EQ2Interface

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-   -   UI Installer (https://www.eq2interface.com/forums/showthread.php?t=1883)

ger 03-14-2005 08:51 PM

UI Installer
 
1 Attachment(s)
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 )

taco-man 03-14-2005 11:46 PM

Looks good, great work!
You deserve some dancing tacos

Kosmos 03-16-2005 02:29 PM

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.

ger 03-16-2005 02:41 PM

Quote:

Originally Posted by Kosmos
Is there a way that UI Authors can use your program to make an auto-instaling package?

Yes and no. I ran a quick test by renaming a valid install ZIP to .EQI and then double clicked it. When asked what program to use to open it I browsed to the UIInstaller and set it as the default program. The mod then installed as you'd expect. So if I add some code that checks the registry associations for a file type (EQI in this example) and then sets it to open with UIInstaller we could allow users to download directly to the installer, cutting out a lot of the in-between steps.

Quote:

Originally Posted by Kosmos
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 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.

Quote:

Originally Posted by Kosmos
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.

Not sure where you got the idea that I intended to roll Switcher and Installer into a single application. They're part of the same suite, not the same program. The intent has always been that the Installer was primarilly for authors to include with their mods (although with the new ideas about specially-named ZIPs even that may not be necessary) to allow end-users to install mods simply and correctly. Once the mods have been properly installed the Switcher is designed to allow end-users to easily move back and forth between different UIs.

Quote:

Originally Posted by Kosmos
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. :)

That's how it works now. Once Dolby approves the latest update check it out, it still needs a bit of UI tweaking to make it more obvious which are the basic user options and which were intended for advanced users, but on the whole I think it's relatively powerful as well as easy to use.

Kosmos 03-16-2005 04:36 PM

"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!!!

Humudce 03-16-2005 05:15 PM

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.

Kosmos 03-16-2005 05:27 PM

Quote:

Originally Posted by Humudce
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.

The tools are great! Don't get me wrong! I'll be using them for sure.
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.

ger 03-20-2005 03:17 AM

3 Attachment(s)
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.

Kosmos 03-20-2005 11:24 AM

1 Attachment(s)
Quote:

Please do not use a generic name for your zipfile. Put your name or give your interface a real name other then using a generic name. Failure to do this may result in your file being corrupted.
Ok, ger I uploaded the new tracking update with 'I think' the correct format to work with your installer. One thing I am worried about is the message that I posted above. If we all start uploading files called EQ2Interface.zip is it going to cause problems?

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.

ger 03-20-2005 11:28 AM

Quote:

Originally Posted by Kosmos
Ok, ger I uploaded the new tracking update with 'I think' the correct format to work with your installer. One thing I am worried about is the message that I posted above. If we all start uploading files called EQ2Interface.zip is it going to cause problems?

Yeah, that would cause problems. The original idea was that you packed the installer and EQ2Interface.zip in whatever you would normally have named your zip, but that's no longer necessary.

Quote:

Originally Posted by Kosmos
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.

Not anymore. I'd say edit your submission to whatever you would normally have called your zip and wait a couple days. There's a big surprise in store. (I hope ;) )

ger 03-20-2005 11:31 AM

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

Kosmos 03-20-2005 11:40 AM

Quote:

Originally Posted by ger
Yeah, that would cause problems. The original idea was that you packed the installer and EQ2Interface.zip in whatever you would normally have named your zip, but that's no longer necessary.


Not anymore. I'd say edit your submission to whatever you would normally have called your zip and wait a couple days. There's a big surprise in store. (I hope ;) )


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?

ger 03-20-2005 11:43 AM

Quote:

Originally Posted by Kosmos
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?

That was the original intent. It will still autoload EQ2Interface.zip if you don't tell it to load anything else. But with the new EQI file-type associations that isn't the only option anymore. (Like I said, surprise coming. You don't want me to go ruining it, do you? :D )

Kosmos 03-20-2005 11:46 AM

Quote:

Originally Posted by ger
That was the original intent. It will still autoload EQ2Interface.zip if you don't tell it to load anything else. But with the new EQI file-type associations that isn't the only option anymore. (Like I said, surprise coming. You don't want me to go ruining it, do you? :D )

I understand now. I thought you meant "EQI File Type = EQ2Interface.zip"

Now *.EQI

Kewl!

ger 03-21-2005 02:46 AM

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.

Kosmos 03-21-2005 03:33 AM

Yah forgot the direction.

I'll try it out with a couple now.

ger 03-21-2005 03:37 AM

Quote:

Originally Posted by Kosmos
Yah forgot the direction.

I'll try it out with a couple now.

