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  #1  
Unread 07-29-2005, 06:12 AM
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Default GER's compact groupmembers/player (with extras)

As promised a while back, I've been working on a new version of the player/groupmembers windows. They're not entirely done yet, but I'd like to get some test opinions, so I'm attaching them below.

Updates:
* No more horizontal/vertical versions, group window is now resizable to allow for 1x5, 5x1, or anything in between.
* Player debuff/DoT icons
* Groupmember health and power percent texts
* Concentration condensed to fit effects icons

Known Issues:
* SOE isn't pushing down the groupmember percentage dynamicdata, so group %s are stuck at 100%
* BoundaryPolygon isn't working quite right for concentration—only the buff in conc slot 0 will respond to mouseovers

Still to come:
* Possible spacing tweaks for group health/power bars
* Follow button for groupmembers (if I can figure out where to put it)
* Window options control of individual member frame visibility

Notes:
* target_frame.dds contains all the elements needed for my target/implied target windows, so if you use any version of those mods don't worry about overwriting it

{ Attachment removed. Newer version below. }
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Last edited by ger : 09-30-2005 at 09:33 AM.
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  #2  
Unread 07-29-2005, 10:29 AM
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mind posting screenshots please? hehe
thanks
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  #3  
Unread 07-29-2005, 11:29 AM
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I had intended to include screenshots in the initial post, but I hadn't had a chance to take any in-game and due to the UIBuilder's handling of non-square images a UIBuilder screenshot requires some manipulations I didn't have the time to make. So, having now had the time, here it is, a screenshot of what the default player/groupmembers window should look like.

The blue 5-point star in the player window is the condensed concentration meter—the points light as each concentration bubble is used. (As mentioned in the initial post, the mouseover/right-click isn't working correctly for anything other than the first concentration slot; I'm still looking into that.)

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Unread 07-29-2005, 12:38 PM
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Your ConcBubbleFilled and ConcBubbleMouseover image styles are still using the default blue and yellow "bubbles"

Code:
<ImageStyle Filter="true" Name="ConcBubbleFilled">
  <ImageFrame Name="image" Source="/images/window_elements_generic.dds" SourceRect="270,160,287,164" /> 
  </ImageStyle>
- <ImageStyle Filter="true" Name="ConcBubbleMouseover">
  <ImageFrame Name="image" Source="/images/window_elements_generic.dds" SourceRect="292,160,309,164" /> 
  </ImageStyle>
I believe you need to make a yellow star-style for the mouseover effectors. Also, you could be having problems because you go in a radial style as opposed to a vertical or horizontal style.

I hope that helps a bit. I don't know what else could effect them. >_<
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Unread 07-29-2005, 12:43 PM
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Quote:
Originally Posted by dc_roenfanz
Your ConcBubbleFilled and ConcBubbleMouseover image styles are still using the default blue and yellow "bubbles"

Code:
<ImageStyle Filter="true" Name="ConcBubbleFilled">
  <ImageFrame Name="image" Source="/images/window_elements_generic.dds" SourceRect="270,160,287,164" /> 
  </ImageStyle>
- <ImageStyle Filter="true" Name="ConcBubbleMouseover">
  <ImageFrame Name="image" Source="/images/window_elements_generic.dds" SourceRect="292,160,309,164" /> 
  </ImageStyle>
I believe you need to make a yellow star-style for the mouseover effectors. Also, you could be having problems because you go in a radial style as opposed to a vertical or horizontal style.

I hope that helps a bit. I don't know what else could effect them. >_<
I'm not using the default style definitions, I was just too lazy to pull them out of that version. The problem I'm running into is that each conc "bubble" is a 14x14 image, and they're all stacked on top of one another. So the topmost conc bubble works exactly as you'd expect, but it also intercepts mouseovers that should be outside its BoundaryPolygon which should pass through to the layers below it.

To be honest, I'm considering scrapping the star-style concentration scheme in favor of a more traditional approach placed in the lower-right corner's deadspace. We'll see how it goes.
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Unread 07-29-2005, 01:30 PM
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I really like this mod so far. I'd like to see target windows come with it to match, and the frame of the group window to be better resizable down to the individual frames around each group member to eliminate dead space. Also the icons are mighty small in 1600x1200, and kinda hard to identify and cure as a healer, but I suppose I'll manage.

