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-   -   Redux Evolution (http://www.eqinterface.com/forums/showthread.php?t=20073)

HSishi 10-30-2014 04:15 PM

14.0 - ExtTarget window borked
 
Hello Halelen,

the Redux Evolution set has a borked Ext Target window, all three UI versions (Caster, Hybrid, Melee). Can you look into that?

- The targeting feature does not work.
- Special slot assignments work, but their HP percentage value and mana gauge do not match the slot where they should be.

Not sure if both problems are the result of the flexibility of the slot placements.

Halelen 10-30-2014 07:04 PM

Not Borked
 
1 Attachment(s)
Actually not borked. I changed from location to Tile layout box to give users a more flexible option. Sony started with 30 slots , then cut it back to 24, and only like 13 are actually active. So I took a gamble and rolled the dice. If you use them on auto hater they work fine or if used sequentially they work fine. but if you want to use auto hater on 1 and main tank on 5 , that's when the issue pops up. That being said im not sure im going to mess with it unless enough people use more then 13 targets. you can also use the old one with no issues.


Hal

HSishi 10-31-2014 01:07 PM

Mh, just 13 target slots ... I already wondered about the sheer amount of fields you reserved :) .
For now, I simply masked the not-yet-in-use "pieces" out ("<!--" / "-->" tags) so I can add them later at any time SOE brings out new ranks.

I replaced the file in the UIs with the file provided above and noticed your file only has 9 slots open.

I still try to figure out why the flexible window does not work. If I get myself in target and assign "Current Target" to any ExtTarget slot, the name, HP, endurance / stamina and the correct Target Type icon is placed properly to the slot I chose.
But ... the HP and aggro percentages (number values) and mana gauge aren't displayed at the correct slots. Those values simply fill up slots beginning from first. Removing a target with HP and mana will cause the gauges / values to go up one slot.

Sorry if I confuse you a bit, I can't describe it properly in english :( .

For the targeting issue, I noticed the clickable area for targeting was limited to the TargetType icons. I figured out how to change that:
In the "ETW_Role0" section, change the Size CX value from 16 to 125.
In the "ETW_Roles" section, chance the Spacing value from 112 to 2.

//HSishi

LGriffonslayer 04-25-2015 07:34 AM

I Love this UI!
 
This UI is my absolute favorite! Is there any chance it is still going to see updates?

L

Halelen 04-25-2015 08:04 AM

It isn't currently working?

HSishi 04-25-2015 02:04 PM

Oh, it is. Latest version works without major issues.

Only the resizeable Extented Target window still has troubles:
- Does not assign Mana bar and Health percentage to the correct slot, if something else than "Auto" is used for slots not at the beginning.
Endurance bar IS at the right slot, though, which makes it a bit weird ...
- In second slot, mob's name appears always in white instead of the correct con color
But this misbehaviour is in this window since it first was integrated.

Besides that, no issues with the UI, even after last patch which had some UI modifications.

LGriffonslayer 04-25-2015 03:34 PM

I guess I need to try to reload again. After the patch that introduced the advanced loot window my UI borked back to default and wouldn't load.

I must have messed up when I tried to reload it again after that.

Edit:

I deleted everything in my UI folder and downloaded and reloaded it again and it worked! SO happy to have it back!

I'm still not sure what I did to screw it up.

Iceburst 05-11-2015 10:34 AM

Quartz
 
I've been using Quartz UI from the beginning. It's the best UI out there.

I'm glad it's still around in some form.

But, there is a few problems with this one, that maybe you could fix.

When you have many big many slotted bags, and open them all at the same time, they don't all display their slots.

The group window, the mana bar is very hard to see, it's more like a shadow, and it feels more like guessing where the line is, then being about to just glance and see it.

The spell bar, won't stay locked at one size, and keeps getting a little bigger, and starts to over lap other things.

I had to stop using this UI, because it won't display my bags correctly, and won't let me use the default bags instead, and forces me to use this UI's broken bags.

