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Agathorn 12-05-2005 04:48 PM

I MIGHT know what you are doing wrong that could be causing the inventory dock to not position properly. Are you docking it, then moving the docked window? If so thats NOT how you should position it. Unfortunately to make this feature work requires the use of a dummy positional window and you need to move that instead. To set the location of the dock, click the ound button on the inventory window, 2nd from the left on the bottom. That will open a blank window with nothing on it but a similiar button. Move that window to where you want the inventory to dock to, then press the round button on that dummy window to hide it. Now when you dock the inventory window it will go to where you placed that dummy window. Moving the docked inventory ITSELF will not work properly as the dummy window doesn't get updated.

Agathorn 12-05-2005 05:01 PM

Ok all of the bugs reported up to this point that I was able to confirm are fixed and will be in the next release.

sfd 12-05-2005 05:22 PM

well just had a mammoth day of EQ with the beta2 and the new startbutton (which i think is great) and so far no problems at all. really enjoying the UI it definately suits me more than any other i've tried, and i've tried a lot.

Agathorn 12-05-2005 05:37 PM

Quote:

Originally Posted by sfd
well just had a mammoth day of EQ with the beta2 and the new startbutton (which i think is great) and so far no problems at all. really enjoying the UI it definately suits me more than any other i've tried, and i've tried a lot.

Great! Glad to hear that :)

Agathorn 12-05-2005 06:15 PM

4 Attachment(s)
Alternate player windows with Red health bar instead of the default color changing green.

Agathorn 12-05-2005 07:31 PM

2 Attachment(s)
For the heck of it, since it was easy, I decided to make 2 more alternate version of the player window. These are compact windows, which basiclly removes the whole name/infoblock off the top making the window much more compact. There is a normal green health version and a red health version.

Sir Taleisin The Seer 12-05-2005 07:59 PM

Quote:

Originally Posted by Agathorn
For the heck of it, since it was easy, I decided to make 2 more alternate version of the player window. These are compact windows, which basiclly removes the whole name/infoblock off the top making the window much more compact. There is a normal green health version and a red health version.

you know Agathorn, you can set the healthbar to be constantly red within the options window..

Agathorn 12-05-2005 08:20 PM

Quote:

Originally Posted by Sir Taleisin The Seer
you know Agathorn, you can set the healthbar to be constantly red within the options window..

Roflmao.. seriously?

Agathorn 12-05-2005 08:26 PM

Well i'll be.. yeah you can actually set the colors up to whatever you wish in the Game Colors options.. Can set it to red or purple or whatevr, and can even set it in ranges.

lol, well guess theres no need for those RedHealth style windows.

Sir Taleisin The Seer 12-05-2005 08:29 PM

Quote:

Originally Posted by Agathorn
Well i'll be.. yeah you can actually set the colors up to whatever you wish in the Game Colors options.. Can set it to red or purple or whatevr, and can even set it in ranges.

lol, well guess theres no need for those RedHealth style windows.

sorry for smishing your idea :-)

Agathorn 12-05-2005 08:32 PM

lol don't be sorry. I only made them because someone wanted red health bars, and I didin't realize you could set it like that in options :)

Agathorn 12-06-2005 11:21 AM

1 Attachment(s)
Thought i'd share a quick screen of my current work in progress on Stat Strips, and explain the thinking behind the design.

The biggest problem with stat strips is they are custom windows (usually anyway, there is a way to do them using existing windows but for reasons i'll explain later it has its own problems). Because of that they don't get displayed automaticly by the game upon login and can't be tied to a key shortcut (other than wasting a hotkey slot). Now it IS possible to make a stat strip and either attach it to a standard window so it shows up on login, or have a standard window push it up upon login. But the problem with this is it typically works best if you only have 1 maybe 2 stat strips. Which in my mind presents another problem...Not everyone wants every stat on a strip. One important aspect of Serenity is flexability. I'm not trying to knock any of the existing stat strips, but most of them are pretty much all or nothing. I didin't want that. In the end my problem was thus: How do I provide an easy mechanism to show/hide stat strips yet at the same time break them up into chunks of stats so that individual chunks can be either on or off.

This is what I came up with and I don't know if anyone will like it or not, but so far it seems to be working well for me in trials. The startbutton has been added to so that it can server as a sort of control panel for the stat strips. On the top right of the startbutton window is a small button which expands or contracts the button to show/hide this control panel. Inside the control panel is a series of checkboxes to allow quick and easy toggling of the various stat panels. The panels themselves have been broken down into small chunks so you can only show the ones you want. The stat panels have two modes to them, horizontal and vertical arrangement. The small button in the upper right toggles the two layouts. In horizontal layout they all have the same height so they arrange nicely. In vertical layout they all have the same width again so they arrange nicely.

End result is that when you first log in, it will only take you a couple mouse clicks to get all the panels you want up and ready to go then your set. It also gives you the ability to add or remove certain stat strips during your play session as circumstances dictate. Something that auto show stat strips could never give you.

Anyway as they say a picture is worth a thousand words, so here you go.. a quickie shot from uibuilder. The stat strips are shown in horizontal layout and the startbutton control panel is open. When closed the startbutton is no bigger than previously seen with the 4 shortcut buttons.

