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Old 08-16-2012, 09:10 AM  
firescue17
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Quote:
Originally posted by Lazaru5
Are you planning on skinning the rest of the untouched windows? Aside from the 4 you list below, there are a number of windows that still have the default skin to them? Generally speaking, yes. There are 7 or 8 additional windows coming with the Hero's Forge patch. I have templates for some others which need to be converted to the new graphics. Some windows I'm still deciding how to arrange them. The lowest priority windows at this time are those restricted to Gold accounts and the real estate windows.

Quote:
Originally posted by Lazaru5
[W]ould it be at all possible to provide layout/window arrangement files? I've considered it. Maybe. Definitely not anytime soon. 1440 x 900 is the largest resolution I can run on my current monitors.

Quote:
Originally posted by Lazaru5
[A]m I correct to assume the Ins Del Enter line of buttons (and the 3rd button on the line above them) are for the AA unlockable spell slots? Yes, that is correct. They will turn into spell gems when you purchase the appropriate AAs.

Quote:
Originally posted by Lazaru5
The spellbar: the layout of it seems kinda confusing in that it looks like a number pad, yet the spell slots on it are actually in reverse order ... The spellbar is ordered sequentially starting with spell gem 1 and ending with spell gem 12 such that a horizontal orientation appears as:

[1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12]

This allows for correct ordering of the spells gems for two-thirds of the possible orientations; horizontal and vertical. If I code it otherwise, a horizontal orientation would look like:

[7] [8] [9] [4] [5] [6] [1] [2] [3] [11] [12] [13]

which is terribly confusing compared to using the current ordering in a tiled orientation:

Code:
[ 1] [ 2] [ 3] [ 4] [ 5] [ 6] [ 7] [ 8] [ 9] [10] [11] [12]


The labels are defaulted to a 10key tiled orientation; however, one would still need to remap the spell gems in Options > Keys > Spellcasting. For example, remap Cast gem 1 to Numpad 7.

Last edited by firescue17 : 08-16-2012 at 11:30 AM.
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Old 08-19-2012, 10:15 AM  
firescue17
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2012-08-17 Update

Updated to be Hero's Forge compatible.

* Progression Selection Window: In design stage. Resolved.

Resolved many issues with the options window not accepting input.

** ADDED **
EQUI_AuraWnd.xml
EQUI_ConfirmationDialog.xml
EQUI_NameChangeWnd.xml
EQUI_TaskTemplateSelectWnd.xml
EQUI_VoteResultsWnd.xml
EQUI_VoteWnd.xml
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Old 08-19-2012, 02:12 PM  
ValerianOddity
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I cannot for the life of me make this look like it's supposed to. What am I doing wrong? Is there an .ini file to use for settings? Sorry for the no doubt stupid question... feel free to make fun of me.
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Old 08-20-2012, 01:46 PM  
firescue17
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2012-08-20 Update

* EQUI_EQMainWnd.xml - Critical fix for the EQ Menu Button.
* EQUI_LargeDialogWnd.xml - Updated.

* There may be an issue with the Confirmation Dialogue when accepting rezzes in hover mode. I'm trying to track down if this particular issue is related to the new window or if it's the longstanding bug in EQ.

Last edited by firescue17 : 08-20-2012 at 01:47 PM.
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Old 08-21-2012, 09:51 AM  
Shashana
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Combat Skills Select Window

Where is the Select button on the Combat Ability window? Usually there's an S to click. Very nice UI so far. Looking forward to seeing the finished package.

nevermind, I found it on the hotbar with guages... Nice idea

Last edited by Shashana : 08-21-2012 at 11:07 AM.
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Old 08-28-2012, 01:15 PM  
ChazeXavier
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Was wondering if there might be any way to add a numerical display for HP, Max HP, MP, Max MP rather than just a bar. Am so used to seeing numbers instead of a bar on a quick glance. Any hope of this?
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Old 08-28-2012, 09:44 PM  
firescue17
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Quote:
Originally posted by ChazeXavier
Was wondering if there might be any way to add a numerical display for HP, Max HP, MP, Max MP rather than just a bar. Am so used to seeing numbers instead of a bar on a quick glance. Any hope of this?


Is it possible, yes.

If you're looking for this information to compare stats with another person or determine if an item is an upgrade, it is already available on the main tab of the inventory window.

I assume your request would be to have it visible all the time?

Where would you like to see this information added? As the UI currently stands, there isn't any whitespace available to put this information in.
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Old 09-02-2012, 07:31 AM  
walter.ellem
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Fantastic Job

Love the Ui its great nice and clean, but the ini file for the layout, how do i load it, i have tried and i missing something.
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Old 09-02-2012, 09:40 PM  
firescue17
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Re: Fantastic Job

Quote:
Originally posted by walter.ellem
Love the Ui its great nice and clean, but the ini file for the layout, how do i load it, i have tried and i missing something.


