't start. It does turn green like its going to start, but the yellow bar never shows up. I am using the latest version of Fetish Nightfall atm, and I have not tested on the default UI to see if there is some conflict with something in fetish...

Any ideas?


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