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  #1  
Unread 01-28-2005, 12:11 AM
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Default Test Patch of Super Happy DOOM!

http://eqiiforums.station.sony.com/e...sage.id=13#M13

Still reading...
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Unread 01-28-2005, 12:20 AM
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Stuff that concerns MODDING the UI:

- Tabbed chat windows make their long-awaited debut! You can now combine multiple chat windows into a single window with subject tabs by dragging one window onto another. The window being added needs to be no larger than the parent window. To separate the combined windows, drag one of the tabs to an open section of the screen.

- See what your target is attacking with the new Implied Target window!
- There are two separate Vitality pools: one for adventure XP and one for tradeskill XP. Your Persona window now features a gauge next to each experience bar that shows how much Vitality you have left. (NOTE: The Vitality gauges going in with this update are using placeholder artwork. We will be improving the presentation before updating the live servers.)

- You can now make notes next to the names on your Friends and Ignore lists.
- You can now add labels to your bags via the right click menu.

- Added a "Recipes" button to the tradeskill progess window.

*** UI Files Updated ***

eq2ui_buttonstyles.xml
eq2ui_community.xml
eq2ui_examine.xml
eq2ui_gamedata.xml
eq2ui_mainhud.xml
eq2ui_mainhud_guild.xml
eq2ui_mainhud_impliedtarget.xml
eq2ui_mainhud_mainchat.xml
eq2ui_mainhud_society.xml
eq2ui_newcharscene.xml
eq2ui_popup_bugreport.xml
eq2ui_tradeskills.xml
eq2ui_gamedata.xml
eq2ui_progressbarStyles.xml
eq2ui_mainhud_persona.xml
images/VitVial_UI.tga
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Last edited by Deathbane27 : 01-28-2005 at 01:51 AM.
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  #3  
Unread 01-28-2005, 12:20 AM
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Talking

Nice!
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  #4  
Unread 01-28-2005, 12:23 AM
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looks good....that should keep everyone on here busy for quite a while!
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Unread 01-28-2005, 12:24 AM
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Quote:
- Tabbed chat windows make their long-awaited debut!
- See what your target is attacking with the new Implied Target window!
oh joy!
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  #6  
Unread 01-28-2005, 12:39 AM
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Bwahaha, I'm as lucky with EQ2's UI as I was with EQ1. None of the files I modded will need patching.

Here's my advice: don't touch eq2ui_mainhud.xml. It's the most likely to get patched by SOE over time. It's the equivalent (in terms of chance to be changed by SOE) of the animations xml file for EQ1.

Quib
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  #7  
Unread 01-28-2005, 12:56 AM
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New Gamedata!

<DataSource Name="General">
<DynamicData Name="EarthTime"/>
<DynamicData Name="EarthDate"/>
<DynamicData Name="Time"/>
<DynamicData Name="DayWeek"/>
<DynamicData Name="Day"/>
<DynamicData Name="Month"/>
<DynamicData Name="Year"/>
</DataSource>

The in-game clock just got clockier. (They didn't change the default themselves, of course.)


EDIT: Bobble sayeth the group portion won't work in this release. You can still plan ahead though. The names for the data tags won't change, right?
<DataSourceContainer description="data about your group. id0 is you." Name="Group">
<DataSource Name="Group_0">
<DynamicData Name="Window"/>
<DynamicData Name="InZone"/>
<DynamicData Name="Name"/>
<DynamicData Name="Level"/>
<DynamicData Name="Race"/>
<DynamicData Name="Class"/>
<DynamicData Name="Subclass"/>
<DynamicData Name="HealthPercent"/>
<DynamicData Name="PowerPercent"/>
<DynamicData Name="CurrentHealth"/>
<DynamicData Name="CurrentPower"/>
<DynamicData Name="MaxHealth"/>
<DynamicData Name="MaxPower"/>
<DynamicData Name="Effect1"/>
<DynamicData Name="Effect2"/>
<DynamicData Name="Effect3"/>
<DynamicData Name="Effect4"/>
</DataSource>
(REPEAT FOR GROUP MEMBERS 1-5.)
(NOTE that you now have Effect1-4 for yourself now so the priests and mages can easily tell if they need to cure themselves. )
</DataSource>




<DataSource Name="Guild">
<DynamicData Name="Name"/>
<DynamicData Name="Level"/>
<DynamicData Name="Experience"/>
<DynamicData Name="ExperienceBubble"/>
</DataSource>



Self.
<DynamicData description="Heading of the current player: Text, Rotation" Name="Heading"/> Not implemented on server.
<DynamicData Name="Vitality"/>
<DynamicData Name="TradeskillVitality"/>


spells.
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_1"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_2"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_3"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_4"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_5"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_6"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_7"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_8"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_9"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_10"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_11"/>
<DynamicData ActionType="Maintained" Description="Maintained spell" Name="MaintainedName_12"/>






<DataSource description="Data about the current target" Name="Target">
<DynamicData ActionType="Target" Description="Current player action menu" Name="Window"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Name"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Level"/>
<DynamicData description="Health of the current target: Text, Tooltip, Progress, Color, Visible" Name="Health"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Power"/>
</DataSource>

<DataSource description="Data about the current target" Name="ImpliedTarget">
<DynamicData ActionType="Target" Description="Current player action menu" Name="Window"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Name"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Level"/>
<DynamicData description="Health of the current target: Text, Tooltip, Progress, Color, Visible" Name="Health"/>
<DynamicData description="Name of the current target: Text, Color, Visible" Name="Power"/>
</DataSource>
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Last edited by Deathbane27 : 01-28-2005 at 01:23 AM.
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  #8  
Unread 01-28-2005, 01:16 AM
SOE_Bobble SOE_Bobble is offline
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Default The bad news

Sorry to bring some bad news -- the group data and heading didn't get implemented for this release. I can't always be the good guy.

