EQ2Interface

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-   -   Community based project: Creating a new default UI (https://www.eq2interface.com/forums/showthread.php?t=12117)

Drumstix42 11-09-2009 12:27 PM

Quote:

Originally Posted by SOE-Rothgar (Post 79902)
Something else I wanted to let you guys know. I'm finishing up the conversion of our INI files into XML format. It wont be done for 51 but hopefully will go out with 52. This new format will be much easier to view and tweak. It'll be more friendly for us as developers as well. This change will also pave the way for me to provide you guys with a method to save and load values from UI windows so your custom mods can save data between sessions. As long as your saved values don't conflict with values we expect to find, you should be able to save whatever you want in a player's UI settings file.

It'll probably work something like this; any custom values you write to the main page will be serialized into the INI file and read back in when the UI is loaded. Unless of course you guys have some better ideas, I'm all ears. We could require that you create a data object with a specific name like "CustomData" and all values in that object would be written to the INI file. This might be a cleaner implementation.


Quote:

Originally Posted by Drumstix42 (Post 82224)
So the XML stuff went live. Is custom variable saving in place yet? I'd REALLY like to see this go live. For windows that have toggle'able settings in-game, this will be a godsend. I'd like to be able to configure settings in-game, rather than include "setting" files.

I'm really hoping for some updates on something like this soon. I kinda feel like true UI customization ideas are getting no where :(

Nitefang 11-09-2009 02:25 PM

Quote:

Originally Posted by Dolby (Post 84661)
What the dev team is looking for is ideas on possibly combining windows, making some windows better, and the window graphic design.

ideas for consolidating windows:

1. compass/clock/minimap/quest helper/browser

2. player/group/raid/voicebar

3. maintained/detrimental/effects

4. target/implied

lunator 11-09-2009 08:55 PM

How about having a more techy minimalist style of UI for a alternate default. Maybe tie it in with some Erudite lore.

Right now its hard to combine interfaces pieces from different authors together with the default UI and have any kind of uniform style.

A simplier style would also make it easier for novice UI developers to contribute.

vakuum 11-10-2009 04:45 PM

1 Attachment(s)
Quote:

Originally Posted by Dolby (Post 84661)
What the dev team is looking for is ideas on possibly combining windows, making some windows better, and the window graphic design. They aren't really looking for default window placement using the current default interface.

But they should! :)
Currently the default UI is a big mess when it comes to HCI (Human Computer Interaction).

In the screenshot:
  • The white rectangle is the "enjoy" area, this should be as free as possible from any ui stuff to give the user a good experience. (You don't play eq2 to look at the ui. The ui is there to help you play the game, and you want to view the game as much as possible)
  • The bottom part starts with the hotbars in the middle (This creates a vertical line from the center of the view down to your hotbars so you only have to move your eyes down\up to hit keys).
  • Over the hotbars are the targets with health\info, this makes it easy to watch your own health and others while finding the key you wanted to press.
  • All the way to the sides are less important stuff like track, "eq2 start menu", map and the buffs you got on you by effects and such.

What I want in a new default UI:
  • Hotbars are center aligned
  • The compass\clock looks good between target and implied target on top
  • A smaller track window (the default is way to wide)
  • That everything has a place (look at my agro meter or melee auto attack, it has no alignment and looks "out of place")
  • The "enjoy" area is as free from UI stuff as possible

And yes, my UI setup is far from pretty, but it's very friendly to my eyes when it comes to how much time I need to find the important stuff. And it also let me enjoy the games as I see most of the game and not much UI in the "enjoyment" area :p

deKoven 12-14-2009 07:28 AM

Quote:

Originally Posted by vakuum (Post 86916)
But they should! :)
Currently the default UI is a big mess when it comes to HCI (Human Computer Interaction).

In the screenshot:
  • The white....... Much, much snippage.
  • The "enjoy" area is as free from UI stuff as possible

And yes, my UI setup is far from pretty, but it's very friendly to my eyes when it comes to how much time I need to find the important stuff. And it also let me enjoy the games as I see most of the game and not much UI in the "enjoyment" area :p

It ain't bad, yes. It doesn't answer my needs though; I have a monitor with the older style sizes. Moreover, one of my biggest criticisms of all these interface ideas is the common practice of covering the bottom of the window with stuff/clutter so that the nearer one is to something, the harder it is to see/target. For some of these one can move things around but for others the UI dev has made assumptions that make moving things not so easy.

I've used 3 different UI's since starting play; Fetish, ProfitUI and RickF. Currently using RickF but it certainly isn't my idea of an ideal UI. I really hate his bags and am looking for a replacement. I've other things which I've replaced so that my UI is a hodge-podge of relatively unrelated items.

A REAL pet peeve is the broker window and the practice of putting buy and sell in different window tabs. When I have an item for sale I want to hit the broker key and have the Sell side of the window show me what the price is, currently. The only one I know of that has this feature is the Fetish broker. All the rest I've looked at are of the Buy/Sell... etc. tabbed style.

I guess I would say to devs of interfaces is stop a bit and think about how your product looks to others. What you think of as forward thinking and "greatest since sliced bread" is my poison and goes into the bit bucket. A viable UI for the masses is minimalist but with extra "stuff" that can be easily plugged in (and self-containment belongs right here in the equation) after one has experience enough to be able to make decisions about them.

:cool:

Drumstix42 05-05-2019 07:51 PM

Super duper necro bump....

So, @samejima, how did you do Auto Attacker timers before the DynamicData went live? :D


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