Agathorn 12-06-2005 12:18 PM

2 Attachment(s)
Couple of ingame shots of the bars and just a quickie layout of all the windows that seemed nice at the time :p

The vertical layout of the stat bars looks like it needs some work still lol. Fugly.

Savie 12-06-2005 02:31 PM

Quote:

Originally Posted by Agathorn
Ok another one I can't seem to confirm. Can you list a series of steps that reproduces the problem? I tried docking and undocking, hiding and unhiding, moving all over, etc and it all worked fine for me :(

As for sizes. I could possibly include an alternate version with larger slots. Is that what you were wanting? Larger slots?

The smaller window (dock) when I set it to a certain place on my screen, and lock it there, open it fully then close it completely then reopen it, is in the original spot and not the place I locked it to, however it is locked in the orig location. That happened with just the docked window, the inventory window stayed put.

As for the inventory slots, yes slightly larger. Spells I can go very tiny with, but items I can't always just glance at and know what it is :(



Quote:

Originally Posted by Agathorn
Ok another one that works fine for me :( Make sure you do not manually resize the windows, not sure if that will mess it up or not. They should stay at thier minimux size and just let them expand automaticly. The button might have gotten out of synch, did you try toggling it a few times? Are you SURE the target had effects that would show up? The way I test it is to put some effects on me, like a stance, then target myself.

I left these the original size, and tried checking and unchecking the boxes a few times, and had a Guild member in group with me, both of us buffed and did not see the buffs on him (target or target's target). Tried rebuffing etc, nothing worked. Also, on the HoTT, I noticed last night after some play time, that it did not show the mob, rather it showed like the tank was targeting himself, however it did have the correct information on the target (lvl, ^, ^^, aggro, non aggro etc..) only the name was wrong. Tested that on a few group members all the same, as if they were targeting themselves.



Playing with the UI is very easy and doesn't clutter up my screen with lots of unneeded junk, nice work! =)

Savie 12-06-2005 02:46 PM

Oh, one thing I forgot to mention that I noticed while playing last night, its really just cosmetic I think..

In Persona the Factions screen, the numerical list for the factions and the name of the faction were over-lapping some.

Agathorn 12-06-2005 08:12 PM

Quote:

The smaller window (dock) when I set it to a certain place on my screen, and lock it there, open it fully then close it completely then reopen it, is in the original spot and not the place I locked it to, however it is locked in the orig location. That happened with just the docked window, the inventory window stayed put.
It defintly sounds like you are using it wrong. It sounds like you are moving the actual inventory window when instead you should be moving the positional dock window. Click the 2nd button from the left on the bottom to open the "positional" window, which is just a dummy blank window. wherever you put that is where the inventory will dock to. You must set the position with that dummy window NOT with the inventory itself.

I know its confusing, and un-user friendly. Its the generally accepted way of doing this type of advanced feature. That said though, i've never been happy with how confusing it is for some people. I have some ideas on how I MIGHT be able to get around this, and i'll work on that tonight after I get home from work. Far as I know its never been done before but I THINK I might now how to do it :p No promise though.

As for the icon size yeah I had planned to make a larger version anyway.

Agathorn 12-06-2005 09:42 PM

Ok I just got home and tested my idea to eliminate the dummy window thus making the whole inventory useage a lot less confusing and guess what.. it works! :) Whee :) So the next version of the inventory will be much more user friendly. Not sure when i'll release it, as I want to clean some things up but probably tonight.

Agathorn 12-06-2005 11:27 PM

Well it appears I spoke to soon on this. Due to bugs in the EQ2 UI system, the position of the window doesn't properly save when modified by script so when you log out and back in it will be reset on you. Guess we're stuck with having to move a dummy window.

Savie 12-07-2005 10:10 AM

Quote:

Originally Posted by Agathorn
You must set the position with that dummy window NOT with the inventory itself.

Ah, ok that explains it :)

Agathorn 12-07-2005 10:23 AM

Quote:

Originally Posted by Kerianah
Ah, ok that explains it :)

I'm still working on trying to find a way around this as it is very confusing and not user friendly.. but there isn't any good solutions i'm afraid due to underlying issuesin the UI system that we have to work with.

Savie 12-07-2005 11:58 AM

Quote:

Originally Posted by Agathorn
I'm still working on trying to find a way around this as it is very confusing and not user friendly.. but there isn't any good solutions i'm afraid due to underlying issues in the UI system that we have to work with.

Np, I don't use it as I like my screen with as few windows up as possible, just thought I'd mention it.

Just wondering if you have a fix for the HoTT window yet?

Agathorn 12-07-2005 12:27 PM

I'm sorry.. HoTT Window? What's that?

Loktha 12-07-2005 12:49 PM

Health of Target's Target window. It's the term used in EQ1. I believe the term for the window in EQ2 is Implied Target.

Agathorn 12-07-2005 12:54 PM

Ahh.. they must have added that to EQ1 after I stopped playing :p

Sorry about that.. I see the bug in the implied target window and will have it fixed in a few minutes.

