EQ2Interface

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-   -   [DrumsUI] Multiple Windows (A complete set in progress) (https://www.eq2interface.com/forums/showthread.php?t=2038)

Mayve 09-15-2008 12:48 AM

Quote:

Originally Posted by Drumstix42 (Post 75644)
The background page of the Examine windows have their opacity set to 0. This gives the black color. If you're familiar with the UIBuilder, you could modify it fairly easy. You'll have to do it for each type of Examine window shown.

Ok I really must be missing something. Opacity was the first thing I looked at in the file and in all references minus one (a tooltip reference) it was BackgroundOpacity="1.000".

To get as far as I mentioned in my post (about getting all but the title of the window looking like the rest of the window) I had to add RStyleDefault values to the background and InteriorGrouper pages for each type of examine window.

Basically, I would like to make the title of the window match the appearance of other windows when using a custom UI such as Profit.

gm9 09-15-2008 02:05 AM

I think he mistyped, setting the opacity to 0 is what you must to do have the background shine through.

Mayve 09-15-2008 09:26 AM

Quote:

Originally Posted by gm9 (Post 75654)
I think he mistyped, setting the opacity to 0 is what you must to do have the background shine through.

Setting to 0 makes the window have no background whatsoever.

gm9 09-15-2008 11:33 AM

The background page needs to keep full opacity, just whatever is in front of it doesn't. The background RStyle needs to be added to be background page. It's probably easiest if you take the default examine window for comparison (depending on how much Drum changed though, maybe he'll chime in).

Drumstix42 09-15-2008 02:10 PM

I think I did mistype. I was tired :p

When I modify the windows default elements I don't like to just delete them (which can make things funky with the Titlebar). So I usually delete their style, and then set backgroundopacity to 0, and for the background I just delete the style. When I was talking opacities, I was just thinking about the wrong part of the window in my previous post.


Again though, I forgot my examine window still has the titlebar there, it's just not styled.

Soo....
Simply edit the Bkg in the WindowFrame to have:
RStyleDefault of "/WindowElements.WindowFrame.data.bkg.rect"

If you do it in UI builder, and you paste the style in, it will be too long. So double click the text RStyleDefault so you get the big edit box.

That'll give the blue background, but you'll have to resize it to fit the window.

iesmeh 09-29-2008 06:54 AM

[DrumsUI] Chat Window
 
Having trouble with this mod lately. No matter what I do, I can't move the windows. I can resize them, but I can't grab them. I get the cursor graphic that shows they can be moved, but it acts like I have click-through enabled for them, which I don't.

It's very frustrating. I've tried everything I can think of. Going to have to switch back to default for a bit. Bah.

gm9 09-29-2008 08:32 AM

Quote:

Originally Posted by iesmeh (Post 75878)
Having trouble with this mod lately. No matter what I do, I can't move the windows. I can resize them, but I can't grab them. I get the cursor graphic that shows they can be moved, but it acts like I have click-through enabled for them, which I don't.

It's very frustrating. I've tried everything I can think of. Going to have to switch back to default for a bit. Bah.

There is a clickthrough setting in game options (Alt-O) specifically for the chat window which overrides the setting you make in WindowSettings. You probably have that option checked.

Drumstix42 10-07-2008 05:22 PM

Updated the Persona, Guild, and Tradeskill windows for Game Update #49.

Will update any outdated screenshots for these mods, as well as the ones I recently updated this week.


On the horizon....
-stat bar window update (more stats, more configuration, etc)
-group window cures update

A full DrumsUI release? :eek:

Drumstix42 10-14-2008 02:37 PM

New mod for the Maintained Effects window updated and ready for donwload.

Displays time remaining and ward/procs remaining on the icon.
With titlebar enabled, you can see buff names and targets as well.




iesmeh 10-16-2008 02:17 PM

invalid or corrupted
 
I'm getting a "invalid or corrupted" error on several of your most recently updated mods. I've left comments on the ones I tried that I got the error with.

Drumstix42 10-16-2008 02:35 PM

Quote:

Originally Posted by iesmeh (Post 76274)
I'm getting a "invalid or corrupted" error on several of your most recently updated mods. I've left comments on the ones I tried that I got the error with.

What compression program are you unzipping them with? They've all been zipped with WinZip on my end and haven't had anyone else run into any issues thus far.

gm9 10-16-2008 03:10 PM

Quote:

Originally Posted by Drumstix42 (Post 76276)
haven't had anyone else run into any issues thus far.

We actually check the files on the server before approving an interface for public download, i.e. unless the server fails you can pretty much exclude that there are corrupt archives available here.

iesmeh 10-18-2008 06:04 AM

Huh. I guess I'm just SOL. I'm trying it with compressed files from various sources now, some that I've opened before with no trouble. Some of them I get an error on, some not. I wonder what the problem could be... :(

abbelyn 10-18-2008 07:19 AM

I can verify 7-Zip works just fine as well, you might want to give it a try, it is a free program (open source)

Drumstix42 10-18-2008 01:13 PM

What are you using to extract the zip files?

WinZip and WinRar are also other good alternatives.

gm9 10-18-2008 01:58 PM

I doubt it's his software, sound more like faulty memory, overheating or overburdened power supply, or other things that cause data corruption.

iesmeh 10-19-2008 04:43 AM

I've tried all three. WinRar, WinZip, and 7-Zip. They all have trouble with the same files, and work fine with other files of the exact same format, even if I've cleared temp files and downloaded to different locations... This is frustratingly perplexing.

chop 10-20-2008 01:23 PM

is it posible to get spell reuse timers over the hot bar buttons?

Drumstix42 10-20-2008 01:49 PM

Quote:

Originally Posted by chop (Post 76397)
is it posible to get spell reuse timers over the hot bar buttons?

Currently my hotbar mod does not have spell reuse timers implemented. But I would like to get them in there. Most likely they will be turn on/off via setting the window's Titlebar on or off.

Not sure how soon I will get this mod out however. I will definitely mess around with it in the next few days though.

gm9 10-21-2008 01:54 AM

Somebody should finally do this mod:



We expressly got SOE to change the DD to support that but nobody modded it so far... (see here also)

Drumstix42 10-21-2008 04:22 AM

Hey, now that's a good idea.

I'm about coded out for tonight, but tomorrow I'll tackle this project for sure.
But I'm pretty sure the progress bars will have to overlay the icons as previously stated in that topic.

gm9 10-21-2008 04:54 AM

Yup I agree, unless you accept horizontal icon spacing you'll have to overlay them. But if you overlay it is pretty simple as I stated in the topic I linked, if you take my code you can simply drop the progressbar in there instead of the text and it should work out of the box. I just never got around to do it.

Biggest problem would probably be where to overlay without hiding important information like keybinds or amount. Maybe do a left aligned vertical progress bar?

Drumstix42 10-21-2008 09:51 PM

Yeah... it would be nice if we could move the numbers around that are on the icons.

ie: re-use bars overlaying top of each icon, and number binds in the bottom-right corner.

I'll mess with it... could always put refresh bars on bottom if icon. Vertical bars will probably get in the way of NUMPAD# bind text for those using it... lol

gm9 10-22-2008 03:43 AM

Putting it at the bottom will hide stack amounts and charges for item links, e.g. potions.

Drumstix42 10-22-2008 05:49 AM

Ooopsie :p That's right


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