I really wish someone could update this UI, and fix these problems. I'm forced to use a UI that is only passable. I'd rather being using this one.

Jolinar 05-25-2016 04:56 PM

Been a while
 
Been a while since an update... Like the other's I wish it was updated to reflect the changes wondering if any of the game UI file changes are negatively affecting the UI?? I might have to teach myself some programming in my spare time :)

HSishi 05-26-2016 01:28 AM

The last update wasn't that big, UI-related.

All stats in the Inventory's Stats tab still exist and work, they got only re-arranged in Default UI (and DBG did mess even that up a bit). There are no new stats to display, just the formula's to calculate them changed and the calculations are done on the server.

There's a new column in Raid window which shows if someone in raid isn't flagged for the intented zone. Not sure if this has also be coded in the UI or if the contents of the "Chars in raid" field is managed serverside.

Same goes for the consolidated AA's - they don't need an updated AA window.

Though, I wish there is a still-working WYSIWYG layout editor for EQUI files. The ones which used to work years ago got no updates to support current Java runtime lib's and their lists of stats, value or bar indicator are outdated for a decade now :( .
I can't believe there's no other software which can handle EQUI files and treats the UI bits as what they are - bits of Text, values and bar indicators which are represented by a placeholder in the editor.

fryguy503 05-27-2016 10:04 PM

SIDL still works pretty good (Do not try to mod the Inventory window, it will crash).

It generally gives a crash error on startup, just do not dismiss the error, go into the tools and options and disable check update on startup.





RickeySnakes 05-27-2016 10:08 PM

Where can one get SIDL?

fryguy503 05-28-2016 09:12 AM

http://www.eqinterface.com/index.php?section=sidlwidl

Halelen 08-02-2016 10:58 AM

The last I checked this UI still functioned. If that is not correct let me know what isn't working and I will fix.

HSishi 09-21-2017 01:19 PM

Hi Halelen.

The Sept. 20th 2017 patch "finally" broke the Redux Evolution UI. Before that, version 14.5 (Melee) worked fine.

In earlier patches I was able to add small fixes (if there were needed any) until a overhaul was done but yesterday's patch was too much :( .
Unfortunately there isn't a UI files change list (yet).

The UIErrors.txt file doesn't help much. Lots of "... not found, trying to load from default" which weren't an issue in the past, but there are now some "... referenced but not declared" reports:
Quote:
XML reference error! ButtonDrawTemplate[7]:BDT_FindItem[41] referenced but NEVER declared!
XML reference error! ButtonDrawTemplate[7]:BDT_ExportCalendar[42] referenced but NEVER declared!

Error validating symbol table.

Any hint for fixing those errors?
Thanks in advance.

//HSishi

HSishi 09-21-2017 02:42 PM

Ok, a nice guildie led me to the necessary changes. Really not much.

First, the preparations:

Changes to EQUI_Templates.xml
Insert the following text at the file's end, before the </XML> line:
Code:
<ButtonDrawTemplate item="BDT_FindItem"> <Normal>A_BtnNormal</Normal> <Pressed>A_BtnPressed</Pressed> <Flyby>A_BtnFlyby</Flyby> <PressedFlyby>A_BtnPressedFlyby</PressedFlyby> <NormalDecal>A_LFGBtnNormal</NormalDecal> <PressedDecal>A_LFGBtnPressed</PressedDecal> <FlybyDecal>A_LFGBtnFlyby</FlybyDecal> <PressedFlybyDecal>A_LFGBtnPressedFlyby</PressedFlybyDecal> </ButtonDrawTemplate> <ButtonDrawTemplate item="BDT_ExportCalendar"> <Normal>A_BtnNormal</Normal> <Pressed>A_BtnPressed</Pressed> <Flyby>A_BtnFlyby</Flyby> <NormalDecal>A_ExportBtnNormal</NormalDecal> <FlybyDecal>A_ExportBtnFlyby</FlybyDecal> <PressedDecal>A_ExportBtnFlyby</PressedDecal> </ButtonDrawTemplate>


