07-30-2008, 11:15 PM
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#1
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A Gray Wolf
Join Date: Sep 2007
Posts: 8
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UI changes on test...
Since I don't seem to have access to post in the SOE corner, I'll post here.
I just wanted to give you all a heads' up that the Test server has some fairly significant UI changes necessitated by the new voice chat feature. There are some new structures in the XML that will need explaining. We'll be putting together a document that describes them soon. In the meantime, my understanding is that some custom UIs are having issues with the changes. So those of you still keeping your UIs up to date may want to login to test and take a crack at fixing them. We will try to fix issues that are on our side, but some if it may require custom UIs to be updated.
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07-31-2008, 12:26 AM
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#2
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A Gray Wolf
Join Date: Feb 2005
Posts: 5
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Looks like the biggest issue will be the EQUI_Animations.XML
Adding this:
Code:
<TextureInfo item="VChat.tga">
<Size>
<CX>64</CX>
<CY>64</CY>
</Size>
</TextureInfo>
and:
Code:
<Ui2DAnimation item="A_Speaker">
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>16</CX>
<CY>16</CY>
</Size>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="A_SpeakerMute">
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>32</X>
<Y>0</Y>
</Location>
<Size>
<CX>16</CX>
<CY>16</CY>
</Size>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="A_Mic">
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>0</X>
<Y>16</Y>
</Location>
<Size>
<CX>16</CX>
<CY>16</CY>
</Size>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="A_MicMute">
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>16</X>
<Y>16</Y>
</Location>
<Size>
<CX>16</CX>
<CY>16</CY>
</Size>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="A_Kick">
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>32</X>
<Y>16</Y>
</Location>
<Size>
<CX>16</CX>
<CY>16</CY>
</Size>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="A_SpeakingIndicator">
<Cycle>true</Cycle>
<Grid>true</Grid>
<Vertical>false</Vertical>
<CellHeight>16</CellHeight>
<CellWidth>16</CellWidth>
<Frames>
<Texture>VChat.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>64</CX>
<CY>64</CY>
</Size>
</Frames>
</Ui2DAnimation>
And maybe copying the VChat.tga over into a custom dir. Not sure if it'll check the default folder for it or not.
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07-31-2008, 12:45 PM
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#3
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Featured Artist
Join Date: Oct 2002
Posts: 99
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Nah the TGA file should be fine in the default folder.
__________________
Vert - It's whats for dinner
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07-31-2008, 03:10 PM
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#4
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On tour since '99
Join Date: Sep 2002
Server: Innoruuk forever!
Posts: 473
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UI's are easily updated but I bet we see more vchat.tga files around with better graphics pretty soon..
__________________
Gold: 03/16/99 - 03/15/12 Silver: 03/16/12 - 03/15/18 Done:03/16/18
And with a heavy heart I bid adieu to Everquest Live.
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07-31-2008, 09:26 PM
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#5
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A Tempest Toad
Join Date: Feb 2004
Server: The Seventh Hammer
Posts: 463
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Thanks SKlug!
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08-01-2008, 07:58 AM
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#6
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A Gray Wolf
Join Date: Oct 2002
Server: Saryrn
Posts: 6
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While I like the feature an really hope I can "tune out" the ppl I dont wanna hear , if the chat goes down with EQ crashes etc I can see alot of ppl just staying with Ventrilo etc....
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08-01-2008, 05:07 PM
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#7
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A Gray Wolf
Join Date: Feb 2005
Posts: 5
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Oh, there's more changes. Modifying the group windows will be fun ><
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08-02-2008, 09:56 PM
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#8
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A Predatory Creeper
Join Date: Dec 2002
Server: Bertoxxulous
Posts: 251
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You are much better off to use a custom include file instead of modding the animation file.
EQUI.xml the right way
Code:
<Composite>
<Include>../default/EQUI.xml</Include>
<Include>MyAnimations.xml</Include>
</Composite>
If you want to override any of the default animations, you can copy and past it into MyAnimations.xml (or whatever you want to name it) and alter it. You will get a red error message when you load the ui, but it should run fine. In all actuality there really are only a handful of things you would have to override an element to change, the rest can be changed just by altering the right stuff.
__________________
"Computers are like Air Conditioners, they stop working properly when you open Windows."
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08-05-2008, 01:08 PM
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#9
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A Weathered Clockwork
Join Date: Aug 2002
Server: tunare
Posts: 325
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UI changes on test...
Not going to go well for those of us with UIs where we cant really make too many big or major changes like the group window or anything as mine is like hard coded and trying to change it is not going be easy or fearing it cant be changed too much!
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08-20-2008, 11:42 AM
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#10
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A Ghoul
Join Date: Aug 2008
Posts: 14
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I'm not a coder and don't do XML. This very stripped down version of a UI has served me for years and I am quite concerned over the new changes.
Can you advise me?
There are target window files and UI files. Nothing seems to work on test.
I would greatly appreciate a professional review and advice: Neo.
EQUIActionsWindow.XML
EQUIAnimations.XML
EQUIBigBank.XML
EQUIBuffwindow.XML
EQUIHotbutton.XML
EQUIGroupWindow.XML
EQUIHotButton.XML
EQUIPlayerwindow.XML
EQUITargetWindow.XML
The rest are gems and spells and targetwindows. I can not over-emphasize just how simple this interface is. I have attached files. I hope I can get some help here. I just can't go back after playing this for years and years. =)
I am happy to send you my very simple files for analysis. Thank you very much.
Stacey
Neo
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08-20-2008, 01:45 PM
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#11
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,050
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right now biggest thing is the animations file. With it fixed the rest will load (for now). I wouldnt get in too big of a hurry to change anything else because nothing is set yet and you know sony as soon as ya change it they will dump it. Post your animation file here and can get ya up to speed so you can at least run ui.
Hal
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08-20-2008, 11:35 PM
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#12
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A Ghoul
Join Date: Aug 2008
Posts: 14
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THANKS !!! POSTING if i can figure it out haha. =)
Ok, it is posted. I zipped it up (Name isn't exact as file name but close).
Appreciate any help.
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08-23-2008, 10:42 AM
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#13
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Lord Doljonijiarnimorinar
Join Date: Jan 2003
Server: Povar
Posts: 1,050
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Here
Ok try this and let me know
Hal
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08-25-2008, 06:47 AM
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#14
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A Ghoul
Join Date: Aug 2008
Posts: 14
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08-25-2008, 09:20 AM
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#15
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Skinning Guru
Join Date: Jul 2002
Posts: 1,084
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Shouldnt be a big deal to edit the UI's.. but I am glad I only have 2 UI's that use that animations file woo woo
__________________
Regards,
Drakah
shakahr.com
Remember...it is only a GAME
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