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  #1  
Unread 03-01-2005, 08:46 PM
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Kosmos Kosmos is offline
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Default MainHUD Performance Panel (Custom Performance Profiles)

PLEASE READ!

IMPORTANT! Version 1.1 is now out! It fixes issues with this version. Please download the new v1.1 version from the downloads section!


Thanks,
Kosmos
Lucan D'lere Ranger

v1.0 Sumitted for Release.

EQ2_MainHUD_PerformancePanel

The User Interface Modification provides EverQuest II players the ability to:

Create and Save multiple Performance Profiles.
Quickly switch between 3 of these custom performance profiles during gameplay.
Provide on screen buttons for Mute On/Off and Music On/Off

Files Included:
eq2ui_custompreset1.xml
eq2ui_custompreset2.xml
eq2ui_custompreset3.xml
eq2ui_mainhud_performancepanel.xml
eq2ui_mainhud_startbutton.xml
eq2ui_muteall.xml
eq2ui_mutemusic.xml
preset_parser.exe (Provided by Ger)
presets.exe (Provided by Ger)
Instructions.pdf
PanelWithFrames.jpg
PanelWithOutFrames.jpg
readme.txt


How to Install a Custom User Interface Piece. (General)

1. Download the interface you wish to use.

2. Inside the UI Folder;
The one that is inside your EverQuest II directory.
Create a new folder with any name BUT with no spaces or special charaters.
(Example: Custom)

3. Unzip the User Interface Mod .zip file into your newly created folder.
Please make sure you dont have a folder inside of a folder when you do this.
Example: %\Everquest II\UI\Custom\*.xml (correct)
Example: %\Everquest II\UI\Custom\Mods\*.xml (incorrect)

4. Open Windows NotePad.
[StartButton], [Programs], [Accessories], [NotePad]
Type:
cl_ui_subdir UI/
cl_ui_skinname Custom
(The directory name 'Custom' may be different for you)

Choose [File], [Save As], Navigate to your main EverQuest II directory
In [File Name] Type: “eq2.ini” (WITH QUATATION MARKS, Click [SAVE].

6. Load up Everquest II and your new interface should be working.

Note: Some User Interface Pieces will not show up automatically.
Check the specfici information for the User Interface.


How to Install and Use EQ2_MainHUD_PerformancePanel: (Specific)

After following the above directions
Your directory structure should look something like this.
Assuming that you have EverQuest II installed on your C:\

C:Program Files/Sony/EverQuest II/UI/Custom/

eq2ui_custompreset1.xml
eq2ui_custompreset2.xml
eq2ui_custompreset3.xml
eq2ui_mainhud_performancepanel.xml
eq2ui_mainhud_startbutton.xml
eq2ui_muteall.xml
eq2ui_mutemusic.xml
preset_parser.exe
presets.exe
readme.txt

1. Start EverQuest II, Once you are in game type:

/show_window MainHUD.PerformancePanel

This should bring up the new Performance Panel.
The Mod comes with three Profiles already.
They are set to:
#1 Very High Quality
#2 Balanced
#3 Very High Performance

2. Test the buttons,
Make sure the game is switching between the profiles
Make Sure the Mute On/Off and Music On/Off Buttons are working properly.
Note: Users with more RAM will switch between the profiles much faster.
If you have an older system, the changes will take longer.

3. If all seems fine;
Now is a good time to creat a macro command to show the performance panel.


For now, just create a macro with the following command,
or type the command when you want to see the Performance Panel.

/show_window MainHUD.PerformancePanel - Shows the Performance Panel
/hide_window MainHUD.PerformancePanel - Hides the Performance Panel

Note: I have not included code to have this window automatically show up.
If the panel proves useful and users want it to show all the time.
I will add this feature later.


Now for the fun part!

Creating Custom Performance Profiles

1. In the game click the EQ2 (StartButton), Select [Options], Select [Display].

2. Go down the list setting each option of the display options to your
custom preference.

HINT: You may find it useful to load one of the Pre-Defined profiles.
Then tweak specific settings up or down for your preferences.

Eample: Load the Pre-Defined Balanced Profile,
Under Display:Shadows: Un-Check [Shadows]
Under Display:Water: Environmental Cub Map Updates: Choose [Fastest (One Time)].

3. Click the [ACCEPT] Button.
This is an important step!
Clicking the [ACCEPT] Button creates/updates the “eq2.recent.ini” file.

