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Old 10-01-2008, 05:50 PM   #1
Dolby
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Exclamation [Test] Patch 10.1.08

The following is a XML compare of changes found on the test server 10.1.08. Live server XML is on the left and Test server XML on the left with changes in red.

These changes are quiet extensive. Authors can use this thread to discuss the changes.

Changed:
EQUI.xml
EQUI_Animations.xml
EQUI_BreathWindow.xml
EQUI_CastingWindow.xml
EQUI_CastSpellWnd.xml
EQUI_CombatAbilityWnd.xml
EQUI_CompassWnd.xml
EQUI_EQMainWnd.xml
EQUI_GroupWindow.xml
EQUI_HotButtonWnd.xml
EQUI_Inventory.xml
EQUI_LeadershipWnd.xml
EQUI_OptionsWindow.xml
EQUI_PetInfoWindow.xml
EQUI_PlayerWindow.xml
EQUI_TargetWindow.xml
EQUI_TopLevelScreens.xml
EQUI_TrainWindow.xml
dragitem60.tga
menuicons01.tga

New:
EQUI_GUIDE.xml
EQUI_GUIDE_PetitionQWnd.xml
EQUI_GUIDE_SoulmarkWnd.xml
EQUI_GUIDE_ZoneWnd.xml
EQUI_MercenaryInfoWnd.xml
EQUI_MercenaryManageWnd.xml
EQUI_MercenaryMerchantWnd.xml
grouprole.tga
*Log on to the test server to see these new files! (just run TestEverQuest.exe)
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Old 10-02-2008, 01:34 PM   #2
Greymantle
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Default New From Test

*** UI ***

* Broke up the player window and target window name "boxes" info 5 separate pieces
* SIDL UI objects that inherit from StaticScreenPiece (StaticAnimation, StaticTintedBlendAnimation, StaticText, StaticFrame, and StaticHeader) should now recognize the anchor (top, bottom, left, right) tags
* Fixed a bug causing only 23 of 24 player effects and 84 of 85 NPC effects in the target window.

* Fixed an issue that caused the target window to sometimes not update unless you re-targeted.
* New style windows (like Voice Chat) can now persist their states. Some XML info below.
* In the file EQUI_TopLevelScreens.xml there are now the below XML elements.
* Inside the xml element "screens" you can put any number of initial settings all which will be taken together to specify the initial properties of the window listed in this file. This stuff only works for windows utilizing our new UI system (windows listed within the top level screens xml file.)

<TopLevelWindowList item="GameScreens">
<Screens>
<ScreenName>MMTW_MerchantWnd</ScreenName>
<InitialSettings>visibility</InitialSettings>

<InitialSettings>position</InitialSettings>

<InitialSettings>...</InitialSettings

...
</Screens>

</TopLevelWindowList>

The initial settings can be any of the following:

<!-- The following settings can be set as an attribute to of each window to turn it on
during initialization of the window.

item="none"
item="position"
item-"size"
item-"font"
item="alpha"
item="color"
item="visibility"
item="firsttimevis"
item="minmaxstate"
item="allbutvis"
item="allbutfirstvis"
item="allbutvis_and_firstvis"
item-"all"

-->
*** Misc ***

* Players that are not group leaders will no longer appear with a green name in the raid window.
* Inspecting items that you do not meet the required level of will once again show up as red to indicate you will not gain benefits from equipping the item.

* Added chat channel "The Void" for SoD zones.
* Fixed a bug causing Target Group Buff to not function with certain spells.
* Fixed a bug that caused your health to drop when fear type spells concluded.

*** Changed Files ***

* EQUI_TopLevelScreens.xml

* SIDL.xml

* EQUI_PlayerWindow.xml
* EQUI_TargetWindow.xml
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Old 10-02-2008, 02:31 PM   #3
Stoplaughin
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The patch notes don't really state it explicitly, but you can create your own top level windows now! And they remember their properties. Not sure yet if there is any way to open a custom window if you close it, except modifying the character ini file.
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Old 10-02-2008, 03:00 PM   #4
Sparxx
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Default ?

So this means we can create brand new windows? Am I reading that right?

Thanks
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Old 10-02-2008, 03:08 PM   #5
Stoplaughin
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Quote:
Originally Posted by Sparxx
So this means we can create brand new windows? Am I reading that right?

Thanks

Yep! Just add the <Screen> item name into the GameScreens <TopLevelWindowList> in the EQUI_TopLevelScreens.xml. It doesn't seem to work with a custom <TopLevelWindowList> so there will be problems with UIs breaking when new top level windows are added on patch days.
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Old 10-02-2008, 03:32 PM   #6
Haliken
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Quote:
Originally Posted by Stoplaughin
The patch notes don't really state it explicitly, but you can create your own top level windows now! And they remember their properties. Not sure yet if there is any way to open a custom window if you close it, except modifying the character ini file.

Can always remove the window's close button to avoid this issue.

Enok
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Old 10-02-2008, 03:38 PM   #7
Stoplaughin
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Quote:
Originally Posted by Haliken
Can always remove the window's close button to avoid this issue.

Thats true. I was just thinking about custom windows you may want to open an close relatively often though. Or maybe the possibility to create non-rectangular or click through common windows.
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Old 10-02-2008, 05:18 PM   #8
Stoplaughin
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To answer my own question <EQType>openwnd TopLevelWindowName</EQType> can open any window including custom windows.

EDIT

You can also use inside a window <EQType>closenotclicked</EQType> to close a the window if someone clicks outside of it.

EDIT2

Another thought hit me. You can replace a default window that you never close like the player window with a custom window. The actual custom window has the same name as the player window and you can use the player window shortcut key to open and close it.

If anyone knows a no break method for adding custom top level windows that would be cool . I tried several possible parsing and composite window tricks but none worked. The EQ XML parser doesn't seem to like CDATA or XML escape characters.

EDIT3

Missing "default" top level windows doesn't cause EQ to crash so a no break method wouldn't be quite as important. But of course any users of that UI wouldn't get any new functionality included in the new window.

EDIT4

No openwnd will not open windows that aren't supposed to be open like the bank window. And I also found that custom windows close with the escape key. Anyone found a way to make it so they don't?

Last edited by Stoplaughin : 10-02-2008 at 06:54 PM.
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Old 10-05-2008, 07:08 PM   #9
Brighid741
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dragitem61 through dragitem64 are showing on Test as well, they should be listed as new files.
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Last edited by Brighid741 : 10-05-2008 at 07:52 PM.
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