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UI Installer
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Submitted for download. Once it gets approved, please try to break this thing so I can make it better. I'm especially interested in comments on the status bar messages and the directions, although all bug reports/feature requests are welcome. (Enjoy the teaser screenshot while you wait for Dolby to aprove the download :D )
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Looks good, great work!
You deserve some dancing tacos ![]() |
Is there a way that UI Authors can use your program to make an auto-instaling package?
Sortof like a self-extracting zip folder. This would allow the downloaders to hit the download button and select 'open' instead of save, to install the package? The authors could upload after we have created the selfextracing file using your mod. Personaly, I'm feeling things are getting a little complicated for end users. With the map mod program updater, this program, the UI switcher program, the customprests program, the character UI.INI switcher, copier. It's all getting quiet complicated for end users. I know the UI Switcher and installer you want to make into one program eventually, but perhaps it would be better to just use it as a tool for authors, and totally remove the end users from the equation. Then they could use the UI switcher if they wanted to. The Character INI switcher/copier could be combined with the UI switcher, so that it switches the UIs and the Character INI settings at the same time. :) OR, they could just fix /loadUI, but I dont' think that is every goign to work in a way that it could replace the character.ini settings. because that information is simply not stored in the mods. But perhaps it will save a different copy of the character.ini file in each folder.. Wait a minute. Has anyone tried that? Does the game look in the custom folder for the character.ini also? or will it only look in root? Wow, now that would be grand. you could jsut have a character.ini file in each mod folder, and it would read it when it's switched. like it does the other XML documents. EDIT: In case I sounded like I was smoking crack. I would like to see only one file when I download a mod, and double click on that file and it run like a regular installer. If we want to get more sophisticated, how about making it register with windows also, so that if the user doens't like it. It can be removed with add/remove programs. |
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"I disagree. Every one of these programs is far simpler for the end user than the alternative. Not only that, but you assume that every user will be using all of the utilities, which isn't the case in many if not most instances."
Ok, I'll agree, you are correct. It's simplier than the alternative, I hadn't considered that. Thats' great about the character INI files though! I don't switch between the skins much, just use pieces here and there, but that utilitie will be awesome for the guys that put out the complete sets with the character files included!!! |
Personally I find programs like the UI Installer, and UI Switcher, and EQ2MAP updater very helpful. Sure they are not for everyone, but for those that want these tools they make things so much easier.
Back in the EQ1 days, I used the Garyik's INI Copier extensively, as many of the Complete UI mods I used required I copied the Author's INI file to my Characters so that the layout was correct. And the Maps well the Maps that were available for EQ1 well many times my Guildies had no Idea how install maps back in EQ1 they would download the map zip file from Mapfiend and then save the zip file in their Map folder in EQ1 it did no good having the maps zipped in that folder. With the tools Ger and Taco-Man have made it makes updating our EQ2 maps, and UI's so much easier. I wish we had more tools like this back in the EQ1 days. I had to write installers for my Guild for all the EQ1 Map packs, and all the UI's. Tools like these would have saved me so much time and work. :) Great Job to all of the Tool Authors. |
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It was just more of a comment and general woudlnt' it be nice down the road if.. fewer steps = fewer chances for mistakes in any thing a person does, so of course if we can combine steps, or do a couple extra steps oursleves before publishing the mods, I think that would be best over all. I know there are some people that find it too difficult to get mods posted, or at least would rather just pust an attachment and be done with it, but personally I really like the layout of the Downloads section and get get a pretty good idea of what I'm getting before I try it, compared to the attachment method. I don't think there are many end-users that would not like the option to install the mod from the site though! Than they don't have to handle any files really. Just find the mod they want to try and downloadit and they would be good to go and see if they like it. |
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New version uploaded for approval.
New Features: * Install location is now remembered across sessions. * Find now presents a picklist when it locates more than one instance of EQ2. * Find now retains its data and will only scan your hard drives once per session. * EQI files may now be associated with UIInstaller. (EQIs are renamed ZIPs for the purpose of direct-download and single-click installs) * Applied EQ2-esque visual style. And, as always, some teaser screenshots. |
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For the UI Installer to work my file has to be named that correct? I'm at work so I can test the installer. EDIT: This is the file I uploaded. |
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Within the next few days I'll be going from Beta to Release on UIInstaller. If you've noticed any bugs or thought of a feature that would be useful, but hasn't made it into a Beta version yet, please post about it. I rely on you guys and gals to smack me in the back of the head when I've messed up or forgotten something, you know. ;)
Updates since yesterday's release: * "Associate with EQI files" now forces Internet Explorer to open-on-click instead of presenting the save/open dialog |
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Well, as soon as I have access to the post, I'll 're-submit it" with the change. LOL. I'm a little confused ger? If the installer is associated with the EQ2Interface.zip files, than how's it working if you are saying we can't upload files by that name? |
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Now *.EQI Kewl! |
As part of integrating EQI files fully with UIInstaller I had to make it smarter. A lot smarter. Unfortunately, I'm not as smart as it is now, so I'm not 100% sure it works right anymore. It has in all the tests I've conducted, but I need some help from y'all to make sure it isn't doing anything wacky in any special instances.