4. Press [ALT+ENTER] to go into Windowed Mode; Minimize the EQII Game Window.

5. Navigate to the EverQuest II Directory.

Example: If EverQuest II is installed on the C:\ drive;
Double-Click [My Computer], [C:], [Program Files], [Sony], [EverQuest II]

6. Now that you are in the EverQuest II directory.
Locate the file "eq2ui_recent.ini"
This is the file where your display preferences are saved.

7. Select the "eq2.recent.ini" file by clicking on it one time.
Press [CTRL + C] to copy the file.

8. Double-Click on the EverQuest II/UI/ Directory.

9. Double-Click on the 'Custom' Directory.
Note: You may have named this directory something other than 'Custom'

10. Press [CTRL + V ] To Paste the 'eq2_recent.ini' file in this directory.

11. Double-Click on the program 'presets.exe' to run the program.

12. In the right side window pane of the new Preset Parser Window,
Select 'eq2_recent.ini'

13. In the [Profile Number] Drop-Down Box;
Select the button you want this profile to be saved to.
Button #1 is the Top Button.
Button #2 is the Middle Button
Button #3 is the Bottom Button.

14. Click 'GO'.
This will Copy your Display Settings from the 'eq2_recent.ini' file
and create a new .XML file called 'eq2ui_custompreset*.xml'.
The * will be the number associated with the button you have chosen.

15. Exit the Preset Parser Window.

16. If you wish to create two additional profiles, return to the game window
and Continue from Step #1.


17. Once you have completed the creation of each of your profiles associated
with the buttons. You will need to exit and restart the game.

The Next time you run the game, the new .XML files associated with the buttons will be loaded. You will now have your 3 custom profiles available to swtich between at any time you prefer.


Enjoy!

Kosmos
Lucan D'lere Ranger

Special thanks to Ger for providing the Preset Parser.
His Preset Parser saves a huge amount of time from typing the values manually into the eq2ui.custompreset*.xml files.

Additional thanks to Laffs for testing, encouragement/feedback and fixing those darn frames.

Thanks to all of the others that have had a hand in the developement of this mod. Without the Eq2Interface Forums and Insomniac's post for
'THE /LIST', this little project would have never been possible.

Attached Thumbnails
Click image for larger version

Name:	PanelWithFrames.jpg
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Size:	171.4 KB
ID:	1556  Click image for larger version

Name:	PaneWithOutFrames.jpg
Views:	602
Size:	153.4 KB
ID:	1557  

Last edited by Kosmos : 03-07-2005 at 08:06 AM.
  #2  
Unread 03-01-2005, 08:47 PM
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Additional Information that May be useful.
Attached Files
File Type: pdf EQ2_Display_Command_Table.pdf (60.1 KB, 456 views)
File Type: pdf EQ2_Performance_Profile_Matrix.pdf (62.9 KB, 528 views)
  #3  
Unread 03-02-2005, 10:30 PM
hirebrand hirebrand is offline
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Very Nice!!

Personal Changes:
1. <include>eq2ui_mainhud_performancepanel.xml</include>
moved from "eq2ui_mainhud_startbutton.xml" to "eq2ui_mainhud.xml". The startbutton window is an inappropriate place for include statements.

2. eq2ui_mainhud_startbutton.xml was deleted, not being used.

3. Moved the following files to the subdirectory "performance/":
eq2ui_custompreset1.xml
eq2ui_custompreset2.xml
eq2ui_custompreset3.xml
eq2ui_muteall.xml
eq2ui_mutemusic.xml
eq2_recent.ini
presets.exe
preset_parser.exe



4. Edited lines 3-12 in "eq2ui_mainhud_performancepanel.xml"
Code:
<include>performance/eq2ui_custompreset1.xml</include>
<include>performance/eq2ui_custompreset1.xml</include>
<include>performance/eq2ui_custompreset2.xml</include>
<include>performance/eq2ui_custompreset2.xml</include>
<include>performance/eq2ui_custompreset3.xml</include>
<include>performance/eq2ui_custompreset3.xml</include>
<include>performance/eq2ui_mutemusic.xml</include>
<include>performance/eq2ui_mutemusic.xml</include>
<include>performance/eq2ui_muteall.xml</include>
<include>performance/eq2ui_muteall.xml</include>
  #4  
Unread 03-02-2005, 10:56 PM
hirebrand hirebrand is offline
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Bug:
Setting the Clip plane slider to minimum sets o_max_farplane=119.999985 however using o_max_farplane=119.999985 as a command doesn't do anything. It needs to be rounded to at least 120 for it to work.

