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Old 10-15-2013, 03:51 PM  
firescue17
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Re: How is patch update coming?

Quote:
Originally posted by ticaalrn
How is the patch update coming. Really miss your great UI. If you need help with any of the parts post here and ill see if I can fix it or find someone who can.



Well ... I had it finished. Then the parts for my new computer came and I formatted over it I remember how things fit together, I just need to finish the Merc Inventory Page.
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Old 10-15-2013, 06:23 AM  
ticaalrn
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How is patch update coming?

How is the patch update coming. Really miss your great UI. If you need help with any of the parts post here and ill see if I can fix it or find someone who can.


Last edited by ticaalrn : 10-15-2013 at 09:52 AM.
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Old 10-09-2013, 07:27 AM  
firescue17
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Re: For new UI updates

Quote:
Originally posted by ticaalrn
When you make the CoTF changes, please add the ac/atk to the bottom bar which contains the Resists.

Thanks !!!

Again great UI !!


I have added AC and HP to the selector when I made the changes to the AA / XP gauges. As things stand, there is no room for Attack. With that said, my first priority is to get the patch out with all the new elements. Once that's done and I've had the opportunity to play and see things in action, I'm sure there will be some more tweaks. I'll see what I can do.
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Old 10-09-2013, 05:05 AM  
ticaalrn
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For new UI updates

When you make the CoTF changes, please add the ac/atk to the bottom bar which contains the Resists.

Thanks !!!

Again great UI !!
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Old 10-01-2013, 10:23 PM  
firescue17
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Upcoming CotF

I'll be patching for CotF as soon as possible after the upcoming patch. There will be some significant changes with the next release, internally as well as new CotF features.

In the two years since I published this UI, it has never caused a crash to desktop. Hopefully this continues to hold true; however, there will be errors generated for missing *new* features.

Stay tuned!
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Old 09-09-2013, 02:02 AM  
firescue17
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Re: xp and aaxp

Quote:
Originally posted by kevsurp
on the exp and aa exp bar you could move them a way from the compass and put the % between the bar and the compass may make it easlier to read

The next update has a change to the AA and XP gauges.

Quote:
Originally posted by kevsurp [B]if possable next to teh merc assist button show the timer for upkeep

Quote:
Originally posted by firescue17
Removed support for the Mercenary Timer display. The timer almost never stops running; therefore, I found it to be redundant. In order for the display to stop, you need to have your Mercenary unsuspended and passive for at least 30 minutes. If one hasn't noticed by that point, they're probably tabbed out of EQ, AFK, or otherwise not paying attention anyways to even notice in the first place.
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Old 09-08-2013, 07:08 PM  
kevsurp
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xp and aaxp

on the exp and aa exp bar you could move them a way from the compass and put the % between the bar and the compass may make it easlier to read

and a player window that can be resized

if possable next to teh merc assist button show the timer for upkeep

Last edited by kevsurp : 09-08-2013 at 07:15 PM.
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Old 09-06-2013, 03:47 AM  
xarox
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Thank you for the tips. Apparently I've been lazy and didn't do a search, lol.

Great UI!



Xarox
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Old 09-05-2013, 07:49 PM  
firescue17
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Quote:
Originally posted by xarox
In the chat box, when I start typing it types in the center of the main chat window, not at the bottom in it's own frame. That is, everything I type ends up mixed together with text that has already scrolled up. Tough to see what you type.

* Chat Window – Overlapping input and output windows to be used in conjunction with the “Always Chat Here” function accessed through the chat windows’ right-click menu context menu.”

Also addressed elsewhere in this thread:
Quote:
Originally posted by firescue17
Yes, that's by design to eliminate the wasted space of having chat input lines on all the windows.

Make a new chat window, adjust it's vertical size to be the height of one line of text for whatever font size you use. Then right click that new, dedicated chat window and select "Always Chat Here" from the pop-up context menu.

Once those steps are completed, all your chat input will always appear in the same window and not overlap the chat output in the other windows. You won't have to click each window to change the mouse focus, just use the chat commands /g, /gu, /say, /channel #, etc. To edit your chat, use Shift-left arrow or Shift-right arrow (by default) to move the cursor left or right and edit typos before sending the message.

You can see an example of this setup in the "Layout" screenshot with the window labeled "Chat 1." You may not need a chat entry box that wide. My preference is to see as much of the sentence I'm typing as possible without having to scroll.

Quote:
Originally posted by xarox
Also, the mercenary window, I cannot re-size it. I can move it anywhere, but not make it larger.

* Mercenary window – Deprecated by the Actions Window.

Also addressed elsewhere in this thread:
Quote:
Originally posted by firescue17
The Mercenary Window was deprecated by the Actions Window. My preference is for a static UI. The intent was to avoid windows which open and close themselves on their own, specifically the Mercenary Window which randomly disappears during zoning if the Merc is dead and randomly pops up when unsuspending the Merc.

All merc functions should be in one of two places: A) Auto assist is in the selector window; B) all other working merc functions should be in the actions window. The stance selector is addressed a few posts below on 10-24-2012, 02:28 AM.


