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Unread 05-26-2011, 12:15 PM  
ashfallen
A Coastal Crab

Server: Crushbone
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Re: Re: NPC Timer/Spell Timer

Quote:
Originally posted by Darqwood
Thank you for your comments, ashfallen. The timer overlay is in the latest revision to the Tagging/Spellcast Monitor which is not on the updater yet. It's part of a new version of DarqUI that I've been holding off releasing until after GU60 which has a number of changes to the game and interface. I'll go ahead and put the new version of the Tagging window on the updater so you can download and try it out now. For the moment you'll still have to make your customizations directly to the XML file, although the upcoming version of the DarqUI utility will have a complete setup tab.

Let me take a look at the examine -> broker feature. It should be doable, and the examine and broker window pieces are already being worked on.

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Thanks Draqwood. I was at first havign some issues with adding custom elements, but i realized it was simply my XML was a little rusty. so far I have been able to incorporate anything perfectly with your UI. Which says a lot considering some of the other UIs are less friendly.
Excellent work.
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Unread 05-26-2011, 10:18 AM  
Darqwood
A Griffon
 
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Server: Antonia Bayle
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Post Re: NPC Timer/Spell Timer

Quote:
Originally posted by ashfallen
I cannot find the NPC Timer is there a command I missed some where?

Do you think it would be possible to include the option some UIs have to click on an item name and search the broker for said item?

UI is extremely well built and I really like being able to make it have minimal impact on my screen's real estate.

Thank you for your comments, ashfallen. The timer overlay is in the latest revision to the Tagging/Spellcast Monitor which is not on the updater yet. It's part of a new version of DarqUI that I've been holding off releasing until after GU60 which has a number of changes to the game and interface. I'll go ahead and put the new version of the Tagging window on the updater so you can download and try it out now. For the moment you'll still have to make your customizations directly to the XML file, although the upcoming version of the DarqUI utility will have a complete setup tab.

Let me take a look at the examine -> broker feature. It should be doable, and the examine and broker window pieces are already being worked on.

__
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Unread 05-25-2011, 10:15 PM  
ashfallen
A Coastal Crab

Server: Crushbone
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NPC Timer/Spell Timer

I cannot find the NPC Timer is there a command I missed some where?

Do you think it would be possible to include the option some UIs have to click on an item name and search the broker for said item?

UI is extremely well built and I really like being able to make it have minimal impact on my screen's real estate.

Last edited by ashfallen : 05-25-2011 at 10:35 PM.
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Unread 04-24-2011, 10:52 AM  
alaskazoro
A Young Mystail Rat

Server: Unkown
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Ctrl+T

OMG I feel like an ass! That was the obvious fix, and I nvr tried it !
That brought the Threat window right up. Thanks much. This is a great UI
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Unread 04-24-2011, 08:26 AM  
Darqwood
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Server: Antonia Bayle
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Post Re: Threat window

Quote:
Originally posted by alaskazoro
Hi, i really like this add on !! Got 1 prob though.....I have one toon that the Threat window does not come up on, My Necro. All other toon the Threat window shows just fine. Ive tried all the possibilities to fix it that i can think of. Hopefully I can get an answer as to how to get that Threat window to show on my Necromancer as well. thanks for any help you might have.

alaskazoro, log in to your necromancer and press Ctrl+T which is the toggle for the threat window. This should make it appear. If that doesn't work, leave another post here. There's a couple of other things to try.

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Unread 04-23-2011, 04:06 PM  
alaskazoro
A Young Mystail Rat

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Question Threat window

Hi, i really like this add on !! Got 1 prob though.....I have one toon that the Threat window does not come up on, My Necro. All other toon the Threat window shows just fine. Ive tried all the possibilities to fix it that i can think of. Hopefully I can get an answer as to how to get that Threat window to show on my Necromancer as well. thanks for any help you might have.
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Unread 04-18-2011, 09:59 AM  
Darqwood
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Post Re: Ideas for the next updater

Quote:
Originally posted by Purgpow
i just updated the new Mob casting / tagging window, haven't tried it yet but what a great idea. i was clicking through options and had a few ideas for when you added it to your next updater. you might already be doing these but thought i should voice them anyways.
1. From what i can tell there is only 3 Alert banks to choose from at the moment, Was wondering in the future if there will be more, and or a way to build banks of them as presets from mob we raid each weak so there ready to go. Like use a drop down box to change to the next bank, similar to the way you have the UI setup to change between different character presets.
2. is there a way to get multiple alerts to one spell? For example so we can have an audible alert, a /raidsay, and a /shout or what ever we need" all be tied to the same spell going off by the mob?

these are a few things that pop into my head while first looking at your new Window.

You do great work, Love the UI

Thanks for making it.

Thanks for your post, Purgpow. I have tried a quick-and-dirty version of your idea #1 and it does work, although the sheer amount of data for a weekend's worth of raid encounters was very heavy, and it felt like too much setup work long-term. I've taken a slightly more automatic approach which should appear in the next version. Instead of setting up a specific list of spells before an encounter, the spell monitor begins listening when the encounter starts for all known and unknown spellcasts. Then when any spell goes into one of the slots it checks the presets, and if the spell is "known" it immediately adds and fires the alert automatically. So you can just wade into battle and the listener will handle all text/sound alerts completely hands-free, no matter what the encounter is.

