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Old 01-09-2003, 08:10 AM   #1
Cairenn
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Default 9 Jan 03 - UI Changes

IF you have a customized EQUI.xml file, open the file using any text editor (Word, WordPerfect, NotePad, etc.), and:

ADD:

<Include>EQUI_ShortDurationBuffWindow.xml</Include>
<Include>EQUI_StoryWnd.xml</Include>

at the bottom of the <Include> list at the bottom of the file.

------------------------------------------------------------------------------------

IF you have a customized EQUI_SelectorWnd.xml file, open using a text editor, and:

Search/Find to:

<Button item = "SELW_BuffToggleButton">
<ScreenID>SELW_BuffToggleButton</ScreenID>
<RelativePosition>true</RelativePosition>
<Location>
<X>210</X>
<Y>0</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Style_Checkbox>true</Style_Checkbox>
<TooltipReference>Effects</TooltipReference>
<ButtonDrawTemplate>
<Normal>A_BuffBtnNormal</Normal>
<Pressed>A_BuffBtnPressed</Pressed>
<Flyby>A_BuffBtnFlyby</Flyby>
<Disabled>A_BuffBtnNormal</Disabled> <!-- Will never be disabled -->
<PressedFlyby>A_BuffBtnPressedFlyby</PressedFlyby>
</ButtonDrawTemplate>
</Button>

Then, ADD:

<Button item = "SELW_SDBuffToggleButton">
<ScreenID>SELW_SDBuffToggleButton</ScreenID>
<RelativePosition>true</RelativePosition>
<Location>
<X>240</X>
<Y>0</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Style_Checkbox>true</Style_Checkbox>
<TooltipReference>Songs</TooltipReference>
<ButtonDrawTemplate>
<Normal>A_SongBtnNormal</Normal>
<Pressed>A_SongBtnPressed</Pressed>
<Flyby>A_SongBtnFlyby</Flyby>
<Disabled>A_SongBtnNormal</Disabled> <!-- Will never be disabled -->
<PressedFlyby>A_SongBtnPressedFlyby</PressedFlyby>
</ButtonDrawTemplate>
</Button>

Then, in the:

<Button item = "SELW_HelpToggleButton">

section, CHANGE:

<Location>
<X>240</X>

to be:

<Location>
<X>270</X>

Then, Seach/Find to:
<Screen item = "SelectorWindow">

And CHANGE

<Size>
<CX>278</CX>
to be:

<Size>
<CX>308</CX>

Finally, ADD:

<Pieces>SELW_SDBuffToggleButton</Pieces>

to the <Pieces> section at the bottom of the file.

------------------------------------------------------------------------------------

IF you have a custom EQUI_PetInfoWindow.xml, open using a text editor, and:

Search/Find to:

<TooltipReference>Pet Sit Down/Pet Stand Up</TooltipReference>

Then DELETE the

/Pet Stand Up

portion of it.

Then immediately following:

<Button item = "PIW_SitButton">
<ScreenID>SitButton</ScreenID>
<!--<Font>3</Font>-->
<RelativePosition>true</RelativePosition>
<Location>
<X>56</X>
<Y>74</Y>
</Location>
<Size>
<CX>54</CX>
<CY>20</CY>
</Size>
<Style_VScroll>false</Style_VScroll>
<Style_HScroll>false</Style_HScroll>
<Style_Transparent>false</Style_Transparent>
<TooltipReference>Pet Sit Down/Pet Stand Up</TooltipReference>
<Style_Checkbox>false</Style_Checkbox>
<!--<RadioGroup/>-->
<Text>Sit</Text>
<TextColor>
<R>255</R>
<G>255</G>
<B>255</B>
</TextColor>
<ButtonDrawTemplate>
<Normal>A_BtnNormal</Normal>
<Pressed>A_BtnPressed</Pressed>
<Flyby>A_BtnFlyby</Flyby>
<Disabled>A_BtnDisabled</Disabled>
<PressedFlyby>A_BtnPressedFlyby</PressedFlyby>
</ButtonDrawTemplate>
</Button>

ADD:

<!-- The stand button will ignore its own size/location and always be under the sit button (for smooth toggling) -->
<Button item = "PIW_StandButton">
<ScreenID>StandButton</ScreenID>
<!--<Font>3</Font>-->
<RelativePosition>true</RelativePosition>
<Location>
<X>56</X>
<Y>74</Y>
</Location>
<Size>
<CX>54</CX>
<CY>20</CY>
</Size>
<Style_VScroll>false</Style_VScroll>
<Style_HScroll>false</Style_HScroll>
<Style_Transparent>false</Style_Transparent>
<TooltipReference>Pet Stand Up</TooltipReference>
<Style_Checkbox>false</Style_Checkbox>
<!--<RadioGroup/>-->
<Text>Stand</Text>
<TextColor>
<R>255</R>
<G>255</G>
<B>255</B>
</TextColor>
<ButtonDrawTemplate>
<Normal>A_BtnNormal</Normal>
<Pressed>A_BtnPressed</Pressed>
<Flyby>A_BtnFlyby</Flyby>
<Disabled>A_BtnDisabled</Disabled>
<PressedFlyby>A_BtnPressedFlyby</PressedFlyby>
</ButtonDrawTemplate>
</Button>