Nice mod overall ger

Last edited by Eloora : 07-29-2005 at 01:34 PM.
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  #7  
Unread 07-29-2005, 01:43 PM
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Quote:
Originally Posted by Eloora
I really like this mod so far. I'd like to see target windows come with it to match, and the frame of the group window to be better resizable down to the individual frames around each group member to eliminate dead space. Also the icons are mighty small in 1600x1200, and kinda hard to identify and cure as a healer, but I suppose I'll manage.

Nice mod overall ger
This mod is actually designed to complement the 4x target/2x implied target window mod I have out. I have my UI set up so that the player and groupmembers windows sit immediately above the target and implied target windows, and the widths are almost exactly equal. Looks pretty dang nice with the overall frame disabled for the groupmembers window.

The reason there's some deadspace between the groupmembers is that the old format required it. I haven't tested yet whether or not I can do away with that now that the group dynamic data has been enabled. That's on my To Do list. Also on the To Do list is to see if I can figure out some way to get the health and power bars spaced more closely with one another, as I had them before the percentile texts were available (not that they are now, but you know what I mean.) Having to respace the health and power bars to accomodate the percentile text forced me to resize the effects icons from the 20x20 they had been to the 14x14 they are in this version of the mod. I'm hoping to find some way to get them back to their original 20x20 size without having to make the overall windows any larger. As for being a healer, I can totally commiserate *points to his sig* I'd like the icons to be a bit larger myself, but so far I've had little luck with the spacing issues.

Thanks for the kind words, that's what makes this all worthwhile. (Well, that and having my UI exactly the way I want it )
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Unread 07-29-2005, 03:33 PM
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Okay Eloora, new version of GroupMembers to make things easier on your eyes while healing those states. Managed to get the effects icons up to 17x17 without having to resize the parent window…might make it a bit easier to see.

{ Attachment removed. Newer version below. }
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  #9  
Unread 07-29-2005, 03:50 PM
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Default Raising the standards as usual...

Awesome job Ger!
But I wouldn't expect any less from you.
Your work is always "top-notch" and raises the standards expected with UI modding. (A good thing indeed).

Likes:
Concentration marker design is a nice change and would be very cool if the overlay issue can be solved.
Follow button will be a great addition and look forward to see how you add it.

Dislikes:
Those gold dots on the player window. This is just me, but I think they add dead space.

Recommendations:
Could the icons be squeezed together a bit and added as so?
Assist, Effect1, Effect2, Effect3, Effect4, Follow

I have to say it again, awesome job!
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  #10  
Unread 07-29-2005, 07:22 PM
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Quote:
Originally Posted by Faetyl
Awesome job Ger!
But I wouldn't expect any less from you.
Your work is always "top-notch" and raises the standards expected with UI modding. (A good thing indeed).
/blush

Quote:
Originally Posted by Faetyl
Likes:
Concentration marker design is a nice change and would be very cool if the overlay issue can be solved.
Follow button will be a great addition and look forward to see how you add it.

Dislikes:
Those gold dots on the player window. This is just me, but I think they add dead space.

Recommendations:
Could the icons be squeezed together a bit and added as so?
Assist, Effect1, Effect2, Effect3, Effect4, Follow
Concentration: Thanks, I was trying to find a novel way to represent the same amount of data in a smaller space, and I just hope I can get the mouseover issues sorted.

Player window dots: I'll be honest. Yes, they just add dead space, but if I remove them I have to totally redo my UI background. If you check out the attached screenshot, those black marble borders are all one piece set as an always on bottom layer—redoing them to change the size of a window layered over them is a total pain…a design mistake on my part. That's why I'm trying so hard to get everything to fit right without changing the size of the windows at all.

Effects, Follow: With the changes made to save poor Eloora's eyes, your assist/effects/follow idea is pretty much the direction I'm heading.

Quote:
Originally Posted by Faetyl
I have to say it again, awesome job!
Thank you for the encouragement. It's much appreciated.
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Unread 07-29-2005, 10:57 PM
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I appreciate your efforts to accomodate ger, but I'm not sure I can see a difference in the effects icon size from using the newer file. I'll double check later to make sure the paste worked and i have the right file. I'm sure every little bit helps tho, so with that I'd like to ask if you could bump up the icons in the player window as well .

I managed to find and download your target mods, which i will also use if i continue with this mod. I believe you made the targets originally to be used with the newer con system correct? I prefer the arrow version and was confused for a while untill i figured out that the word "heroic" is not displayed in the double sized target window, but is in the normal sized implied target window. Not sure if that's something you care to fix as this isn't the thread for those mods, but I thought I'd mention it.