I have also added a fairly ambitious countdown timer overlay for the listener. If you've ever used the timer on my clock mod, you will recognize it in the spell monitor. Each spell slot has a mini version of the countdown timer with a progress bar and a warning flash, all easily configurable. The listener can automatically start up a default timer for all spells that are "unknown," or if you know the approximate casting interval of a particular spell you can add that to your presets. The timer overlay will keep track of the last 10 intervals between casts of each spell, as well as the last five "pre-casting" intervals (time from the start of the encounter to first casting.) So you can look for casting patterns that may improve your efficiency.



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Unread 04-18-2011, 03:11 AM  
Purgpow
A Young Mystail Rat

Server: Antonia Bayle
Forum posts: 2
File comments: 16
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Ideas for the next updater

i just updated the new Mob casting / tagging window, haven't tried it yet but what a great idea. i was clicking through options and had a few ideas for when you added it to your next updater. you might already be doing these but thought i should voice them anyways.
1. From what i can tell there is only 3 Alert banks to choose from at the moment, Was wondering in the future if there will be more, and or a way to build banks of them as presets from mob we raid each weak so there ready to go. Like use a drop down box to change to the next bank, similar to the way you have the UI setup to change between different character presets.
2. is there a way to get multiple alerts to one spell? For example so we can have an audible alert, a /raidsay, and a /shout or what ever we need" all be tied to the same spell going off by the mob?

these are a few things that pop into my head while first looking at your new Window.

You do great work, Love the UI

Thanks for making it.
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Unread 04-14-2011, 01:58 PM  
gnogood
A Coastal Crab

Server: Antonia Bayle
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File comments: 2
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Yes, that was the problem, thought i removed em all. Place all addons with eq2map and one related to player/pet windows was still in there. The curse icon was no longer active after removing the player window file.

So, other than this ui, I only try to incorporate other player, pet, and heroic opportunity addons in attempt to size them down is all.

Very helpful UI. Group/raid/curse window hotbars ftw!
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Unread 04-13-2011, 05:44 PM  
Darqwood
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Server: Antonia Bayle
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Quote:
Originally posted by gnogood
Finally reinstalled for the latest xpac and the curse icon is up in both group and threat windows. Somehow the icon disappears occasionally, so any ideas on the problem? Tried file check, going through utility and reinstall, but came out the same still showing the curse icons.

I don't have anybody else reporting this, are you combining the group and threat windows with another interface?

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Unread 04-13-2011, 01:33 PM  
gnogood
A Coastal Crab

Server: Antonia Bayle
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Finally reinstalled for the latest xpac and the curse icon is up in both group and threat windows. Somehow the icon disappears occasionally, so any ideas on the problem? Tried file check, going through utility and reinstall, but came out the same still showing the curse icons.
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Unread 03-22-2011, 06:04 PM  
Darqwood
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Server: Antonia Bayle
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You can do either one. If you already have EQ2Maps installed, you can point the DarqUI updater to that folder, and vice versa. There are no conflicts or ignore list issues with EQ2Maps.

DarqUI looks for a root folder named "EverQuest II" and a subfolder named "UI" as the anchors for most of its operations. These are default folder names for the streaming and non-streaming installations. If the error message is coming from a DarqUI dialog box and it says something about the game folder being named incorrectly, your game folder is probably named something other than "EverQuest II".


Quote:
Originally posted by iamstillwater
Sorry to bother you again, but I was just wondering about using this in tandem with EQ2maps.

Specifically, I'm not sure where or how to install it properly, as I keep getting this error saying that eq2.ini could not be found or could not be installed.

Would you happen to know what order I should install your mod and the EQ2Maps mod in?
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Unread 03-22-2011, 04:12 PM  
iamstillwater
A Young Mystail Rat

Server: Unkown
Forum posts: 6
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Hi again!

Sorry to bother you again, but I was just wondering about using this in tandem with EQ2maps.

Specifically, I'm not sure where or how to install it properly, as I keep getting this error saying that eq2.ini could not be found or could not be installed.

Would you happen to know what order I should install your mod and the EQ2Maps mod in?
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Unread 03-22-2011, 10:34 AM  
Darqwood
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Server: Antonia Bayle
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Two New Themes Available

There are two new themes on the updater. These are not simple re-colors, but adaptations of full skins by Drakah and gurkoz (see interface description above for images and links.) Both of these artists did an amazing job of capturing the look and feel of their respective themes. If you ever played Vanguard or EverQuest II in the early days, these themes are guaranteed to give you a smile. You can switch between them any time with a simple click of the mouse. Choose a theme from the DarqUI Window Utility before starting the game, or log all the way out and back in after changing your theme selection.
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Unread 03-20-2011, 05:07 PM  
Darqwood
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Server: Antonia Bayle
Forum posts: 199
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Re: Thank you for the reply!

Quote:
Originally posted by iamstillwater
One last question though. When I run the updater, do I have the application point towards my installation location as the place where it updates, or does it scan for the game when it first runs?

Yes and yes. On a new install, the utility will look for your game in several likely places. If it finds the game, it suggests a folder name and creates the new, empty folder in the right place. If it doesn't find the game, you will get a dialog box that lets you create and point to the new UI directory manually. You won't have to give the information again unless you move the utility program itself. For example, you may decide to move the utility from your desktop into the DarqUI folder. In that case, you'll have to remind it one more time where to find your UI.

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