Attempting to make UI non-breakable
I created a EQUI.xml file in my mod directory that includes the default EQUI.xml and the only mods I have are specific xml files
Player Group Target .... Since I'm not really doing borders I'm trying to include default files so I don't have to worry everytime there is a patch and only want the UI files i'm using that are different that the default ones to be in my mod directory, therefore, I felt I had no need for my own EQUI-Lan.xml file but seems when I load Lan it just uses all the default files and ignores those in my mod directory. Any suggestions would be greatly appreciated. Lanandor |
Post your EQUI.xml, can only guess at which of the many problems that could be occuring.
Enok |
Using the same as I've seen others use but didn't include my own as didn't see where to actually place or list the modified xml files i'm using
in my ../Lan folder <?xml version = "1.0"?> <!-- Monolithic Parameter File --> <!-- The composite section must come first and be followed by the schema --> <!-- defines for gauges set the EQType tag in Gauge definitions to one of these numbers --> <!-- GAUGETYPE_HP 1 --> <!-- GAUGETYPE_MANA 2 --> <!-- GAUGETYPE_STAMINA 3 --> <!-- GAUGETYPE_EXP 4 --> <!-- GAUGETYPE_ALTEXP 5 --> <!-- GAUGETYPE_TARGET 6 --> <!-- GAUGETYPE_CASTING 7 --> <!-- GAUGETYPE_BREATH 8 --> <!-- GAUGETYPE_MEMORIZE 9 --> <!-- GAUGETYPE_SCRIBE 10 --> <!-- GAUGETYPE_HP_PARTY1 11 --> <!-- GAUGETYPE_HP_PARTY2 12 --> <!-- GAUGETYPE_HP_PARTY3 13 --> <!-- GAUGETYPE_HP_PARTY4 14 --> <!-- GAUGETYPE_HP_PARTY5 15 --> <XML ID = "EQInterfaceDefinitionLanguage"> <Composite> <Include>../default/EQUI.xml</Include> </Composite> <Schema xmlns = "EverQuestData" xmlns:dt = "EverQuestDataTypes"/> </XML> ================================ I have a few modidifed xml files in the Lan folder also. Idea is to use those files in place of ones in default folder but use all other files needed from default folder. Thanks for any help |
You need to put the:
<Include>EQUI-Lan.xml</Include> line in there, so that it looks like this (using mine as example): <XML ID = "EQInterfaceDefinitionLanguage"> <Composite> <Include>../default/EQUI.xml</Include> <Include>EQUI_Cairenn.xml</Include> </Composite> <Schema xmlns = "EverQuestData" xmlns:dt = "EverQuestDataTypes"/> </XML> |
Yes Cairenn it was yours I was copying
But your unique xml file exists due to borders and I'm not creating borders so was at a loss as to what to put in mine. I'll check yours again. I as expecting to list those files in my UI folder that were modified to be listed but didn't see where you did that. Thanks for your time and input Lan |
are you talking about this set up Lanandor?
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I might be
Was creating this inside EQUI-Lan.xml <?xml version="1.0" encoding="us-ascii"?> <XML ID="EQInterfaceDefinitionLanguage"> <Schema xmlns="EverQuestData" xmlns:dt="EverQuestDataTypes" /> <!-- ############## BEGIN Lan ############## --> <Composite> <Include>EQUI_PlayerWindow.xml</Include> <Include>EQUI_TargetWindow.xml</Include> <Include>EQUI_CastingWindow.xml</Include> <Include>EQUI_GroupWindow.xml</Include> <Include>EQUI_CastSpellWnd.xml</Include> <Include>EQUI_FeedbackWnd.xml</Include> <Include>EQUI_HotButtonWnd.xml</Include> <Include>EQUI_MerchantWnd.xml</Include> </Composite> <!-- ############## END Lan ############## --> </XML> attempting to have it load these files from my mod folder to replace those loaded previously from EQUI.xml since that was included first but not sure this will work. Using what you posted would cause me to maintain that file everytime a new xml was added. I was trying to set it up not to need to unless one of my speicific files was updated. Previously I copied the whole default folder to my mod folder and replaced the above files while commenting out the casting window but would like to not have to duplicate the directory and only have the above files in my mod directory. |
Ok, you DON'T need a modified EQUI.xml file. Simply put your modded XMLs in your custom folder, then load your folder, EQ pulls the rest of the files from default automatically. Don't use Taleisin's method unless you want your UI to break EXTRA often. I SORTA understand why you do what you do T, but it's totally pointless. =P
Enok |
Figured it had to be something simple, Thanks for all the input
Loading up and trying it out now |
Ok ... didn't work
I have in my custom UI folder the eight xml files listed previously and two required tga files Got rid of the custom EQUI.xml and EQUI-Lan.xml when loaded in game ended up loading default UI Did I miss something you tried to tell me? Thanks again for any input Added : Ok after thinking about this ... When I /loadskin Lan if it doesn't find EQUI.xml in the /Lan folder it'll go to /default and use not only that xml file but all files in that folder. How does it know or how can i tell it to use the files in my /Lan folder? |
find the file UIerrors.txt and post it here ( this file is normally in your main EQ directory )
also post a zip of the files you want to use, you could have conflicting code or missing parts. thirdly try the attached EQUI.xml inside your modded folder. lastly what is the name of your UIs folder? Quote:
~Enok hits Taleisin for 20 non-melee points~ ~Taleisin has died~ my method is tedious.. but the UI doesn't break extra often because of it.... well... at least he SORTA sees the bonus to it |
Wierd thing is I'm getting no errors
It just loads the default. when i load the UI i've been using I get the xml error but the error file is empty. Has the one line that the file was created but no info ********** UIerrors.tx **************** UIErrorLog created at Tue Jun 08 18:55:02 2004 ************* end of file ****************** The window xml files i'm using are the same as i've been using in a folder I had copied the whole default to. http://www.vshost.net/fantasy/EQ/lan-xml.zip Thanks |
I can't seem to make the link work...
