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  #26  
Unread 01-30-2005, 12:01 AM
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just for future reference insom if you want to do the test server just copy all the files and folders that are in your eq2 folder except for "cache" folder, "logincache" folder, "TestServer" folder, and the "eq2_default.ini" file to your "TestServer" folder and THEN run the test server patch and it will only be like 5 or so to minutes to patch
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  #27  
Unread 01-30-2005, 12:13 AM
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Quote:
Originally Posted by taco-man
just for future reference insom if you want to do the test server just copy all the files and folders that are in your eq2 folder except for "cache" folder, "logincache" folder, "TestServer" folder, and the "eq2_default.ini" file to your "TestServer" folder and THEN run the test server patch and it will only be like 5 or so to minutes to patch
i did. 30 hours... take pity on my poor soul.
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  #28  
Unread 01-30-2005, 12:21 AM
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LOL! there must be something wrong, even if you have dial up it shouldn't take 30 hours. i had never done the test server till yesterday and it took me like 2 mins of patching after i copied all the folders.
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  #29  
Unread 01-30-2005, 05:43 AM
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Little update on the Vitality situation:

1- The display has changed from a gauge showing relative amount to working like debt by showing when it's used up on the exp bar, with a little light showing if there's any at all. Checking how this is handled on the default UI and how I want to handle it in my custom UIs.

2- It now displays as it should, EXCEPT that if you're level 3 or less (adventuring or tradeskill), the respective vitality shows as empty. And you actually don't use any while level 3, so it's not technically a display bug either.
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  #30  
Unread 01-30-2005, 05:49 AM
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im working on a new exp bar, i will post it tommorrow morning cause i should get some sleep. almost finished it though tonight, and it includes the vitality gauge thingy amoung other things.
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  #31  
Unread 01-30-2005, 06:30 AM
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How the new Vitality UI system works by element:

Gem, GemGlow (image): use /GameData.Self.Vitality to determine Visible
OverflowMarker (image): uses /GameData.Self.VitalityOverflowMarker to determine Visible

(Upper/Lower)Marker (Sliderbar): uses /GameData.Self.Vitality(Upper/Lower)Marker to determine Visible and FloatValue. FloatValue ranges from 3.000 all the way on the left to 1.000 all the way on the right. When modding, keep in mind it that it does that by outer edge of the arrow graphic used, so unless you use a customized graphic, you'll have to set the FloatValue to 3 and 1 to test the alignment of the left and right edge when resizing. Or just make it 14 pixels wider and positioned 7 pixels to the left.

/GameData.Self.Vitality still works for ProgressBars to show the % amount of Vitality you have.


NOTE TO FRONT-LINE MODDERS:
If you started working on this between the 01/27 and 01/29 patch, please note that /GameData.Self.TradeskillVitality has been changed to /GameData.Self.TSVitality. If you don't change this, any gauge you use will show the main Adventure Exp tooltip instead of the correct one.


NOTE TO BOBBLE IF YOU'RE READING THIS:
If you can, please take all of the new Styles and Effectors added to the Experience and Persona windows, and move them to the root Namespaces before this goes Live. It's currently a bit... messy.
(Also: The second line of the exp bar tooltip shows a \ in front of it.)


Taco-man: Hey, was that you on Test as Hullabaloo a few minutes ago talking to Racheal about the Vitality not showing up? I thought I recognized the name from a sig somewhere.
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  #32  
Unread 01-30-2005, 09:58 AM
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A small note on power/level texts. I may have done something wrong here, but certain targets (most notably harvest nodes) don't have power or level, so the text displays 'None'. Seems logical, except that it can cause ugly overlaps with static text labels (i.e. 'Level' or 'L:' or whatever you decide to use.)
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  #33  
Unread 01-30-2005, 01:19 PM
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Quote:
Originally Posted by Deathbane27
Taco-man: Hey, was that you on Test as Hullabaloo a few minutes ago talking to Racheal about the Vitality not showing up? I thought I recognized the name from a sig somewhere.
yep it sure was.
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  #34  
Unread 01-30-2005, 01:22 PM
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Quote:
Originally Posted by ger
A small note on power/level texts. I may have done something wrong here, but certain targets (most notably harvest nodes) don't have power or level, so the text displays 'None'. Seems logical, except that it can cause ugly overlaps with static text labels (i.e. 'Level' or 'L:' or whatever you decide to use.)
not necesarily, i ran into that problem, just use a seperate page and use the dynamic data filter to make it hide when there is no level and then put the level and the label for the level in the page and you wont have the label showing anymore unless there is a level for the target. when i post my target window you can see exactly how it works if thats not a good enough explanation
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  #35  
Unread 01-31-2005, 07:21 PM
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Something else I saw on Test not listed in the patch notes.

In house storage!! acces the menu on your door and there is an option that has 2 storage slots for bags or chests, whatever
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  #36  
Unread 01-31-2005, 07:24 PM
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What I want to see is a filter added that only shows MY pet's damage. Instead of showing EVRYONE else's damage including my pet. I want to see what my pet and my pet alone is doing for damage but for I can't.
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  #37  
Unread 01-31-2005, 07:27 PM
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Quote:
Originally Posted by Ellyana
Something else I saw on Test not listed in the patch notes.

In house storage!! acces the menu on your door and there is an option that has 2 storage slots for bags or chests, whatever


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  #38  
Unread 01-31-2005, 07:29 PM
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i bet the better your house the more storage slots it has too. anyone on test have a bigger house?
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  #39  
Unread 01-31-2005, 11:44 PM
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/
Quote:
Originally Posted by taco-man
i bet the better your house the more storage slots it has too. anyone on test have a bigger house?
Back in the day, chests were supposed to increase your house storage. somebody examine a chest.
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