The presets program could do this.

Dang floating point numbers.
  #5  
Unread 03-02-2005, 11:22 PM
Quib Quib is offline
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Quote:
Originally Posted by hirebrand
moved from "eq2ui_mainhud_startbutton.xml" to "eq2ui_mainhud.xml". The startbutton window is an inappropriate place for include statements.
The problem with this is eq2ui_mainhud.xml is like 1000 times more likely to get patched than the startbutton and even if the startbutton is patched you likely won't lose critical functionality.

When SOE next patches eq2ui_mainhud.xml, you'll have to update yours. I imagine that won't be a problem for you, but mod authors need to make stuff that won't break when SOE patches. Using the startbutton XML to load the performance profile stuff means users won't fill up the help forum with a "why can't I see X new window" when SOE updates eq2ui_mainhud.xml.

Just giving you insight on why the author put the <include> in the startbutton. If you realized this already, what would be your argument as to why it's still better in eq2ui_mainhud.xml?

Quib
  #6  
Unread 03-03-2005, 03:41 AM
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Quote:
Originally Posted by hirebrand
Bug:
Setting the Clip plane slider to minimum sets o_max_farplane=119.999985 however using o_max_farplane=119.999985 as a command doesn't do anything. It needs to be rounded to at least 120 for it to work.

The presets program could do this.

Dang floating point numbers.

I Have not tested this, so I'm not 100% sure this is what you were seeing.

But.. With a couple of the sliders, they do not update continually.
I 'thought' there was only maybe 1 or 2 that do that. Because I get kicks hitting my button and watching the sliders move,
One was driving me crazy one. (I think tri-density).
It would never move, and I though for the longest time that I had been using the wrong command, or something was wrong with the code.
'however' I did discover that the value 'was' actually changing, and it was even taking effect in game, the only thing that 'wasn't happening was the slider wasn't moving. If you I clicked the 'accept' button, and brought up the display panel window again, the slider would be in it's correct posistion.

Drove me BATTY! I think the DEVS just missed that slider with the command to update slider continually.

I will double check this tomorow though.
THANKS for the feedback.
I'm thinking the jury is still out on this one. People are giving it a good test before they descide if they like it maybe?

I didnt' realize you could use subdirectories in the UI Folder, How nice.
I'm a neat freak and that's going to be very lovely to have my folders sorted.

I'll stick to doing that for myself thoug, and leave it out of the mods.

And DITO on what Quib was saying. I wanted to stay away from the mainhud.xml, but as you posted, Those were your personal changes.

So, what are you using your buttons for?
So far it seems popular to have the 'screen shot' button. For EXTREME Quality Settings. lol.
Normal Mode and
laggy mode.

I've got a couple of goodies in mind for that Panel In the Future.
I'm off this week from work, so you can expect at least one more addition to it.

EDIT: Also, after your initial setup. You no longer need the eq2_recent.ini file in your performance directory.

EDIT: Aye! You are correct Sir! Thanks for pointing that out. I had a note in this huge ream of papers from my project about that little issue with 119.99...
It just got shuffled around and didn't make it into the project. I'll point this out to Ger.

Rendering Distance: o_max_fareplane Must be set to a minimum of 120.0, Even though yea ol'e slider goes down to 119.999 etc...
I'll will ask ger if he can do a check for this with the parser.

Also. Sliders for Flora do not update continually.
But the settings commands still work. It's just a bug with the sliders.

Last edited by Kosmos : 03-03-2005 at 03:59 AM.
  #7  
Unread 03-03-2005, 08:49 AM
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All the testing I did was by comparing a backup of my recent.ini with the version that Ger's parser made whilst in and out of game in several profiles and loads of writes to the recent.ini made by clicking <accept> button on option window in game, I didnt look at any sliders just compared and made notes of the "raw" values if you like.

Maybe the reason for me missing the "o_max_farplane=119.999985" one is because the entry was already in my recent.ini (sorry had to keep one bug in there to keep inline with SoE style )


And as a side note, I have put the <include> in the mainhud for one reason only I work / mess with all the other windows and mainhud is a quick and easy place to put it that I know I wont overwrite it,
So as a mod for average users use Kosmos put it in a safe place
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  #8  
Unread 03-03-2005, 11:33 AM
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Default Bug Report:

BUG: (This one was a bear to hunt down!)

It's a game bug, not my Mod.