I'm not sure I understand your question. There is no .ini included. You will need to move the windows around to your preference. As far as loading the UI, just type /load and select Graphite from the popup menu.
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Old 09-03-2012, 05:26 AM  
walter.ellem
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Re: Re: Fantastic Job

Quote:
Originally posted by firescue17
I'm not sure I understand your question. There is no .ini included. You will need to move the windows around to your preference. As far as loading the UI, just type /load and select Graphite from the popup menu.


That answered my question a lod of the UI's in here have a UI file so it loads how its displayed on the screen shots... no worries will customise it myself thanks.
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Old 09-06-2012, 04:21 AM  
Zhaann
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Re: Re: Re: Fantastic Job

this ui be broke yo it need fixin thank yo.
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Old 09-06-2012, 06:54 AM  
firescue17
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Re: Re: Re: Re: Fantastic Job

Quote:
Originally posted by Zhaann
this ui be broke yo it need fixin thank yo.


Yo, it's not broke yo. I be usin this UI and it be fine. Yo.

Post something useful.
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Old 09-06-2012, 01:10 PM  
brinie
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merc window

Love this UI. I can not seem to get the merc window to work. The button to bring it up is red. When I click on the button it does nothing.

Thank you ever so much.
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Old 09-06-2012, 03:08 PM  
firescue17
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Re: merc window

Quote:
Originally posted by brinie
Love this UI. I can not seem to get the merc window to work. The button to bring it up is red. When I click on the button it does nothing.

Thank you ever so much.


Thank you.

Which button are you referring to that is red?

The regular merc window was replaced by the Actions window or Bandolier window. All of the normal merc controls are now in those windows. The default merc window should be completely suppressed to prevent it from popping up when un-suspending the merc from the Actions or Bandolier window.
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Old 09-22-2012, 12:15 AM  
firescue17
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Graphite_v2012-09-21

** BE ADVISED: Updating to v2012-09-21 from a previous version will re-arrange your hotbuttons in the actions and bandolier window. You will not lose any of your socials; however, your keybinds may be off. Please plan for a few minutes of downtime to remap your secondary hotbar keys. **

* Big Bank, Inventory, and Tradeskill Windows: Expanded bag inventory slots not fully supported. Resolved; unfortunately there is a hard cap to the amount of inventory slots that may be open at one time. I was unable to place expanded bags everywhere I wanted; however, the bank and inventory are fully supported as normal.

** ADDED **
EQUI_DynamicZoneWnd.xml
EQUI_EditLabelWnd.xml

** CHANGED **
* EQUI_ActionsWindow.xml - Now supports hotbar #9. Moved the Mercenary Suspend button to the Selector Window. Removed the Mercenary timer display.
* EQUI_BandolierWnd.xml - Now supports hotbars #3 - #8 for a single bank of up to 720 Hotkeys. Removed the integrated Mercenary funtions. Moved the Mercenary Suspend button to the selector window. Bandolier Window now collapses to a fixed dimension to show only the clicky inventory slots, inventory plus the weapon set selector menu, or any combination of the clicky inventory slots and any number of up to 6 hotbars.
* EQUI_BigBankWnd.xml - Expanded bag slots now supported for all regular and shared bank slots including integrated expanded inventory bag slots.
* EQUI_CastSpellWnd.xml - Now collapses to a fixed dimension to retain view of the book button for loading and saving spell sets.
* EQUI_CombatAbilityWnd.xml - Now collapses to a fixed dimension to retain view of the cancel disc icon, the currently running disc label, and any number of Discipline Hotbuttons.
* EQUI_Container.xml - Reduced the size of the individual bag slots.
* EQUI_HotButtonWnd.xml - Reduced the size of the Hotbuttons by 2px by 4px.
* EQUI_Inventory.xml - FTP and Gold inventory slots are now fully supported.
* EQUI_LargeDialogWnd.xml - Fixed the appearance of a button to conform with the rest of the UI graphics.
* EQUI_PotionBeltWnd.xml - Resized the icons to match the new hotbutton size.

** GENERAL **
The text message on the Mercenary Suspend button should now sync with the actual state of your Mercenary somewhat better than previously. It's still buggy. That is a server-side issue with EQ.

Removed support for the Mercenary Timer display. The timer almost never stops running; therefore, I found it to be redundant. In order for the display to stop, you need to have your Mercenary unsuspended and passive for at least 30 minutes. If one hasn't noticed by that point, they're probably tabbed out of EQ, AFK, or otherwise not paying attention anyways to even notice in the first place.

/whew. [EDIT]New screenshots and the .zip file are approved.

Don't forget to vote and favorite this UI!

Last edited by firescue17 : 09-22-2012 at 05:01 AM.
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