But the discussion about XP debt and negatives if zero should be resolved.
See you on the test server!

MrBobble
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  #9  
Unread 01-28-2005, 01:21 AM
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hey you cant have everything at once, its great to see all the stuff that was added/fixed. We will just have 2 things to look forward to for a future release.
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  #10  
Unread 01-28-2005, 01:25 AM
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Quote:
Originally Posted by SOE_Bobble
Sorry to bring some bad news -- the group data and heading didn't get implemented for this release. I can't always be the good guy.

But the discussion about XP debt and negatives if zero should be resolved.
See you on the test server!

MrBobble
Thanks for the heads up.

(BTW, /Gamedata.Self.Heading is going to include the rest of the /loc data when called as text, right? )
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Unread 01-28-2005, 01:30 AM
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Any one know if they fixed the Dynamic Data for tradeskill xp%?

It never seems to show up, all I get is .4%

Still thoes additions will be sweet thanks for the update.

SOO happy to see Implied targets
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Unread 01-28-2005, 01:59 AM
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Quote:
Originally Posted by taco-man
looks good....that should keep everyone on here busy for quite a while!
Actually, I bet I'll be done with my changes before the test server is up and accessible.

Hmm...
Quote:
Originally Posted by Moorgard
All characters gain a chunk of Vitality every hour, on the hour, and keep accumulating it until the maximum amount is saved up. It takes a week of real time to go from being completely empty to completely full.
That means that there are 168 chunks given, and each use of Vitality should be less than that. We're gonna need a full-screen-width Vitality bar. (Do gauges even display a change of less than 1%? If not, I hope that they add a current/max text readout.)
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Last edited by Deathbane27 : 01-28-2005 at 02:01 AM.
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  #13  
Unread 01-28-2005, 03:33 AM
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Well, don't get excited just yet. Currently, the vitality gauges always show blank (I've a character on test that's almost a month old that I never did tradeskills on and haven't played in 4 days, and in the default UI her gauges are blank), and Implied Targetting is broken. No, not just the new window, I mean Implied Targetting itself, the mechanic, is broken.

/Gamedata.Target.Level works great, though.
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Last edited by Deathbane27 : 01-28-2005 at 03:36 AM.
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  #14  
Unread 01-28-2005, 03:41 AM
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Quote:
Originally Posted by Deathbane27
Well, don't get excited just yet. Currently, the vitality gauges always show blank (I've a character on test that's almost a month old that I never did tradeskills on and haven't played in 4 days, and in the default UI her gauges are blank), and Implied Targetting is broken. No, not just the new window, I mean Implied Targetting itself, the mechanic, is broken.

/Gamedata.Target.Level works great, though.
What about /Gamedata.Target.Power?
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  #15  
Unread 01-28-2005, 03:56 AM
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Ah, yes. That works perfectly as well. Haven't tested any of the other new GameData yet.

The chat window's internal format has changed drasticly, but the old format still works, so our existing mods won't break.
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Last edited by Deathbane27 : 01-28-2005 at 04:01 AM.
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Unread 01-28-2005, 09:03 AM
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Quote:
Originally Posted by Deathbane27
Well, don't get excited just yet. Currently, the vitality gauges always show blank
It shows blank until you gain some exp, then it shows your proper vitality. Known bug. At least it should be known by now.

I'm curious to see their final version of the vitality meter, this one is indeed lacking.

EDIT: I moved a copy of the adventure vitality vial to my player window so I could watch it's behavior. Upon entering the game the vitality reads as it should. It's not being refreshed when you zone, however. Get some exp in that zone though and both vials are refreshed.

Last edited by Eriva : 01-28-2005 at 10:00 AM.
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  #17  
Unread 01-28-2005, 10:08 AM
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Very nice... I like it!

all I have to say is: eq2ui_mainhud_impliedtarget.xml

/cheer

-Selae
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  #18  
Unread 01-28-2005, 11:11 AM
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I feel all tingly inside
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Unread 01-28-2005, 09:13 PM
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wow. They totally killed our request list!

<3 to soe =D

edit: oh somebody on test attach gamedata.xml please.
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Last edited by insomniac : 01-28-2005 at 09:31 PM.
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Unread 01-28-2005, 09:21 PM
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Woot the death debt no longer shows the negative version of the positive XP if you don't have any debt... It now displays 0% again like it did before the big patch. Also it looks like they fixed the Tradeskill XP % display which is a very cool fix as I know alot of Artisans would like to see their XP just like their Combat cousins. Great Job SoE....
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  #21  
Unread 01-28-2005, 09:53 PM
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already got a 2 different target bar windows ready for when the changes on the test server go live
http://www.eq2interface.com/forums/s...ead.php?p=8067
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  #22  
Unread 01-28-2005, 11:33 PM
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Now if they just add an EQ style hits mode(numberonly/abrrev/full) chat filter Id be so happy!

thanks for what you done so far
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  #23  
Unread 01-29-2005, 03:08 AM
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Quote:
Originally Posted by Ellyana
Now if they just add an EQ style hits mode(numberonly/abrrev/full) chat filter Id be so happy!
Amen!

I like'd having the chat filters, and then the normal filters (in the options menu like in EQ1)

Also... different character UI's would be nice
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  #24  
Unread 01-29-2005, 03:39 AM
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Quote:
Originally Posted by insomniac
oh somebody on test attach gamedata.xml please.
Here ya go.
Attached Files
File Type: xml eq2ui_gamedata.xml (16.5 KB, 267 views)
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  #25  
Unread 01-29-2005, 11:58 PM
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Sweet! thanks death, i can stop my 30 hour download now.. =D
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