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04-13-2005, 08:47 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Just finished my taxes, so I'll be back to modding and should have a general patch up in the next couple days. I'll be sure to test it with a fresh install from the main download to rule out any possibility I missed including a file.
Question for anyone that cares to answer:
Would you all rather have a complete replacement or a ptach if only a few files change?
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04-13-2005, 10:28 PM
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EQ2MAP Updater Author
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 1,349
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although a patch would be smaller, i can only begin to imagine how many people would download the patch try and install it without getting the whole mod and then posting "it doesnt work there are colored squares everywhere", or something like that. just something to think about, even when you put in big letter YOU NEED TO DOWNLOAD THE WHOLE MOD AND THEN GET THIS FILE people will still just download the file without reading it and then post that there is a problem.
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04-13-2005, 11:49 PM
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A Brown Bear
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Join Date: Feb 2005
Server: Runnyeye
Posts: 8
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Quote:
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Originally Posted by Zonx
Would you all rather have a complete replacement or a ptach if only a few files change?
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Complete set please
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04-13-2005, 11:59 PM
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A Griffon
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Join Date: Feb 2005
Server: Mistmoore
Posts: 103
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Quote:
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Originally Posted by Zonx
Would you all rather have a complete replacement or a ptach if only a few files change?
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Full replacement, definitely. Patches always result in installation problems for novices who don't realize that they are patches.
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04-14-2005, 12:40 AM
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A Darkpaw Brute
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Join Date: Mar 2005
Server: Kithicor
Posts: 43
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Examine window stretches too far
As a previous poster noted, some recipe examine windows stretch down all the way outside the window frame. I've seen it with Trinoid Reagent, which produces two items, not one. Maybe that is the issue.
Edit: Confirmed. Dinoid Reagent, Tetranoid Reagent and Isonoid Reagent all behave that way too, and they too are recipes with two entries in the "Produces" section.
Screenshot attached.
Last edited by Gumba : 04-14-2005 at 12:52 AM.
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04-14-2005, 12:59 AM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Heh, ok looks like that Produces page needs a maxsize even though the default doesn't have it.
Curious, did you make the minimumsize tweak?
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04-14-2005, 01:10 AM
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A Griffon
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Join Date: Feb 2005
Server: Mistmoore
Posts: 103
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Any chance your update will include Quib's change to the store window so that the "Find It" button in the store window presses the "Find Items" button in the broker window after entering the name of the selected item. This would be awesome!
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04-14-2005, 01:22 AM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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I've been debating that one for weeks. The problem with auto-searching is that item names often need triming to get a decent search, but I guess you can always trim and re-search /shrug.
Hehe, wonder if he fixed the bug with his version
Edit: And actually I may be enhancing the whole Market search thing. I recently discovered something that allows me to do stuff not previously possible 
Last edited by Zonx : 04-14-2005 at 01:27 AM.
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04-14-2005, 01:39 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Oh, which bug? Did you figure out how to keep the highlight from highlighting the wrong item because that one still bothers me a little. =/
If it's that weird thing where the item's icon wasn't being highlighted, that's been taken care of. The update to click "Find Items" is really tiny, just a one-liner in an OnEvent.
Quib
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04-14-2005, 01:55 AM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Quote:
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Originally Posted by Quib
Oh, which bug?
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Opening the Market window via /show_window scripting can produce eratic behavior if Market hasn't been opened yet that session. Change your script to press the "Browse Market" button followed by the text insert and it resolves the issue
Also avoids out of range problems that can occure if the toon moves away from their board after opening their Store.
RE: the stupid highlighter, I haven't really tried to fix the sort = wrong item issue, but I did manage to get the highlighter a tad more visable. Feel free to yank down my version for code grabage.
While dorking with the inventory windows, I determined the client is over-riding much of the highlighter related code. Z-order, Colors, Opacities, most of it winds up getting changed/ignored. Can't even use an ImageStyle on those things :/
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04-14-2005, 02:05 AM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Hmmm... update #7 on test. Maybe I'll wait till it goes live before issueing that update.
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04-14-2005, 02:23 AM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Lucan DLere
Posts: 3
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Quote:
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Originally Posted by Sepulcher
I am having problems with the persona bar in v3.2. If I remove it the UI works fine, well sorta, a black space, and breaks the health and power diagram. Any clues? Version 3.0 worked except I couldn't sell from the store online or offline which is why I got 3.2
It crashes after about a minute, but I still suspect its the persona bar or that helath and power group window. Untill then its evil standard UI. I have come accustomed to Fetish UI for a long time now, the standard UI just doesn't come close now.
Hmm, hopefully I can get back to the greatest UI bar none, soon.
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By the way this was the case, the Eq2MAP was futzing things up. Ever since then it has worked properly. I was suprised to see that not even using the map affected the stability of the UI. I love my FetishNightfall UI!
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04-14-2005, 04:39 AM
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A Griffon
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Join Date: Feb 2005
Server: Mistmoore
Posts: 103
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Quote:
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Originally Posted by Zonx
Hmmm... update #7 on test. Maybe I'll wait till it goes live before issueing that update.
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I would, if it were me.
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04-14-2005, 10:29 AM
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A Coastal Crab
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Join Date: Mar 2005
Server: Antonia Bayle
Posts: 1
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Having trouble with the UI. When I go into my house and try to sell the window shows "missing item" and that's all. It will not show any of my inventory. I switch back to the default UI and all is well.
Thanks in adavnce for the help.
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04-14-2005, 05:03 PM
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A Darkpaw Brute
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Join Date: Mar 2005
Server: Kithicor
Posts: 43
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Quote:
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Originally Posted by Zonx
Heh, ok looks like that Produces page needs a maxsize even though the default doesn't have it.