Changes to EQUI_Animations.xml
Again, insert the following text at the file's end, before the </XML> line:
Code:
<Ui2DAnimation item="A_ExportBtnNormal"> <Frames> <Texture>dragitem242.dds</Texture> <Location> <X>0</X> <Y>160</Y> </Location> <Size> <CX>128</CX> <CY>128</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item="A_ExportBtnFlyby"> <Frames> <Texture>dragitem242.dds</Texture> <Location> <X>0</X> <Y>200</Y> </Location> <Size> <CX>128</CX> <CY>128</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation>


Now, the "Find Items" button itself:
Changes to EQUI_BigBankwnd.xml
Insert the following lines directly after any </Button> line:
Code:
<Button item="BIGB_FindItemButton"> <ScreenID>FindItemButton</ScreenID> <Font>3</Font> <RelativePosition>true</RelativePosition> <AlignCenter>true</AlignCenter> <RelativePosition>true</RelativePosition> <AutoStretch>true</AutoStretch> <TopAnchorOffset>118</TopAnchorOffset> <BottomAnchorOffset>97</BottomAnchorOffset> <LeftAnchorOffset>479</LeftAnchorOffset> <RightAnchorOffset>564</RightAnchorOffset> <TopAnchorToTop>false</TopAnchorToTop> <BottomAnchorToTop>false</BottomAnchorToTop> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorToLeft>true</RightAnchorToLeft> <Size> <CX>80</CX> <CY>20</CY> </Size> <TooltipReference>Toggle the Find Item window.</TooltipReference> <Style_Transparent>false</Style_Transparent> <Style_Checkbox>false</Style_Checkbox> <Text>Find Item</Text> <NoWrap>true</NoWrap> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <TextAlignCenter>false</TextAlignCenter> <TextAlignVCenter>true</TextAlignVCenter> <TextOffsetX>21</TextOffsetX> <TextOffsetY>1</TextOffsetY> <Template>BDT_FindItem</Template> </Button>
Place the following at the end, before the </screen> line:
Code:
<Pieces>BIGB_FindItemButton</Pieces>
These two things will add the "Find Items" button right over the "Shared Bank" label in the Big Bank window.

All other files will be loaded from Default anyway and those are already changed by DBG.

Halelen 09-23-2017 08:21 PM

will look at it and get new versions out tonight

Halelen 09-23-2017 11:59 PM

New Versions of all flavors posted. Message me with any issues.
Hal

HSishi 09-17-2019 11:41 AM

Missing stuff in recent versions
 
Hello Halelen,

is it intented the "Tabbed Chat" folder in \Mods\Chat is empty? The downloads contain only the non-tabbed version in the \Mods structure and the default chat-window related files don't have tabs.

Just for confirmation: Your BigBank and Bandolier windows are limited to 40 slots per bag? Currently there are bags up to 44 slots in the game.

Thanks for looking into this :) .

//HSishi

Halelen 09-17-2019 04:44 PM

Quote:
Originally Posted by HSishi
Hello Halelen,

is it intented the "Tabbed Chat" folder in \Mods\Chat is empty? The downloads contain only the non-tabbed version in the \Mods structure and the default chat-window related files don't have tabs.

Just for confirmation: Your BigBank and Bandolier windows are limited to 40 slots per bag? Currently there are bags up to 44 slots in the game.

Thanks for looking into this :) .

//HSishi

Name of bag as I am unable to locate anything over 40 slots

Tenstone 09-18-2019 01:42 PM

Quote:
Originally Posted by Halelen
Name of bag as I am unable to locate anything over 40 slots


Black Battleworn Sporran
Efreeti Trunk

Halelen 09-18-2019 06:57 PM

Quote:
Originally Posted by Tenstone
Black Battleworn Sporran
Efreeti Trunk



Thank you Sir

Halelen 09-18-2019 07:16 PM

Ok all my uis have new and old versions of bigbank and bandolier updated to allow 44 slot bags in all slots.

Any Issues please let me know


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