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Unread 02-27-2005, 10:45 AM
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Quote:
Originally Posted by Kosmos
Couple of thigns.

The 'start button' section of the code wasn't changed at all, except for the size of the icon. it still pulls up the litle menu.
If you put it in you C:/Sony/EverQuestII/UI/custom directory and it doesn't work than just delete it. It's not any type of permenant change.
The only thing it affects is the eq2.recent.ini so you can just delet the eq2.recent.ini also.
I know how the mods work, I just don't want to mess with my start button. Like I said, it's hard to explain, because I'll mess with just about any other window in game.

Quote:
Originally Posted by Kosmos
About your script and the XMls being polled on load.
The these particular data variables are not stored in an XML document.
They are stored in eq2.recent.ini which is text type document.
The variable values are saved when you hit the 'ACCEPT' button or when you camp. The values can change all day long in the game and they take effect immediately. You can slide a bar up and down or turn shadows on and off, but it doesn't save into the eq2.recent.ini file untill you hit accept or camp.
It MIGHT save this file on zoneing. I'm not sure, it would be easy to test.
Just look at the time stamp on the file, change a settings, and then zone. without hitting accept.
I know that, too. But all of the settings for your mod are stored in external XMLs, and that's what the parser would be modifying so that users can easily translate their current settings intoa custom preset button. Basically it's just an easier way of modifying the stock buttons to create their own custom preset.

Quote:
Originally Posted by Kosmos
If I understand correctly this parser you are willing to help with, isn't going to help. At least not that I can think of.
The problem is that all the values are not saved in the eq2.recent.in.
What I mean is they are not all actually listed in the file, each time.
Check the data matrix i made and you will see all teh grey boxes. These are the values that do not actually save a txt line in the eq2.recent.ini.
As mentioned above, the purpose of the parser is to ease installation for new users so that they can import their personalized values without having to do all the work by hand. I'm aware that the recent.ini doesn't store all values, which is why I asked about default values to use when parsing it.

Quote:
Originally Posted by Kosmos
Now that being said.
XML does support 'scripting' The UI Builder even indicates that.
There is already a mechanism built into the game for outputting this information to the eq2.recent.ini file. Probably using some forms of Xpath I would guess. Not again I dont know.
Yes, to a degree we can script in the UI XMLs. But we haven't, so far, seen any evidence of logical operators, which would make it impossible to do any sorts of current profile checking. Nr have we seen any real ability to read from/write to files on the fly. The ability to read and write to the recent.ini is most likely a hard-coded feature in the options window that can't be replicated with UI XML.

Quote:
Originally Posted by Kosmos
What we need is this.
a script that can be placed within the XML code inside an OnEvent tag.
For example. OnPress > script runs.
The script would need to read the data value of a paramenter such as 'r_performance' and then output that value to a .txt for.
Or Output that value to perhaps another window inside the game.
For example. 3 XML documenet for each button.
I could set data variables for each of the commands.
The script could read the value that is currently set, and then put that value into the other data variable where it would stay.
So when the custom button is pressed it would load the do something like
r_customperformance1=r-performance etc... if you hit the first button.
or if you hit the second button it would have
r_customperformance2=r_performance
Just moving the data from one place to the next. Within the game.
I'm not entirely sure what you mean by this.

Quote:
Originally Posted by Kosmos
With my current understanding of the how things work. I "THINK' this could be done without even using any type of 'scripting' language. It would just a list of commands, similar to what I've got in my mod.
(I don't really consider my mod a 'script')

This may be the direction I go next. It would be a much more involved project, but it would provide the end user a way to set the sliders and checkboxes to there preference and then click a button to save those settings to a certain performance button.

Anyway it's slow going since each step is a step in the dark for me.
But I'm sure I'll get more proficient with things.

Hopefully that explains what we need.
Thanks for the help!
We all had to start somewhere. You definitely picked a much more intricate place to start than I did.
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