Quote:
Originally posted by firescue17
The mercenary stance selector window was removed due to the fact the display is buggy. The menu display does not sync when used in conjunction with hotbuttons. For example, if you select Passive in the window, and use a hotbutton to change the stance to reactive, the menu display still has Passive highlighted. It's poor coding on the part of SoE. There is no way for a UI author to fix it.

The set stance hotbutton was removed due to the fact its only function was to create a social in the actions window socials tab. The same effect can be accomplished by making one's own socials. I do not use any dps mercs so I'm not familiar with their stances; however, one should be able to figure them out from the Healer and Tank stances posted in this message:

HEALER
/stance balanced
/stance efficient
/stance passive
/stance reactive

TANK
/stance assist
/stance aggressive
/stance passive
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Old 09-05-2013, 02:47 PM  
xarox
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Hi!

Nice UI, I have two issues though, with the latest release... In the chat box, when I start typing it types in the center of the main chat window, not at the bottom in it's own frame. That is, everything I type ends up mixed together with text that has already scrolled up. Tough to see what you type.

Any fix for that?

Also, the mercenary window, I cannot re-size it. I can move it anywhere, but not make it larger.


Thanks for a nice UI! I just came back to EQ1 after being away for 9 years. This game will keep me busy until EQnext.


Xarox
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Old 08-30-2013, 03:27 AM  
firescue17
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2013-08-30 Patch

** ADDED **
EQUI_AdventureRequestWnd

** CHANGED **
Aura Window, Buff Window and the Song Window have been retextured to match the chat window. These windows are no longer tileable.
Added Mercenary Name Column to the Mercenary List Window.
Added a separate tab to the Fellowship Window for the MotD. Adjusted the size of various elements.
Removed Guild Window button from the Selector Window.

Last edited by firescue17 : 08-30-2013 at 03:30 AM.
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Old 08-30-2013, 03:26 AM  
firescue17
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Re: Re: Re: Great UI.. Suggestestion - Needed Items

Quote:
Originally posted by ticaalrn
The challenge is when you have more than one merc you cannot see the name of the Merc.
I located the issue. This has been fixed.

Thank you!

Last edited by firescue17 : 08-30-2013 at 03:26 AM.
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Old 08-29-2013, 11:42 PM  
ticaalrn
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Re: Re: Great UI.. Suggestestion - Needed Items

Quote:
Originally posted by firescue17
Someone else mentioned something which sounds familiar to this request. I don't know what either of you are referring to.

In my UI, all that shows in the Merc Selection Window is an "X" as shown in Image 5 above. I am uncertain if this is tied to unlocking extra merc slots or not. I only have the first, original slot and as such may not be able to troubleshoot this entirely.

Would you provide some additional clarification, screenshots or other information to help me visualize what you're referring to.



I have tried different font sizes; black, white, and red text; many, many different shades of orange, yellow, purple and green gauges; on top of various light and dark gauge backgrounds.

Any of the combinations had visibility issues at various times depending upon how full the gauge was, how full the line gauge was, or with various iterations of single digit vs. double digit percentages. I'm not satisfied with the current implementation either and am open to color scheme suggestions.

Thanks!


On the Merc window mine looks just like your picture. The challenge is when you have more than one merc you cannot see the name of the Merc. same as your picture. Maybe have the Merc information in a white text may fix the problem. I may look at your code, but my skills are way below yours -)

As for the EXP bars. Ill do the same and look at how others have worked on this situation.

Again I wanted to let you know how great your UI is !!!

Thanks
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Old 08-29-2013, 05:16 PM  
firescue17
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Re: Great UI.. Suggestestion - Needed Items

Quote:
Originally posted by ticaalrn
1. In you actions/Merc window can you make the Merc Types visable other than the mouseover.

Someone else mentioned something which sounds familiar to this request. I don't know what either of you are referring to.

In my UI, all that shows in the Merc Selection Window is an "X" as shown in Image 5 above. I am uncertain if this is tied to unlocking extra merc slots or not. I only have the first, original slot and as such may not be able to troubleshoot this entirely.

Would you provide some additional clarification, screenshots or other information to help me visualize what you're referring to.

Quote:
Originally posted by ticaalrn
Also a different texture behind the EXP/AA exp may make it easier to read.


I have tried different font sizes; black, white, and red text; many, many different shades of orange, yellow, purple and green gauges; on top of various light and dark gauge backgrounds.

Any of the combinations had visibility issues at various times depending upon how full the gauge was, how full the line gauge was, or with various iterations of single digit vs. double digit percentages. I'm not satisfied with the current implementation either and am open to color scheme suggestions.

Thanks!

Last edited by firescue17 : 08-29-2013 at 05:17 PM.
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Old 08-28-2013, 10:45 AM  
ticaalrn
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Thumbs up Great UI.. Suggestestion - Needed Items

First of all this is a GREAT UI. Fits so many classes. and with your ISB integration is amazing !!!

Couple of things I would like you to consider.
1. In you actions/Merc window can you make the Merc Types visable other than the mouseover.
2. in your Playerinfo bar. The one that covers the bottom and shows Exp,Resists etc.. Add AC/HP/Mana totals. Then you dont have to open the inventory to make sure you have all your buffs during raids. Also a different texture behind the EXP/AA exp may make it easier to read.

Again I cannot tell you how helpful all your cintributions here and in other places, is appreciated. You are a asset to the EQ community !!

See ya in game !!!
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