Keep up the good work, and I can't wait for the group data to finally work...the %'s will be very nice.
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Unread 07-30-2005, 08:25 AM
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Changes:
* Effects icons, concentration star, assist button are all 17x17 now {Player and GroupMembers}
* Respaced health and power bars slightly to accomodate larger effects icons {Player and GroupMembers}
* Concentration star now has a mouseover style {Player}
* Added follow button {GroupMembers}

Known Issues:
* Concentration mouseover still only triggers the first concentration slot (/shakefist BoundaryPolygon)
* Graphical melee/ranged attack indicators don't show up as they're supposed to (can images even have OnAutoAttackEffector / OnRangedAutoAttackEffector attributes?)
* GroupMember health and power percent texts don't populate (waiting on SOE)

Unrelated:
The 2x implied target window doesn't display the Heroic/Epic (xX) tag because SOE changed the data that populates that field after I made that mod. The mod was, in fact, designed for use with detailed (arrow) target mode—but at the time it was designed the info field only displayed Heroic/Epic (xX). Shortly thereafter, SOE rolled level information into that field, changing the requisite display width. That threw off the implied target window's display of difficulty level, but I've never bothered to fix it, since if it's in the implied target window I usually trust whoever has it targetted to know whether or not to pull. I may clean up that mod after I finish working out the kinks with the Player/GroupMembers one.

{ Attachment removed. Newer version below. }
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Last edited by ger : 09-30-2005 at 09:33 AM.
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  #13  
Unread 07-30-2005, 11:51 AM
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Rubbish. Apparently my UI Builder doesnt like images that arent square. I opened up the file to view the source rect, and the builder streches the image square, making it a deformed 512x512. How annoying.
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Unread 07-30-2005, 02:40 PM
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I was actually referring to the 2x target window, not the 2x implied target window, as not displaying the "heroic" tag. I am just using the regular, smallish implied target window which does display heroic targets correctly. It's not game breaking but with all of the solo and small group content out there now, you can't just look at a linked group of 5 mobs and know it's heroic anymore, and it's those types of encounters that concern me if I can't identify them correctly.

But anyhoo, the icons look great now, thank you
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Unread 07-30-2005, 05:49 PM
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Hahaha, whoops. I totally forgot I did a 200/200 version—for some reason I thought I'd done 400/400 and 400/200. Yeah, I guess I should fix that, huh?

And speaking of whoops: looks like I inadvertantly borked up the code that controls the disband button's visibility, as well as having forgotten the colored backgrounds on the player window effects icons, and I messed up the follow button's syntax to boot. All of that is fixed in this version.

{ Attachment removed. Newer version below. }
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Last edited by ger : 09-30-2005 at 09:32 AM.
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Unread 07-30-2005, 05:52 PM
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Quote:
Originally Posted by dc_roenfanz
Rubbish. Apparently my UI Builder doesnt like images that arent square. I opened up the file to view the source rect, and the builder streches the image square, making it a deformed 512x512. How annoying.
Yeah. I keep a 512x512 version of the target_frame.dds image in my working directory so that it displays correctly in UIBuilder and release a 512x64 version so that I'm not bloating users' custom UI folder size. 512x512 version attached below to make your life easier.
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File Type: zip target_frame.zip (7.3 KB, 355 views)
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Unread 07-31-2005, 08:13 AM
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Player effects icons backgrounds fixed for real this time.

{ Attachment removed. Newer version below. }
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Last edited by ger : 09-30-2005 at 09:32 AM.
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Unread 07-31-2005, 08:40 AM
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That concentraqtion star kicks butt. I for one never actually use the concentration bubbles for anything but a visual reference normally. The only time i ever actually click them is when you get bugged leaving a group and extra conc bubble stay lit for buffs i have on other people. it don't happen often in the first place. and as long as the first star is always clickable i can always empty my concentration by cancelling everything in order.

I'll admit i'm not using your mod yet, but once i get some spare time i'll probably rip it apart into something i want. i've tried 3 different approaches to a consolidated player/group window.. i gave up for a bit. but this might just inspire me a bit.
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Unread 07-31-2005, 09:12 AM
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Quote:
Originally Posted by Sorvani
That concentraqtion star kicks butt. I for one never actually use the concentration bubbles for anything but a visual reference normally. The only time i ever actually click them is when you get bugged leaving a group and extra conc bubble stay lit for buffs i have on other people. it don't happen often in the first place. and as long as the first star is always clickable i can always empty my concentration by cancelling everything in order.
I'm the same way—I usually cancel concentration buffs via the maintained window, so only being able to click the first slot doesn't much bother me. I am hoping to get it working correctly though, since I know some people like using the concentration readout rather than hunting through their maintained buff list.