In the <Pieces> section, ADD

<Pieces>PIW_StandButton</Pieces>

------------------------------------------------------------------------------------

IF you have a customized EQUI_LootWnd.xml file, open using a text editor, and:

Search/Find to:

<InvSlot item = "LW_LootSlot29">
<ScreenID>LW_LootSlot29</ScreenID>
<!--<Font>3</Font>-->
<RelativePosition>true</RelativePosition>
<Location>
<X>50</X>
<Y>560</Y>
</Location>
<Size>
<CX>40</CX>
<CY>40</CY>
</Size>
<Background>A_RecessedBox</Background>
<EQType>5029</EQType>
<ItemOffsetX>2</ItemOffsetX>
<ItemOffsetY>2</ItemOffsetY>
</InvSlot>

Then ADD:

<InvSlot item = "LW_LootSlot30">
<ScreenID>LW_LootSlot30</ScreenID>
<!--<Font>3</Font>-->
<RelativePosition>true</RelativePosition>
<Location>
<X>5</X>
<Y>600</Y>
</Location>
<Size>
<CX>40</CX>
<CY>40</CY>
</Size>
<Background>A_RecessedBox</Background>
<EQType>5030</EQType>
<ItemOffsetX>2</ItemOffsetX>
<ItemOffsetY>2</ItemOffsetY>
</InvSlot>

Then Search/Find to:

<Pieces>LW_LootSlot29</Pieces>

and ADD:

<Pieces>LW_LootSlot30</Pieces>

------------------------------------------------------------------------------------

IF you have a custom EQUI_Animations.xml file, open with a text editor, and:

Search/Find to:

<Ui2DAnimation item = "A_BuffBtnPressedFlyby">
<Frames>
<Texture>window_pieces02.tga</Texture>
<Location>
<X>104</X>
<Y>198</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>

Then ADD

<Ui2DAnimation item = "A_SongBtnNormal">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>0</X>
<Y>48</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_SongBtnFlyby">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>26</X>
<Y>48</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_SongBtnPressed">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>52</X>
<Y>48</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_SongBtnPressedFlyby">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>78</X>
<Y>48</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>

------------------------------------------------------------------------------------

IF you went ahead and made up a custom EQUI_ShortDurationBuffWindow.xml file in anticipation of today’s release, open with a text editor, and:

Search/Find to:

<Screen item = "ShortDurationBuffWindow">

CHANGE
<Text>Short Duration Effects</Text>

to

<Text>Songs</Text>

then, CHANGE

<Location>

<X>415</X>

to

<X>315</X>

------------------------------------------------------------------------------------

Also please note that there has been a new window_pieces04 which now includes the ShortDurationBuffWindow buttons. So if you have a custom window_pieces04 you will have to grab the new one (or edit your custom one to be compliant with the change).

EDIT: changed A_BuffBtnPressedFlyby to A_SongBtnPressedFlyby in the first change Cairenn made, this was causing the pressed button to show an arm instead of note. - Kudane
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Last edited by Kudane : 01-09-2003 at 04:58 PM.
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Old 01-09-2003, 08:56 AM   #2
Kelric
 
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Here's the text of the Patch Message that's UI related:


Quote:
** Demise of the Classic/Velious Interface **

Over the last six months we have been keeping the Classic EverQuest interface as well as the Velious interface working through all of the features that we have added (built-in MP3 player, item links, compass, enhanced /bug reporting tool, and others). However, with the release of some of the new features in this patch, such as running EQ in a window, we must now say goodbye to the older interfaces. They have been disabled as of today.

They served us well.


** Songs Window **

We have added a new window to the interface along with new game functionality...

Note for User Interface skin creators: The Label EQTypes 80-85 are the Songs window song names.


** Miscellaneous **

- The Loadskin window will now load skins other than the default properly.


** User Interface File Changes **

ShortDurationBuffwnd.xml - NEW
EQUI.xml
BugReportwnd.xml
Lootwnd.xml
Selectorwnd.xml
PetInfownd.xml
Window_ Pieces04.tga



Not mentioned in the message but loaded in the Patch is the Story Window... not sure that what is yet...
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Old 01-09-2003, 08:59 AM   #3
Cairenn
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Quote:
Originally posted by Kelric
Not mentioned in the message but loaded in the Patch is the Story Window... not sure that what is yet...

*giggle* Kelric must still need his morning coffee yet!
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Old 01-09-2003, 09:25 AM   #4
Kelric
 
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Quote:
Originally posted by Kelric
Not mentioned in the message but loaded in the Patch is the Story Window... not sure that what is yet...



<BLUSH>

Okay, it IS too early to be teasing me about typos LOL
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Old 01-09-2003, 11:05 AM   #5
Cairenn
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window_pieces04 is indeed the compass. Thus, you are correct ... anyone using a custom compass (that uses a modified window_pieces04) will need to:

a) run with the default; or
b) track down the originator and get a fix; or
c) fix it themselves

Fixing it will require opening the window_pieces04 in a graphics editor (PaintShopPro, PhotoShop, GIMP, etc), adding the new buttons, changing the alpha channel to reflect the new graphics, then making sure that the coding in the animations file gets updated to correspond with the appropriate locations, ...

Most folks will probably want to go with either a or b above.
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