Curious, did you make the minimumsize tweak?
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The minimumsize tweak and the level4 fix are in, yes. How would I add a maxsize?
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04-15-2005, 11:01 AM
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A Forest Scavenger
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 18
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XP bar - readability suggestion
The total bar is divided into 5 parts, per EQ standard.
Each set of subdivisions is 5 as well. Here is where the problem lies. - 1/5 of 100% is 20%. So each division is 20% of a level.
- 1/5 of 20% is 4%. So each subdivision within a bubble is 4%.
- 1/4 of 4% is 1%. Making each tick 1% of a level.
My suggestion is to reduce the number of subdivisions to 4. This will result in: - 1/5 of 100% is 20%. So each division is 20% of a level.
- 1/4 of 20% is 5%. So each subdivision within a bubble is 5%.
- 1/5 of 5% is 1%. Making each tick 1% of a level.
The whole number % for tick's will be much easier to read by simply glancing at the bar because at the mid level, there are 4 divisions, and one of the mid divisions ends at the halfway point.
I have a point here, I'm just having a hard time describing it. My main problem is that I cannot read the blue bar without a calculator. It's obviously not a deal breaker with the exp displayed numerically to 0.1%.
Last edited by Xalorous : 04-15-2005 at 09:30 PM.
Reason: fix the typos
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04-15-2005, 12:47 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Quote:
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Originally Posted by Xalorous
The total bar is divided into 5 parts, per EQ standard.
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Man you guys crack me up!
Go look at the bar again. It's already EXACTLY as you describe.
The divisions are 4 ticks to a mid mark, 5 mids to a Major mark, therfore:
1 major mark = 20 minor ticks.
At the minimum 20 tick size:
minor = 4%
mid = 20%
major = 100%
At the default 50 tick size:
minor = 2%
mid = 8%
major = 40%
At the 100 tick size:
minor = 1%
mid = 4%
major = 20%
In all 3 cases, every marker is an even number
I suppose I could move the mid mark so its 25%, 10%, 5% for each size /shrug. Used the current setup because I liked having 20% divisions at the smallest size, which was originally designed to fit well under the Player window.
Last edited by Zonx : 04-15-2005 at 01:04 PM.
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04-15-2005, 01:21 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Last edited by Zonx : 04-15-2005 at 01:59 PM.
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04-15-2005, 01:22 PM
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A Grassland Beetle
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Join Date: Nov 2004
Server: Befallen
Posts: 61
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I hate you Zonx!  Your mod is so awesome (especially since you made the 133% version I asked for). I hope you never quit EQ2 & Modding through the life of this game. I would hate to stop using your mod due to you quiting!
So please please don't get "burnt out" on eq2 & modding. Anyways keep up the great job.
Ok now for a request. Is there an option for the hotkey bar (default size not 2/3)to have the numbers in the bottom of the icon instead of the middle like the default? Also how about full size bags? I know you have full size horizontal and vertical version. I would like full size regular bags. Thanks again.
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04-15-2005, 01:28 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Fullsized regular bag was busted when I added stay-put. Its fixed in 3.4
Ermm... RE: hotkey numbers, I'm guessing I just screwed up and forgot to nudge the numbers down. I'll fix that real quick for the 3.4 update.
Ok fixed both the 85L and 100L hotkey numbers to be bottom aligned 
Last edited by Zonx : 04-15-2005 at 01:37 PM.
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04-15-2005, 01:45 PM
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A Grassland Beetle
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Join Date: Nov 2004
Server: Befallen
Posts: 61
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Quote:
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Originally Posted by Zonx
Fullsized regular bag was busted when I added stay-put. Its fixed in 3.4
Ermm... RE: hotkey numbers, I'm guessing I just screwed up and forgot to nudge the numbers down. I'll fix that real quick for the 3.4 update.
Ok fixed both the 85L and 100L hotkey numbers to be bottom aligned 
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Thanks man your the best!
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04-15-2005, 01:51 PM
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A Grassland Beetle
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Join Date: Nov 2004
Server: Befallen
Posts: 61
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Hey since your mod touches almost all the UI pieces in this game, would it be possible to use a program like the autoupdater for eq2map? That way when you make changes and/or updates it would be easy to have the most up to date version of the files?
Just an idea... Shoot me down if you think it's no good. 
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04-15-2005, 01:58 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Already in the works actually
I have another mondo project brewing that I wanna use it for if the project flies. Might set it up for other UI files as well. Could be risky though since alotta ppl use like 90% of my UI with a couple add-ons.
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04-15-2005, 02:39 PM
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A Grassland Beetle
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Join Date: Nov 2004
Server: Befallen
Posts: 61
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Quote:
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Originally Posted by Zonx
Already in the works actually
I have another mondo project brewing that I wanna use it for if the project flies. Might set it up for other UI files as well. Could be risky though since alotta ppl use like 90% of my UI with a couple add-ons.
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Well would there be a way to add some sort of "tag" to your files that way your updater would only update those files that have this tag while leaving all others alone. That way it wouldn't overwrite anyone else's mods?
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04-15-2005, 02:49 PM
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A Brown Bear
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Join Date: Apr 2005
Server: Kithicor
Posts: 12
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i couldnt find the instructions for changing the bar type in the doc in the zip. so I just changed the _simple_fetish_bars to fetish_bars and overwrote the default one. After doing i got no bars showing at all in game no player window bars no target window bars the game also crashed within 1 minute. Also I tried examining this mod using the equi builder and there were alot of windows missing from the eq2 mainhud section. player/target/implied target arent showing up there may be more but those were the main ones i noticed. not sure whats going on 
Last edited by Shadrak : 04-15-2005 at 03:04 PM.
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