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How can I include the same framestyle as the 'startbutton"
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<Page AbsorbsInput="false" BackgroundOpacity="1.000" Name="WC_Frame" PackLocation="top,left" PackLocationProp="0000/0001,0000/0001" PackSize="absolute,absolute" PackSizeProp="-004/0001,-003/0001" RStyleDefault="/FrameStyles.win_gold_plain" ScrollExtent="62,59" Size="62,59"/>Gives me the correct functionality of the windows settings. With a background. But the gold frame does not show. The gold frame does show in the UI Builder, but doesn't show in-game. I'm assuming it's not inheiriting the FrameStyle properly. I was not having much luck trying to set my own FrameStyle as I did with the CheckBox styles, but it was getting late, and I was getting sleepy. The FrameStyles were really throwing me off. They appear to work the same way, I just couldn't get a stinking frame to show for anything. Edit: I did edit the appropriate sizes' The code above is pasted from the 'startbutton' xml. Not the sizes i was using. |
The first thing that comes to mind is to make sure in window settings that you have Frame & Titlebar set to Frame Only and not None. Sometimes it defaults incorrectly.
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The end-user could create a short-cut and place it on the desktop. I also doubt many people will run the program from the command prompt. I love the new front end for the parser. This mod has gone from complicated as hell to for the end user to, 'almost' fool proof. I'll adjust the inctuctions to include the additional file names. And then finalize them once you decide on the placement and installer. Personally I keep all my mods in the /UI/Custom directory. and will probably keep the parser in there as well. The Custom Directorys can't be nested. If the program is run from the custom directory, and the files are output to the same directory you can avoid any problems with people who have there directorys named something other than 'Custom' And the parser now does appear to give the option to output the files wherever the user prefers. |
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Yep, I checked that! Doesn't show in either case. I was REALLY, REALLY sleepy though. So I'll take another look. I'm hopeing that it's something simple. I was just not getting because my brain was mush. |
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Kosmos, yes your doing well with the new grafix and stuff nice work,
Personaly I liked the style with the yellow and blue buttons (but thats just me lol) So I have been trying to keep up working on that style, just in case either of you are interested, I put <include>eq2ui_mainhud_profilebuttons.xml</include> into the file eq2ui_mainhud.xml And the placement of the attached files you guys know where they go lol This is working with the 2nd last version of Ger's parser (once I fixed some code in the generated files that is) Havent tried it with the new version as yet. P.s Kosmos, I tried a few things and no way could I get your new version to show up properly in the UI builder... Maybe I have overcooked my brain again lol |
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Forgot to attach files
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Icons are set more or less apropriately. Unless you guys find something grievously wrong with it, I think the parser is done.
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Hmm? Not showing up in the UI Buidler? How strange.
I do almost all my work in the UI Builder now. I hated it at first but now I've pretty much got it down to working well. I load eq2ui.xml Not eq2ui_mainhud.xml when I work with the builder. I don't think it shows up when you just open eq2ui_mainhud.xml As far as the button colors. I did also like the blue and yellow ones. But.. I decided they were a bit too 'sci-fi' looking for this game. So I switched to the others. I wouldn't be suprised to see some buttons like those colors added to a the UI Set that looks like brushed steel. That would be cool. Once this is finnished and released I've got a whole handful of ideas. I 'think' I've got the hard one almost out of the way though! I sure picked a big one. I can't check yours now at work. But I'll take a look when I get home. |
I always open eq2ui.xml as well lol
That version only works correctly with the old version of the files the parser made. I will put yours back in and and make some new files with the latest parser and see what happens. |
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Looks terrfic!!! Can't wait to test it tonight. If I can get the frame to show up properl, I can post the release to the upload section tonight and start a new thread in release for others to test. Perhaps one of the super gurus can take a look at why the frame's not showing up. Or perhaps I can figure it out tonight. I plan to just play mostly tonight though, if I can get this posted I will. |
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Yes, it's because the parser sets the button posistions. They won't be changable. The parser will only work for this mod. You can go into the xml files after the parser makes them and change the button locations and sizes though. Thats the reason they were not showing for you. I'm putting together a final pacakge to post for beta testing, with all the correct files together. So that those following can finally get all things at once. |
Where is this intended to be loaded from?