So, on to what's changed and what to look for. Updates: * Added root folder detection for EQI archives (more on this in a minute) * Added archive File List (Lists all files in the detected root folder and its subfolders; displays corrected folder information) * Changed UI Information to a tabbed page to alternate between UI Information and archive File List * Corrected UI Information display for archives where eq2ui_skininfo.xml wasn't in the top-level folder in the archive Root Folder Detection: So what the heck is root folder detection? Well, it's that bit of UIInstaller that's smarter than I am, and it's why I need help testing. UIInstaller will now tarverse the entire archive structure and compare its contents to the contents of your UI\Default directory. If it finds a known filename it will track backwards through the folders until it figures out where the "real" root of an archive is. What that means, in short, is that you can now put as many "unnecessary" parent folders in your archives as you want. UIInstaller should automatically detect where the actual UI is and install it correctly. Don't worry, files that are in "unnecessary" folders will get extracted to the install location, you won't lose anything. (I may change that to install them to a special "Parent" folder or somesuch) Additionally, UIInstaller will no longer create empty folders. If there are no files in a folder or any of its children, that folder won't be created. What Can You Do: Try UIInstaller using strangely ZIPed archives. Try random archives downloaded from this site. Make sure that the File List reflects the actual UI files (it won't display anything above the detected UI root folder.) If you run into any cases where UIInstaller reports that it can't find any root folders, or that it found too many root folders, please post the details here. Notes: * UIs still need to retain their folder structure; UIInstaller isn't smart enough to move files out of their current archived folders, just smart enough to ignore extraneous parent folders (that means you must include the images folder for image-only UIs and you can't put images in the same archived folder as the XMLs and expect UIInstaller to put them in the correct directory.) * UIInstaller updates its UI\Default file list when you exit; the first time you run the program it will use a hard-coded list of only the XML files in UI\Default (the auto-generated list includes every file in UI\Default and its subfolders.) * UIInstaller locates the UI\Default folder based on where you installed your last UI to, so don't change the install location to something wacky right before you exit the program. (I have a couple ideas on how to correct that small issue, I'll try to get that fixed shortly) * I really need to stop hunching forward to peer at Visual Studio for hours on end, my shoulders are killing me. ;) Edit: New version attached below. |
Yah forgot the direction.
I'll try it out with a couple now. |
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Created New Folder on E:Drive where I download all my programs.
Unziped and ran the program, and the 'FIND' function was not available. Exit program. It created two files. UIDefault.dir and UIInstaller.cfg Tried to execute the .exe file again and got this error message. Next attempt I'll try running in the eq2ui custom directory Quote:
EDIT: No matter what location I put the two files in the zip package, I get the above errors. I've tried C:\Programs Files\Sony\EverQuest II\ C:\Program Files\SonyEverQuest II\UI C:\Program Files\Sony\EverQuest II\UI\Custom |
Open UI_Default.dir with Notepad and see if there's anything in it. Chances are it didn't poll the EQ2\UI\Default directory and it crashed out because of it. (But I'll add a check to make sure that when it opens the file it actually reads something)
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Just an FYI for all you testers I'm working on an auto installer preference on the site which will change the big download button to use ger's auto installer. You can set this function by clicking on the Download UserCP link in the main menu on the front page. Then go to preferences and you should see the option to toggle.
The function is there, I just need to make things more user-friendly with some graphics and changing the “help install” button to a “what is auto installer” button incase some one enables and doesn’t know what to do. |
UI_Default is an empty file.
UI_Installer CFG has this information in it. None of the buttons are available except 'EXIT' install_location C:\Program Files\Sony\EverQuest II\UI |
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This will be VERY, VERY nice! And of course we appreciate all the work!!! |
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Deleted the two files you mentioned.
Put Zip folder in UI/Custom along with the .exe and .dll files. Droped Zip folder onto the UIinstaller. Same results. No click,clicky action on any buttons except the 'EXIT' Button. The program did display the skin info in the little window this time. But thats. it. EDIT: Once it creates those two files, it gets the error and the font end doesn't even show. the font end only shows the first time you run it, after that it's dang broke and stuff. EDIT: I've also tried to rename my zip to a EQ2Interface.EQI and drag and drop on the UIInstaller. Still same results. Here is the archive I'm using. I also tried a couple of others with the same results. I do have all the updates for .NET Framework also. |
Ok. Deleting the two files created by the UIInstaller.
And dropping a .zip folder onto with with the SkinInfo File and .xml files together in the same folder. gets the 'Find' Button to work. The program did scan the hardrive and I picked the correct director. Switch tabs, selected the eq2ui_mainhud_tracking.xml and then went to install and the Install button is disabled. Exit program. Broke again. Bummer. |
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As to selecting the directory, make sure that you select UI\Something, you can't select just UI. The status bar will tell you why you can't click install, but once you get the install button enabled and run it you won't have the crash problem anymore. Attaching the version with that handles that problem more gracefully, just in case. Edit: new version attached below. |
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Ok, I got it to work (sortof)
Again Deleted the two files created by the UIInstaller. Dropped the attached .ZIP file on UIInstaller. (Which is in my Custom Folder) Did a find. It found two choices my backup folder I use for modding. and the the one n my C:Drive. I selected the C:Drive choice. At that point the Install button is disabled. I navigated to the My Custom folder, then the install button becomes available. Click installe and it puts the files in my custom folder. If there are any other files there though, it wants to overwrite them. like readme or skininfo files. Shouldn't it. So I still don't think thats working right. Or perhaps it's user error? |
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I see.