User Have 2 choices in the UI for Water Interaction Water Interaction On(Foam+Reflection+Refract)
If you load the Extreme Quality Profile you get r_splashes=3.0 (Think of it as an indexed drop down box like the others)On(Foam+Reflection+Refract)
If you load the Very High Quality Profile you get r_splashes=2.0 On(Foam+Reflection)
If you load the High Quality Profile you get r_splashes=1.0 (On+Foam)
Any other lower profile gives you the default r_splashes=0.0 Which is not listed in the eq2_recent.ini

If you have ever changed this box you may have noticed the problem before. The Box is often (empty) as if nothing was actually selected.
If you Select the option you have. On(Foam+Reflection+Refract)
It only gives you r_splashes=1.0 (Sinces its the first choice in the list and there are no other choices)
(It 'SHOULD' give you r_splashes=3.0) if the label were correct.
This is why the ocean is always looking different if you have changed this value manually.
Try setting to Extreme Quality (this gives you r_splashes=3.0), Or High Quality(This gives you r_splashes=2.0), and take a look at the ocean. (Ahh Pretty!)
Now.. go to your Water Section and look at Water Interaction. (It's Blank Right?? This is beacuse the pre-defined profile gave you r_splashes=3.0 Which isn't listed.)
Select On(Foam+Reflection+Refract) and see what your ocean looks like now?
You have just manually turned off Reflcetions and Refract.
Because that choice gives you r_splashes=1.0 instead of r_splashes=3.0 as it should according to the label.

How this effects my MOD.

If you set your Water Interfaction to On(Foam+Reflection+Refract)
It will cause multiple entries in the Water Section to not update properly.

For now, you will have to manually adjust this in your .XML file.
Or eq2.recent.ini file before parsing it.

The 'easiest' alternative is when setting up your buttons.

Select a pre-defined profile similar to what you want, then click accept.
Then make your adjustments and click accept again.
Then parset the eq2_recent.ini file.

WaterInteraction: r_splahes.

Works like this.
r_splashes 0.0 = off
r_splashes 1.0 = On+Foam
r_splashes 2.0 = On+Foam+Reflections
r_splashes 3.0 = On+Foam+Reflection+Refract


I'll ask ger to have the parser kick r_splashes up to 3.0 if it detects an entry for 1.0.
That will fix the problem. Untill SOE fixes the issuew with this drop-down box.
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Unread 03-03-2005, 03:33 PM
Skuall Skuall is offline
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thx 4 all the work , the mod is hehehe =) grats =) and thx !!!!
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Unread 03-03-2005, 03:41 PM
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I'm in the middle of rewriting the parser entirely in C# so that it doesn't have to do any command-line variable passing/reading, should make it a lot cleaner and a bit faster. I'll see what I can do about fixing the two borked values while I'm at it.
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Unread 03-03-2005, 04:12 PM
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Quote:
Originally Posted by Skuall
thx 4 all the work , the mod is hehehe =) grats =) and thx !!!!
Thank you for the feedback.
  #12  
Unread 03-04-2005, 05:47 AM
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Quote:
Originally Posted by hirebrand
4. Edited lines 3-12 in "eq2ui_mainhud_performancepanel.xml"
Code:
<include>performance/eq2ui_custompreset1.xml</include>
<include>performance/eq2ui_custompreset1.xml</include>
<include>performance/eq2ui_custompreset2.xml</include>
<include>performance/eq2ui_custompreset2.xml</include>
<include>performance/eq2ui_custompreset3.xml</include>
<include>performance/eq2ui_custompreset3.xml</include>
<include>performance/eq2ui_mutemusic.xml</include>
<include>performance/eq2ui_mutemusic.xml</include>
<include>performance/eq2ui_muteall.xml</include>
<include>performance/eq2ui_muteall.xml</include>

hmm, why do you include every file twice?
does this make any different with include only once?
  #13  
Unread 03-04-2005, 06:00 AM
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Quote:
Originally Posted by matslin
hmm, why do you include every file twice?
does this make any different with include only once?
The UI Builder does that for some strange reason.

Of the top of my head I would say it's not needed to have them in there twice. I notcied it was doing that, but got tired of deleting the things because every time I loaded up UI Builder and saved it would do that.

It will also 'remove' any listings you have for files that are not found with include lines.
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Unread 03-04-2005, 06:47 AM
gaitano gaitano is offline
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Default Load on login

Is this suppose to diplay on login or do I have to create the macro and hit it everytime i login. I thought by adding the <included> line in the mainhud.start it would launch it automatically. I may be completely off but if it doesn't automatically launch, why do you need to put the <include> line in the mainhud.start.