As it only shows up in the UI builder if I put the <include> tag in the mainhud.xml But none of the profiles show up thats generated by the new parser And also you dont have a wc_background or wc_frame pages in there, just so I can add to the confusion a bit lol *EDIT* Oh yeh I know about the locations of the buttons and fixed that , but the performance files aint showing up in there .... Nvm lol you will see what I mean when you get home and make profiles with yours i guess. |
The Parser is not placing the " Mark at the end of the output before the ScrollExtent entry.
r_flora_density_scale=0.138700 r_flora_density_scale=0.138700 ScrollExtent="14,15" Size="14,15" Style="CustomStyle" TextColor="#EBDEAA" Tooltip="Custom Preset2"></Checkbox> Needs to be one between end of flora_densityscale=**** (Quatation Mark) ScrollExtent |
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The <include>eq2ui_mainhud_performanceprofile</include> line needs to be placed in the eq2ui_mainhud_startbutton file. AFTER the </PAGE> tag. Nothign needs to be done at all to the eq2ui_mainhud.xml file. The Profiles were probbaly not showing up because the Style information is probably getting read by the UI Builder. The was a qutation mark missing in the file outputs. So Ger will have to fix that. For now just put a qutation mark before between the end of the flora density and before ScrollExtent. Check olderfiles to compare where it goes if you need to. Then is should work. You are correct the WC frame lines are not in there. I'll include them in the next post tonight. I can't get the golder frame to show in game though even though with those lines, it does show in the ui builder. |
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Lafs,
In the eq2ui_mainhud_performancepanel.xml the 'PerformanceStyle' has changed to 'CustomStyle' to work with the parser. This package should work. The parser doesn't put a qutation mark in the correct place when it makes teh files other than that it seems fine. So you can test these. then make the files with the parser. Put the quation mark in, and then try the panel again to see if all works. Thanks! I'll update the pacakge when the parser is finnished. EDIT!! Updated with the Completed Parser! Thanks Ger! |
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Didnt spot the " missing I thought it was something to do with Name and Page Name. Oks guess I wait for you to post the compleate set of files and I will work onwards from there. :) (or is that mess onwards lol) |
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Perhaps I grabed the wrong files or something. |
You will need to put bundle these files with the package as well
eq2ui_mutemusic.xml eq2ui_muteall.xml Abd you missed the <include>eq2ui_mainhud_performancepanel.xml</include> in the eq2ui_mainhud_startbutton.xml file (But personaly I have that command in my mainhud insted) Apart from that it all seems to work oks , messed with the frame and background a bit going to try it in game |
Ok Found the issue.
It was late. LOL I forgot to email upload the mute button files. and also grabed the wrong eq2_mainhud_startbutton.xml file. It doesn't have the include line in it. I perfer to put the include line on that file because it's less likely to change than the mainhud file. This pacakege WILL work. ONCE I upload the two mute buttons XMLs also. LOL! I'm SO sorry.. (Slaps his forehead!) The files are at home and I can't get to them. I'll up load them when I get home at 4:30 CST. Just a few hours. Isn't BETA fun! The other functions will still work for you laffs there just won't be any mute buttons untill you have those two files. |
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HA!! Um.. yeah! Sorry. Looks like you figured that one out too. |
Lol
Oks I have this running in game now and yes the buttons work just fine :nana: Also the mute ones will when I get those missing files The frame shows up fine but I did edit your sizes a bit so maybe thats why its working not sure though.. I have a sneeky fealing that the default settings that the parser adds (the missing settings that is) are maybe a bit to high , as when switching from my custom setting and back again it is not exactly the same.. I will try this again and compare my old recent.ini with the new parsed one in game after switching profiles a few times and clicking accept then go back to my first settings and see if the 2 files are identical .... They should be but with the missing info filled in .... |
Almost Done!
Ok, I went home for a late lunch break.
With the exception of the gold frame not showing. I think we are done. This is the package. The only thing I think will need to be changed at this point is the eq2ui_mainhud_performancepanel.xml To make the gold frame show correctly. I'm not sure how to fix that yet. Other than that. Here yah go! Please double check the read me, and make sure I have not made any typos or silly mistakes and it all makes sense. Thanks again. |
Thanks lafs.
