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Old 09-26-2005, 10:34 AM   #44
Drakah
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Join Date: Jul 2002
Posts: 1,084
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Here are some of my questions of perhaps future additions to the functionality of modding interfaces.

1) Code to color the Title Window text to a customized color. Currently it is set to White and cannot be altered.

2) The use of customized INI files, within a customized folder, which the game would parse when a skin is loaded in-game to reference window locations and filtering. We need to get rid of the method of using custom UI INI files from the EverQuest main directory since most people have specific text filtering and tradeskill favorites that get lost when installing a custom insterface via INI file. When using /loadskin, the game should re-parse the INI file instead of ignoring it. Helpful when editing the INI file in-game for precise window locations.

3) Code to choose whether or not the Title bar background becomes stretched or tiled. Currently the graphic gets stretched only and is problematic when creating specific texturized graphics.

4) The Target-of-Target window has become a necessity. We need a EQType for the Name of the Target-of-Target. Also, this window needs to stay up all the time, unless closed. Recently. the Potion belt was altered to stay up all the time, and this method would be very useful for the Target-of-Target window along with the Bandolier window as well.

5) Code to add shadows to text instead of duplicating to make them look like they have shadows. This is important since some EQTypes and default code only display in certain situations. When adding in black text, it does not automatically disappear with the original.

6) EQ2 has font files that are customizable and is very smooth in-game. Would like to see this carry over to EQ1 as the fonts used in Windows viewed in-game are very poor.

7) UI Interface Sounds to be added/customized.

8) I would like to see the Escape to Norrath Spell Icons used in the Default. As for the actual interface, no, unless there was a toggle between what the game would parse for custom interfaces.

9) Code to allow graphics to be layered on top of the Chat window area. Currently, no matter how you layer it, the chat window always wants to stay on top.

10) Ability to add in customized XML windows from scratch, with code to determine whether or not the window is always visable, or disappears upon zoning. This would greatly fix the need to alter already created windows into something totally different (example: in-game web browser instead of using Alt-Enter to goto the web)

11) Tabbed Chat windows.

12) Buff duration timers should have a line around the icon that shows the time left, graphically. Also, buffs that are about to fade sometimes does not blink, Some are quicker to disappear from the buff windows than others. Unknown reason why.

13) Remove the UI_Animations file and place code within their respected XML files. This way 1 file modded would not break the entire interface. All main code should be a part of the XML it is referencing.

14) Ability to click off Pet buffs.

15) Ability to toggle the Levitation bouncing animation.

16) Pointer grid option to turn off the gridwork. Somehow the game snaps to a 2 or 4 pixels when it should be just as fluid as Windows itself. This can get frustrating when using the slider bar for the gamma setting that it jumps a setting on the bar because of this snap feature. (goes from 31 to 42 instead of 31 to 36 to 42).

17) Window location grid option to set how many pixels it should snap to (0 to 10).

18) The Window Selector now has potential to be used as a misc window, since now we have the EQ button to select windows open/closed. Would like to see the Mail button featured somewhere within this as well since the Window Selector window is the only place where this is housed.

19) Able to click threw the invisable areas of windows. Any blank area of a XML window causes you to still click the window instead of something in the environment.
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Drakah

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