Same directions as posted in the download description. Usage hasn't really changed, it's just become possible to use it with more files now. :)

Kosmos 03-21-2005 03:38 AM

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:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at UIInstaller.installer_form1.installer_form1_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
UIInstaller
Assembly Version: 1.0.1906.4153
Win32 Version: 1.0.1906.4153
CodeBase: file:///E:/Downloads(Sorted)/EQ2UIinstaller/UIInstaller.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.83.1.0
Win32 Version: 0.83.1.0
CodeBase: file:///E:/Downloads(Sorted)/EQ2UIinstaller/ICSharpCode.SharpZipLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.



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

ger 03-21-2005 03:41 AM

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)

Dolby 03-21-2005 03:44 AM

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.

Kosmos 03-21-2005 03:46 AM

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

Kosmos 03-21-2005 03:47 AM

Quote:

Originally Posted by Dolby
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.


This will be VERY, VERY nice! And of course we appreciate all the work!!!

ger 03-21-2005 03:49 AM

Quote:

Originally Posted by Kosmos
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

Yeah, figured. Delete UI_Default.dir and restart UIInstaller by drag-and-dropping a UI ZIP onto UIInstaller.exe. I fixed the underlying problem in the source, but part of that was by-design. (If you don't have a valid UI archive opened it isn't supposed to let you click ..., Find, or Install.)

Kosmos 03-21-2005 03:51 AM

Quote:

Originally Posted by ger
Yeah, figured. Delete UI_Default.dir and restart UIInstaller by drag-and-dropping a UI ZIP onto UIInstaller.exe. I fixed the underlying problem in the source, but part of that was by-design. (If you don't have a valid UI archive opened it isn't supposed to let you click ..., Find, or Install.)

What do you mean have a 'valid ui archive' open?

ger 03-21-2005 03:53 AM

Quote:

Originally Posted by Kosmos
What do you mean have a 'valid ui archive' open?

EQ2Interface.zip, any ZIPed mod that was drag-and-dropped onto UIInstaller.exe, or any double-clicked EQI file.

Kosmos 03-21-2005 03:57 AM

1 Attachment(s)
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.

Kosmos 03-21-2005 04:15 AM

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.

ger 03-21-2005 04:23 AM

Quote:

Originally Posted by Kosmos
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.

Check your PMs. I left you one about that archive earlier.

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.

Kosmos 03-21-2005 04:27 AM

1 Attachment(s)
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?

ger 03-21-2005 04:30 AM

Quote:

Originally Posted by Kosmos
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?

The overwrite feature is to allow users to install multiple component mods in the same UI directory, otherwise it'd only be useful for complete sets. If you want to create a new UI directory use the Make Folder button on in the ... dialog.

Kosmos 03-21-2005 04:37 AM

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.

Kosmos 03-21-2005 09:44 AM

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?

ger 03-21-2005 11:41 AM

Quote:

Originally Posted by Kosmos
Couple of questions.

How do we make .EQI files? Just rename the tag on the .ZIP file?

You don't. Switch that toggle Dolby mentioned and download something. ;) That was the surprise—just make mods same as you always have.

Quote:

Originally Posted by Kosmos
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?

Again, you'll be uploading a ZIP. Don't worry about locking anyone out of using your mods.

Quote:

Originally Posted by Kosmos
There maybe potiental problems with virus scanners, and adware/spyware programs blocking the unknown file types?

That's not how virus scanners work, nor ad/spyware scanners.

Edit: waking up before posting is always a good thing. Fixed some sleepy mistakes.

Kosmos 03-21-2005 11:47 AM

Ah, that sounds kewl!

ger 03-21-2005 12:13 PM

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.

Kosmos 03-21-2005 12:48 PM

Quote:

Originally Posted by ger
Updates:
* (Unless it ever becomes possible to apply mods in multiple folders I'm not making it default to a folder named after the archive)

I'll try this new one out when I get home this evening.

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!

ger 03-21-2005 12:49 PM

Quote:

Originally Posted by Kosmos
I'll try this new one out when I get home this evening.

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!

/loadui is broken. It is not currently possible to load more than one UI subdirectory at a time. Until such time as it is, I won't be giving users the idea that it can be done.

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.

Kosmos 03-21-2005 12:57 PM

Quote:

Originally Posted by ger
/loadui is broken. It is not currently possible to load more than one UI subdirectory at a time. Until such time as it is, I won't be giving users the idea that it can be done.

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.


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.

ger 03-21-2005 01:30 PM

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.

Kosmos 03-21-2005 01:57 PM

Quote:

Originally Posted by ger
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


What a project!
Does your brain hurt yet?


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