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Try again
went up as ZIP instead of zip i've corrected it and tested it |
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I think the point Haliken was making is that with your method, every time SOE adds a new window to the game, your UI will not be able to use that window until you update your UI to add the lines for those new XML files. Some people would consider that "broken" since everyone will be lacking the new functionality until you update your UI and they download it. If you instead create your own EQUI.xml that just has an "include" for ../default/EQUI.xml and then any additional XML files unique to your UI, when SOE adds a new window to the game your UI will automatically pick it up since it pulls from the default EQUI.xml file. Lodi Dodi |
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The reason T does this is so there are NO warnings in the UIErrors.txt file, not even "loading from default" warnings. So this technically makes load time faster. But the rewards are negligible compared to having to patch the custom EQUI.xml every time SOE adds a window (like you said Lodi Dodi). Lanandor - Is your custom UI folder in the right place? I'm wondering if you put the custom folder under skins instead of uifiles? Are you using the in-game /laodskin window, or the /-command of /loadskin lan? Are there any spaces in your custom UI folder name? All you SHOULD need in your custom UI folder is the 8 modded XML, then use /load lan (assuming lan is your custom UI folder name) and it'll work. Enok |
ran and tested it... he had a duplicate entry of the casting gauge in the castwindow and the castingwindow.
this files in this zip will run as is but 2 things. 1. the group window is out of date, it will run but needs label correction 2. you will see errors when running this UI.. DIE ERRORS DIE.. I'm going to stop the graphics error dump on beta 4 of Avalon |
/beats Talesin over the head with a very large stick.
They are not "errors". They are warning messages. They are supposed to be there. Grrrrr. ;) (PS don't mind us, Talesin and I get into this particular little ... discussion ... frequently ;) ) |
That made sense so I created the following EQUI.xml in my /Lan folder
********** <?xml version = "1.0"?> <!-- Monolithic Parameter File --> <!-- The composite section must come first and be followed by the schema --> <!-- defines for gauges set the EQType tag in Gauge definitions to one of these numbers --> <!-- GAUGETYPE_HP 1 --> <!-- GAUGETYPE_MANA 2 --> <!-- GAUGETYPE_STAMINA 3 --> <!-- GAUGETYPE_EXP 4 --> <!-- GAUGETYPE_ALTEXP 5 --> <!-- GAUGETYPE_TARGET 6 --> <!-- GAUGETYPE_CASTING 7 --> <!-- GAUGETYPE_BREATH 8 --> <!-- GAUGETYPE_MEMORIZE 9 --> <!-- GAUGETYPE_SCRIBE 10 --> <!-- GAUGETYPE_HP_PARTY1 11 --> <!-- GAUGETYPE_HP_PARTY2 12 --> <!-- GAUGETYPE_HP_PARTY3 13 --> <!-- GAUGETYPE_HP_PARTY4 14 --> <!-- GAUGETYPE_HP_PARTY5 15 --> <XML ID = "EQInterfaceDefinitionLanguage"> <Composite> <Include>../default/EQUI.xml</Include> <Include>EQUI_PlayerWindow.xml</Include> <Include>EQUI_TargetWindow.xml</Include> <Include>EQUI_CastingWindow.xml</Include> <Include>EQUI_GroupWindow.xml</Include> <Include>EQUI_CastSpellWnd.xml</Include> <Include>EQUI_FeedbackWnd.xml</Include> <Include>EQUI_HotButtonWnd.xml</Include> <Include>EQUI_MerchantWnd.xml</Include> </Composite> <Schema xmlns = "EverQuestData" xmlns:dt = "EverQuestDataTypes"/> </XML> ***************************** When I loaded the skin it still only gave me the default UI and non of these were loaded. |
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~cringes and corrects his "error"~ ~bandages his head~ |
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I did this too when I was fixing your files, what I found out is it loads the playerwindow from the default as well as the modded one, it will appear as duplicate entries in the UIerror.txt ( I found this out because no matter what I renamed the first label inside the player window it found a duplicate entry ) This is another reason I make my loaders like I do /evade cairenn&enok's attacks for now run the mods without the EQUI.xml ** if you do want to have a EQUI.xml in your mod try this out move <Include>../default/EQUI.xml</Include> to the bottom of the <Include>'s list and it just might load your modded windows first and ignore the ones in the EQUI.xml from the default window. |
yes my folder Lan is under uifiles not skins
same level as default and i do have a duplicate casting bar, forgot about that. Had been commenting out the one in EQUI.xml Not sure why it keeps giving me the default. I'm using these same files in another UI folder that has all default copied into it and they work fine. Thanks to you all for all your help and time Lan |
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Thanks Taleisin your fixes worked.
So Hal was right all along about only needing those eight files in the ui folder. Was a coding problem. I'll have to go thru them to find what you changed. Not sure what is different but thanks for taking the time. I know have a folder with just those eight files and it works. Thanks much to everyone , Lan |
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