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Old 10-11-2008, 01:29 PM   #10
Haliken
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Many things listed in the 10/06/08 list are opinion or feature requests and not bugs.

Quote:
Originally Posted by Drakah
Updated 10/06/08

Custom Gauges not functioning

Gauges that do NOT have an autostretch feature (false) are still being stretched if the gaugesize is wider/longer than the actual drawn graphic. The only time a gauge should stretch is if you are using autostretch=true, and using the window margins to place the gauge where it needs to be when resizing the window.

Gauges stretching from their X/Y offset to the bottom right corner of the gauge object is simply standard functionality now. <AutoStretch> determines if the constraints of the object will size with its parent container and has no bearing if the contents of the object will stretch to fit or not; until now, all graphical objects stretched to fit their size, except gauges. Now gauges obey the same rules

Yes this change broke many UI designs (mine personally relied on TONS of gauges and assumed they wouldn't be stretched), but accounting for the change isn't particularly difficult.

Quote:
Custom Player names, using EQTpe Labels for names, show up always Green when you are a leader. There should be a way to distinguish between if it should change color or not. (ie:EQType Player Name Static Color, EQType Player Name Dynamic -- as well as those for the party members).

This isn't a bug. You're just making a request.

Quote:
Target Window

The buff icons show from the Upperleft of the screenitem, and are displayed left-to-right. However, the Petwindow, Buffwindow, SDwindow all display from the Upperright going right-to-left. It should stay consistant.
You need to have the ability to set the speicific locations of the buffs for customization, along with eqtypes for each buff to be displayed in other windows. I have tried adding in Location X/Y in the TargetBuffs and moving them out of its own screen item window as I did with the Petwindow, and no matter what I do, I cannot statically place the buff icons in a specific location to change the order or display where they need to be. It seems we are getting less and less customization for the UI community.


While yes, the target buffs should auto-sort right to left like the other buff lists, you CAN manually place buff icons by setting their <AutoStretch> property to true and giving them the <Anchor*> values needed to place them where you want.

Your last sentence there runs directly contrary to the introduction of the new TopLevelWindow system which lets us add our own custom windows, ability to add buttons that open these new custom windows, and many new objects being put on a new EQType system so they can be moved around (mainly voice chat related).

Quote:
The EQTYPE: 120
(target of target percent)

It always shows a 0 for the target of target health when something isn't targeted in the target window, or any other window when placed.
Only when your target has something targeted will it show the actual health amount.
It should not display a 0 at all, ever, at any time – maybe unless it is a corpse. There is no such thing as 0%.
Easily reproduced when you are not grouped.

This is standard functionality and not a bug. No custom labels for a gauge percent disappear when zero. Only labels with a specific <ScreenID> in their standard parent window will disappear when their value reaches zero. You're asking for one label EQType to behave differently than the others.

Asking for all labels to disappear when zero would take away customization, as currently we can pick whether they disappear at zero or not by giving them the correct <ScreenID>. In addition, these specific <ScreenID> can make objects other than labels disappear when the value is zero.

Quote:
Player Window

This is the only window where you can use the "Roles" submenu by clicking on your name to get the menu. If you try to utilize roles in another window by customization using eqtypes, it will not work. (see gauges/labels not functioning section).

Feature request, not a bug.

Quote:
Desperate need of an EQType for the CombatStateAnim (Rest Icon) and the AttackIndicator pieces, so we do not have to rely on needing to utilize only the playerwindow for that. For those people who integrate windows together, and want to just utilize 1 window (ie: group window), you would loose those 2 things (as well as the Role options).

Feature request, not a bug.

Quote:
Other:
Using Pop-Up Tell windows
  1. Audio triggers are not fired when a pop-up tell window is used. If you have an audio trigger set to "tells you", it does not play unless you turn off the pop-up tell window option.

Not exactly a bug, but a poor design decision. When using tell windows, ''tells you'' simply doesn't occur in the text. Instead it's ''Name -> name.'' You may be able to audio trigger ''-> Yourname'' to trigger a sound. If ''->'' can't be made an audio trigger, then it would count as a bug (in the audio trigger system, not the tell window system).

---

I know it's harsh criticism of the list, but I believe a bug report should be a report of bugs, not a feature wish-list.

Enok

Last edited by Haliken : 10-11-2008 at 01:38 PM.
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