Quote:
Originally Posted by Sorvani
I'll admit i'm not using your mod yet, but once i get some spare time i'll probably rip it apart into something i want. i've tried 3 different approaches to a consolidated player/group window.. i gave up for a bit. but this might just inspire me a bit.
Glad to hear it. More mods means more new ideas to pilfe—er…be inspired by. Yeah. That's the ticket.
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Unread 08-07-2005, 12:34 PM
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Just dropping by to see if you had anything further planned for this mod, not that it isn't already pretty close to what I think you had in mind for it .

One question though...for whatever reason the other day I decided to click on an effect icon in my player window. To my surprise, the icon acted almost like a button, with a sort of "pressed in" action when clicked similar to other buttons in the UI. Nothing happened when I clicked the icon of course, but it got me wondering if a cure spell couldn't be attached to each effect icon in the player/group window. I play a Mystic primarily and as a priest with every group cure trait available and acquired, I cure my group a lot on raids. This little tweak would sure be a handy shortcut if it were possible!
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Unread 08-07-2005, 02:28 PM
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Quote:
Originally Posted by Eloora
Just dropping by to see if you had anything further planned for this mod, not that it isn't already pretty close to what I think you had in mind for it .
Nothing yet, although I have a couple more tweaks I want to make to it before release.

Quote:
Originally Posted by Eloora
One question though...for whatever reason the other day I decided to click on an effect icon in my player window. To my surprise, the icon acted almost like a button, with a sort of "pressed in" action when clicked similar to other buttons in the UI. Nothing happened when I clicked the icon of course, but it got me wondering if a cure spell couldn't be attached to each effect icon in the player/group window. I play a Mystic primarily and as a priest with every group cure trait available and acquired, I cure my group a lot on raids. This little tweak would sure be a handy shortcut if it were possible!
It's something I'd considered, but with there being so many different cures between subclasses (and even within them, depending on training selections) I'm hesitant to go that route.
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Unread 08-07-2005, 04:51 PM
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Quote:
Originally Posted by ger
It's something I'd considered, but with there being so many different cures between subclasses (and even within them, depending on training selections) I'm hesitant to go that route.
Is it something that could involve user customiztion as far as the cure spell names go?
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Unread 08-07-2005, 05:41 PM
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Ya think you could make a target window the same size and layout as the character one, if you could that would be awsome!
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Unread 08-08-2005, 08:20 AM
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Quote:
Originally Posted by Eloora
Is it something that could involve user customiztion as far as the cure spell names go?
Possibly. I might be able to farm that info out to a seperate file and have it generated by a "parser" program (not that it would actually be parsing anything, but you know what I mean.)

Quote:
Originally Posted by trigget4k
Ya think you could make a target window the same size and layout as the character one, if you could that would be awsome!
I believe I already have one out, the compact target/implied target window, although I hesitate to update/change it at all until the new simple (frames) target code comes out with LU13. I'll have to re-redo my 200/400 and 200/200 target windows then anyway, so I may as well update the compact one.
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Unread 08-09-2005, 09:58 PM
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Changes:
* Fixed health/power overlay stretching issue (groupmembers)
* Expanded groupmember frame size to get rid of some deadspace; also increased health/power bar width slightly
* Changed color coding to be far less obtrusive (player and groupmembers)
* Respace F-key labels slightly (player and groupmembers)
* Increased disband/kick button size slightly (player and groupmembers)
* Made follow button far less obtrusive (33% opaque normally, 66% opaque when mouse-over) (groupmembers)
* Tied individual frame visibility to frame visibility/opacity option (groupmembers)
* Tied full window frame visibility to titlebar visibility (groupmembers)
* Respaced effects icons and assist button slightly to make use of greater width (groupmembers)

Warnings:
I didn't get a chance to test the new spacing in-game, so for all I know I could have just totally borked up the groupmembers display. If I did, please let me know and I'll do what I can to correct it. Please also include screenshots (with background at maximum opacity) if spacing is not correct.

Screenshot:


{ Attachment removed. Newer version below. }
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Last edited by ger : 09-30-2005 at 09:34 AM.
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