This mod is probably the most usefull mod I have used to date and I only started using it. Thanks for the great work you guys have done.

Gaitano
  #15  
Unread 03-04-2005, 07:13 AM
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Quote:
Originally Posted by gaitano
Is this suppose to diplay on login or do I have to create the macro and hit it everytime i login. I thought by adding the <included> line in the mainhud.start it would launch it automatically. I may be completely off but if it doesn't automatically launch, why do you need to put the <include> line in the mainhud.start.

This mod is probably the most usefull mod I have used to date and I only started using it. Thanks for the great work you guys have done.

Gaitano
Include just makes it work in general, it doesn't display it. You'll either need to use a macro or mod a window such as eq2ui_mainhud_clock.xml to get it to autodisplay.
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Unread 03-04-2005, 08:20 AM
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Quote:
Originally Posted by gaitano
Is this suppose to diplay on login or do I have to create the macro and hit it everytime i login. I thought by adding the <included> line in the mainhud.start it would launch it automatically. I may be completely off but if it doesn't automatically launch, why do you need to put the <include> line in the mainhud.start.

This mod is probably the most usefull mod I have used to date and I only started using it. Thanks for the great work you guys have done.

Gaitano
I may add something to make it auto show later, I wanted to see what the general response was first, and if it is getting used enough for that.

Personally I have a macro set up.
But I will probably wind up having it auto show for myself by the end of next week. I am going to be putting another goodie on it eventually if beta testing shows it will be useful, but alas.. more on that later.
  #17  
Unread 03-04-2005, 12:40 PM
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Default BUG Report.

Couple of other minor bugs I've come across that may or may not affect you with this mod.

Texture Resolution:

If you have the mod adjusting these settings for you then you will be able to use this combination of settings. I've tested these and know they work. There may be others.

cl_textureshrink=0
cl_charactertextureshrink=0
r_texture_lodding_shrink=0

You can use. (0,0,0 )(2,2,2)(3,3,3)and (4,4,4)
But you can't use (1,1,1) Which would be High, High, High.
For some reason this gives an error in the chat window.
I've been messing with this all morning and can't figure this one out at all.
I've double checked everything like a million times, so I have NO IDEA what it won't let you set them all to High. Very Strange. THe Balanced and High Quality pre-defined profiles set all three of these to high.
With 1,1,1,
Texture Resolution and Character Resolution will not update.

Anyway.. No clue, but not a major deal.

Another one.
Lighting
Light Quality r_light_priority
Every setting on this one gives me an error, If I'm trying to run a profile similar to balanced settings. The weird thing is that even though you get the error in the chat window. It does still update the dropdown box, and if you go in and click the accept button and check your file it does update the file, and takes effect in game.
So again, not a big thing, but the error message in the chat window bothers me.

P.S. You will only get those chat window error messages if you are joined in a world channel.
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Unread 03-04-2005, 02:19 PM
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Default BUG: Report

Reflections Inside House.

Ger,

I had a type on my Matrix.

Reflections Inside House should be.

r_reflectionsinhouse=1 (Default)
So if it's not found in the eq2_recent.ini it needs to be set as one. And change the spelling. I had r_reflectionsinsidehouse, and had it as a Boolean.

Sorry.
  #19  
Unread 03-04-2005, 03:08 PM
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Default Bug Report

Ger!!!

SEE ABOVE LIST!

I've been pulling my freak'in hear out on this one.
I was running into all the strange things above. Testing, testing, testing.
I've got about 40 pages of printouts on my desk. Man-o-man it's been driving me bonkers.


Every number in the output file from the parser MUST be in decimal format.
I've tested this multiple times now, and that is the definate cause of the above mentioned problems.
With the exception of the one that needs to be rounded up, and the the reflections one.
But the dropdown boxes that were not opdating correctly, and the error messages in the chatwindows and the Texture resolution problem with not being able to set 1:1:1
Those are ALL due to non-decimal values being used.
The character I was testing with was in 1 chat channel.
So when it saw the 1 with no decimal it was thinking it was for that chat channel.

As far as I'm concerned any number in XML documents for OnEvents NEEDS to be in decimal format.
I went through and changed the numbers to decimal numbers and the problem vanished. Replaced with the old file again and problem was back.

Some of my file were getting multiple errors, and some were only getting one or two. It's only certain boxes that need the decimal, or certain ones that won't interpret things correctly.