Well getting it to run the first time is a little tricky. Once it produces good file it seems ok though. I really, really think it should create the directory by default named the same as the Zip title. KosmosTrackingWindow.zip shoudl by defualt create a directory in UI/KosmosTrackingWindow.zip with the skin info file. That way when /loadui works it will show all the available mods. For people that want to piece these together they can select the directory they use for thier mix and match pieces. But I really, really think the 'default' action should be to create the directory. |
Couple of questions.
How do we make .EQI files? Just rename the tag on the .ZIP file? On our uploads, if we upload the files as .EQI files, if the end users don't have the UI-Installer or Don't have Associate checked, than won't they get a message indicating that it's an unknown file type? There maybe potiental problems with virus scanners, and adware/spyware programs blocking the unknown file types? |
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Edit: waking up before posting is always a good thing. Fixed some sleepy mistakes. |
Ah, that sounds kewl!
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Updates:
* First-time run detection now includes all files in Default and its subfolders. Autoupdate is still important, though. (I don't want to have to release a new version every time SOE adds an XML or image file to that folder :D ) * Find will now parse eq2.ini if it exists in its detected locations and use the info gained to suggest an install directory (Unless it ever becomes possible to apply mods in multiple folders I'm not making it default to a folder named after the archive) * UI_Default.dir shouldn't be written unless UIInstaller is pretty sure it will actually have something to write * Fixed instanced where UIInstaller read the wrong archived file for eq2ui_skininfo.xml data Known Issues: * UIInstaller won't detect localization folders correctly. Not sure how they're set up so I can't fix that yet. Edit: newer version below. |
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About the furture and the possibility fo /load ui. The way it's supposed to work is each of your mods are in seperate folders in the /UI/Folder with separate Skin Info files. /UI/Default /UI/NightElf /UI/FetishNightfall That sort of structure. Each of those folders has a SkinInfo file in it. So when you do /loadui in game it will display an option for each of those folders. IF YOU DON"T have the EQ2.INI file set to point exclusively to one folder. Remove your EQ2.ini folder. Put 3 or for mods in the /UI/ folder. So you have ones other than the /UI/Default folder. As long as they each have the skin-info file. Go into game and do /loadui and you will now have listings for each of the UI's taht you can switch between. When this works. It should work the same way as the eq2.ini file. Meaning it will look in that folder first for a file, and if its' not found it will check the default folder. As far as custom pieces, you would create a folder just as we do now called custom and install your pieces in that folder, with the skininfo file for 'custom'. From what you said before, the character.ini files would also be included in each of the folders, so that when it loads the UI it loads things in the proper places. So, the UI Installer 'suggesting' a new folder the name of the .ZIP file, I don't htink is a bad thing, The end-user coudl accept it, and if it's not there perhaps the program can create (or as it is now. the user can manually create the folder at that time) It's confuseing to not have the option to click 'install' unless you manually select a directory. Suggesting the Folder that eq2.ini is pointed to is going to get to always give you a overwrite message for the readmen and the skininfo file each time you donwload a mod. Hope that makes sense! |
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When /loadui is fixed and it's possible to apply mods from more than one folder, then I'll change it. Until then, it stays as-is. As for confusion, that's why there's a status bar. It tells you what you have to do to be able to click install. That's also why there are directions in the download description and in a ReadMe.html in the archive. And yes, you will likely get overwrite warnings. But if I did it so that it defaults to a folder named after the UI filename how many people do you think would download and install UI components to the default location, then come here and post saying it installed correctly, but it doesn't show up in-game? In short, I understand where you're coming from. I don't agree with you. I think what you suggest would only make things even more confusing for the end user, and I won't implement it. |
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But...But.. what if you are in a car wreck! Or you are abducted by aliens and Ermm. probbed and they make you forget who you are? Gotach though, I see your point on not encouraging people to think that UIs can be loaded from different directories. I don't think the intent will ever be to have /loadui load pieces from multiple directories at the same time. I think it's intended to 'switch' between entire directories, not load pieces from multiple directories. So even when it's fixed, if you want to use indeividual pieces they will still need to be put in a single folder. That I do not expect will change. But I might be missing the intent for the /loadUI command. |
Updates:
* Fixed instances where status bar didn't display apropriate instructions on loading UIInstaller * Fixed cases where UIInstaller.cfg would erroneously not be written * Fixed cancel button on Find selection window to reset install location to whatever it was before you clicked Find * Handled not finding UIInstaler.cfg more gracefully Known Issues: * Still doesn't handle localization Edit: Newer version available in downloads section. |
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What a project! Does your brain hurt yet? |
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