Agathorn 12-07-2005 12:57 PM

2 Attachment(s)
Here you go.

Target windows v Beta 2.2
- Fixed dynamicdata for implied target name
- Fixed dynamicdata for implied target health

Loktha 12-07-2005 01:25 PM

Yeah, they added it later and not as a standard window either. You needed to complete leadership aa's to use the window. How sad :(

Agathorn 12-07-2005 01:29 PM

Quote:

Originally Posted by Loktha
Yeah, they added it later and not as a standard window either. You needed to complete leadership aa's to use the window. How sad :(

OMG haha thats just sad.

Ok this is more a note to self so when I go back through the thread looking for bugs and things to fix I see it, but also a heads up to everyone. The Effects toggle on the target windows can get out of synch with your settings. It currently defaults to OFF. Which means if you log out of EQ2 with it ON, when you log back in you will see your effects in the window, but if you click the button to toggle them off it won't work. You will have to click it again to synch it up.

In a future release I will provide a fix for this and will have two styles of thw windows..one that defaults on and one that defaults off.

Just an FYI on that issue.

Agathorn 12-07-2005 01:39 PM

1 Attachment(s)
Just a visual update on the current state of the UI. I'm off tomorrow so shooting for either a Beta 2.5 or even a Beta 3 release by tomorrow night (version will depend on how much of my todo list I get done).

NOTE: Yes theres a small bug in the experience display that cuts off the % sign seen in the screenshot below. Since debt was changed to show decimal values this caused everythign to push over. I'll get that fixed at some point :)

Agathorn 12-08-2005 12:33 PM

Having some problems with the Sta Bars not saving thier location so i'm afraid thats mainly what is holding up the next release. Hopefully soon though.

Agathorn 12-11-2005 09:10 PM

Hey all,

I wanted to let you know what was up with the inactivity. A couple days ago the cable internet at home stopped working and i'm still waiting on it getting fixed. I'm posting this from work to let you all know, but as of right now I simply don't know when i'll be back up and running.. apparently its a major problem with the lines in the neighberhood :(

Agathorn 12-18-2005 10:36 AM

1 Attachment(s)
Well my internet is back working again :) Actually to be perfectly honest with everyone, it was workign when I came home last night. However I immediately jumped on to what few hours remained of the DDO stress test last night so didin't get around to here till this morning. Sorry :p

I still haven't managed to fix the problem with the status bars not saving position (well without a connection I had no way to work on it since I couldn't test it) but i'm going to release Beta 3 here in the thread for now for those who want to get fully up to date. The non-saving positions aren't really as troublesome as it may sound. Only takes a minute to place them I find. But as soon as I do figure it out i'll post an update.

For now here is Beta 3, or perhaps I should call it 2.9999 :)

Agathorn 12-19-2005 08:47 PM

Just an FYI that I think I have the strips saving position properly now. I'm going to go do some testing, and update all the strips with the new code and see how it works. If everythign goes fine i'll be releasing Beta 3 officially tonight.

Agathorn 12-19-2005 11:07 PM

Beta 3 has now been approved and is available for download. The documentation has also been updated. Enjoy!

Tylius 12-21-2005 12:53 AM

Any thoughts on adding target info, and duration to the maintained spell effects list? =D

Like...Profit UI, with the nice font ^_-

Agathorn 12-21-2005 01:31 AM

Quote:

Originally Posted by Tylius
Any thoughts on adding target info, and duration to the maintained spell effects list? =D

Like...Profit UI, with the nice font ^_-

Actually that IS something that is planned. Don't let me forget :)

Agathorn 12-21-2005 11:14 AM

Serenity UI Suite - Beta 3.18
- LU 18 compatability
- Added quest completion reward information to quest journal
- Fixed bug with vertical sizing in target, implied target, and player windows that had percent labels.


Posted and just waiting on approval.

Agathorn 12-21-2005 12:27 PM

Just an FYI that the update has been approved and is available for download. It didin't bubble up to the top of the list for some reaosn like it normally does, so I didin't want anyone might have been waiting for the patch to miss it.

Drumstix42 12-21-2005 12:35 PM

Shows at the top for me. And I'd say there's a good chance that are keeping any eye on your UI or use it, probably have it in their favorites. And if not! They should :p

Tylius 12-22-2005 02:18 AM

Quote:

Originally Posted by Agathorn
Actually that IS something that is planned. Don't let me forget :)

Awesome =D

Also, the house vault toggle button and search button would be *great* for the home :) And smaller windows >.< The default broker, loot window, etc are wayyy too big =( At least for me :)

Edit: And some slim layout for the chat! =D (Like....PUI Chat! =D)

I'd still use this without those, but I just swap those mods in over this mods files :)

Agathorn 12-22-2005 09:47 AM

Can you explain what you mean by house vault toggle and search button for the house?

The chat window is the next item on my list. I've honestly been avoiding it because there is SO much work I need to do on it. Theres lots that bugs me about the chat window but at the same time lots that is hard to get around so its going to be lots of work :p With working my butt off during the holidays, family visitng, and the hoidays themselves thats goign to take some time i'm afraid, but i'll get the next version out as soon as I can.


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