Boy! Ok. now I can say my project will be bug free with the above mentioned corrections. I've hammered on this thing hardcore for two days, throwing everything I could at it. And these were the only issues I found.
I can't do anything about the one with the Water Interaction one.
We can fix it with the parser, just kick the 1.0 up to 3.0 but if people manually select that because the see the box is blank. It's only going to be (r_splashes 1.0) I sent in a bug report for that one.
  #20  
Unread 03-04-2005, 04:01 PM
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The version of the parser you're using now uses decimals for all defaults. BUT, since it's treating all of the variables as text objects if it reads in an integer instead of a float there isn't much I can do about it. I'll look into it as I convert the C++ back-end code to C#.
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Unread 03-04-2005, 04:11 PM
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Quote:
Originally Posted by ger
The version of the parser you're using now uses decimals for all defaults. BUT, since it's treating all of the variables as text objects if it reads in an integer instead of a float there isn't much I can do about it. I'll look into it as I convert the C++ back-end code to C#.

The issue is that the eq2_recent.ini does have itergers.
So I understand that the parser isn't converting those to decimals.

The problem is that the XML output has to have a decimal on each of the values. Can they just be converted during the parsing?
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Unread 03-04-2005, 04:21 PM
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Quote:
Originally Posted by ger
The version of the parser you're using now uses decimals for all defaults. BUT, since it's treating all of the variables as text objects if it reads in an integer instead of a float there isn't much I can do about it. I'll look into it as I convert the C++ back-end code to C#.

Here is an example. Of a file output with errors, and one with the errors corrected by making the values decimal values.
You must be joined in a chatchannel to see the errors.
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Unread 03-05-2005, 03:24 AM
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I have to say, C# is a beautiful thing. Newest of the new version of the parser.

Changes:
  • Rewritten in C# to combine the front and back end EXEs into a single EXE
  • Improved processing speed
  • Changed output window display to real-time (it had been on an 0.25 second delay to allow the back end to write the log before the front end tried to read it)
  • No more extraneous preset_parser.log file
  • Added a filter to add a single decimal place onto integers
  • Fixed spelling and default value of r_reflectionsinhouse
  • Changed default eq2_recent.ini location to "C:\Program Files\Sony\EverQuest II\eq2_recent.ini
  • Combined drive, directory, and file selection boxes into a single open file dialogue (... button)
  • Changed profile selector from a drop-down to a radio button set
  • Added output style radio button set to select between Kosmos and Laffs style XMLs
What does that mean? Mostly, delete both presets.exe and preset_parser.exe, eq2ui_custompreset.exe replaces both. It also means all of the difficulties found so far should be fixed. (Yes Laffs, I got the location issue with Profile 1 taken care of.) eq2ui_custompreset#.xml still outputs to the same directory that eq2ui_custompreset.exe is in.
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Unread 03-05-2005, 03:28 AM
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. o O ( Why do I feel like I should be writing patch notes for SOE after that last post? )

Forgot to mention, if you don't see it in the list of changes, I probably forgot about it. So if I did miss any fixes (wasn't there some weird slider that let you set values below what it'd accept?) let me know and I'll add them to the new version. C# is so much easier to make these sorts of changes in, I really wish I'd written this thing in it from the start.
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Unread 03-05-2005, 04:35 AM
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Quote:
Originally Posted by ger
. o O ( Why do I feel like I should be writing patch notes for SOE after that last post? )

Forgot to mention, if you don't see it in the list of changes, I probably forgot about it. So if I did miss any fixes (wasn't there some weird slider that let you set values below what it'd accept?) let me know and I'll add them to the new version. C# is so much easier to make these sorts of changes in, I really wish I'd written this thing in it from the start.

Very, Very Nice thanks so much.

"Bug:
Setting the Clip plane slider to minimum sets o_max_farplane=119.999985 however using o_max_farplane=119.999985 as a command doesn't do anything. It needs to be rounded to at least 120 for it to work.
"

Highbrand mentioned the above issue. The game writes the value 119.999985 if you move the slider all the way down. 120 is the minimal value that works.
So that one needs to be set to 120 minimal. Rather than dealing with rounding up. You can probably just include an if statement that sets it to 120 if it's below 120. Whatever is easiest.
I can't wait to try this one.

Thanks again.

What program are you using to write the code?
I had some C++ Prorgam to write code with ages ago, but can't even remember the name. It was a long time ago. It was fun. I'm going to have to get back into that.
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