Can you copy your findings in the martix? There are blank spaces already. And a few files back I posted the excel files rather than the pdf only. So you can just type them in. I've been curios about that also and wanting to test it. once we got everything working. |
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Just as I thought this is what it added to my recent.ini
r_bloom_atmospheric false !This is right! r_point_particle_max_size 0.500000 This should be set to 0.300000 ? r_shadows_other true This should be False r_shadows_spec true This should be False r_flora_displacement true This should be False max_active_sounds 24 Dont know lol ? That is the lines that got added to my custom profile after I had switched a few times between the other buttons...and acepting the settings, This shouldnt be to hard to fix? *EDIT* frames fixed !! |
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So, the parser seems to be working right. And I'm a huge fan of "if it ain't broke..." But I keep finding myself thinking "you know, I bet I could recode the parser bit from C++ to VB and just have one EXE." I dunno. I may redo it from scratch, but for now at least we've got something.
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Parser works damn well :) nice work,
Just those few changes and it should 110% :D If you decide to change it to VB, would you be happy to let me see the source code for it please.. As I got quite far with the gui but couldnt figure out how to make the parse bit work in VB lol , and also wasnt sure how to link the VB gui to the C++ exe lol.... Only reason is I learn by messing with other peoples code, If you dont want to release the source then thats np I understand. :) |
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We are very close to Version 1.0 LOL!! Glad to see the frames are fixed I'll have to check that out. I was thinking maybe they were working for you because you had the include statement on your mainhud page and mine was on startbutton. so the Parent... Lines needed to be changed. I'll take a look see now. On the changes to the eq2.recent.ini file. I'll take a good look at that also It would help if we knew from which states you went to, back and fourth. Copies of the eq2.recent.ini files and the .XML files generated by the parser. Also were you giong between 3 custom profiles or between custom profiles and pre-defined profiles. Were you opening options and clicking 'accept' before checking yoru .recent. file because clicking the quick change buttons doesn't save to the recent file unless you do that or camp to characterselect I think. 'camping to desktop may or may not work differently' I know there was some strangeness with the chat windows abou the 'way' you camp. Anyway let me take a closer look. |
The logs from your parser would be great also.
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So my frames were just not aligned correctly? thats strange because they were showing in the UI Builder, but would not be there in game. |
Made profile 1 from my recent ini and the other 2 are the ones you supplied with the last zip file balanced and high performance I think.
In game I clicked on 1 (my custom) then clicked 2 accepted then 3 accepted back to 1 accepted After that 1 was not the same as it was too start with, And the reason being is the values I listed above.. I see Ger has fixed those in the new parser so I am going to try again.. I have re parsed my old recent.ini using the new parser .... BRB |
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Did you find errors in your code for these issues Ger? I can't do that one up here. Going to have to look at the files side by side and see what's happening if the new parser ddn't fix the issue. I was afraid we might run into an issue using pre-defined profiles and custom profiles. But I'm pretty sure our method should prevent any of those issues since we are checking for each value. |
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The sound came from the mute buttons! maybe?? Ok, so I'm switching the files for the one with the working frames. and switching to the updated parser. I'll test tonight and if things look good. I'll upload to the release and also post a new thread in the Release forums. And start using Version 1.0 That way we can keep track better of the Variations since I"m sure I'll ad some stuff to the panel later. Awesome! I'm curious on the frames. Do they still work if you do the include line on the startbutton page rather than the mainhud page? |
havent tested again as yet ready to do so now...
Sound value from the buttons could well be ... but as a note I did not click on any of them lol And Kosmos yes your frame, background etc was misaligned thats all lol |
Oks tested again,
It still adds the sounds line to it (but that not a problem) r_point_particle_max_size 0.300000 And adds that line to it (thats kool now also with the lower value) :) |
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I will update the r_point_particle_max_size to 0.30 for the default matrix value. And fix the couple of other types I had tonight. This is the updated stuff. This has the frame lines from Leffs, along wih the additional include commands for the mute buttons. which were not in his file with the working frame. This also has the updated parser. |
The sound buttons were missing from the last file, i put the includes back in sorry lol :)
(funny thing is I never took them out to start with lol ? *Edit* the UI builder will remove any includes that it cant find the files for !! thats why they got removed I just found out) I still only have a default background likes and not the blue one I seen in you screenshot (I know how to fix that but dont know what image you want it to point to) Apart from that this mod is working :D , Switching well kool , :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: Fugging great job guys I love this ;) *EDIT* oks you fixed it then lol ignore my stuff above about the sound buttons lol |
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