[Beta] 11.09.07 (Rise of Kunark) - Interface Changes
UI Notes:
Many missing notes but should give you some idea
Here are the following XML Changes found on the beta server 11.09.07. The left side is what is on Live server and the right side is what is on the Beta (Rise of Kunark) server. Changes are shown in red and some xml above and below the changes are left in for context. Keep in mind this is a compare from the beta server and things may change by the time it hits live. Changed: eq2ui.xml eq2ui_ButtonStyles.xml eq2ui_examine.xml eq2ui_fonts.xml eq2ui_gamedata.xml eq2ui_hud_zoning.xml eq2ui_inventory_guildbanksettings.xml eq2ui_inventory_merchant.xml eq2ui_loginscene.xml eq2ui_mainhud.xml eq2ui_mainhud_achievements.xml eq2ui_mainhud_advancementchoice.xml eq2ui_mainhud_casting.xml eq2ui_mainhud_editmacro.xml eq2ui_mainhud_guildcreation.xml eq2ui_mainhud_mail.xml eq2ui_mainhud_map.xml eq2ui_mainhud_onscreenmessage.xml eq2ui_mainhud_openedmail.xml eq2ui_mainhud_persona.xml eq2ui_mainhud_startmenu.xml eq2ui_mainhud_tcgdialog.xml eq2ui_newcharscene2.xml eq2ui_playerhousing.xml eq2ui_popup_groupoptions.xml eq2ui_specialelements.xml eq2ui_textstyles.xml eq2ui_tradeskills.xml eq2ui_windowelements.xml images\frontend\splash_logos.dds images\icons\icon_ss22.dds images\cities_buttons.dds images\map_starting_city.dds images\map_starting_city_de.dds images\map_starting_city_fr.dds images\map_starting_city_jp.dds images\map_starting_city_ru.dds images\mugshots_female.dds images\mugshots_male.dds images\splashbkg.dds New: eq2ui_custom.xml eq2ui_mainhud_display_case.xml eq2ui_mainhud_windowmanager.xml images\icons\icon_is100.dds images\icons\icon_is101.dds images\icons\icon_is102.dds images\icons\icon_is103.dds images\icons\icon_is104.dds images\loadscreens\exp04\ images\loadscreens\exp04\exp04_dun_charasis_north.dds images\loadscreens\exp04\exp04_dun_chardok.dds images\loadscreens\exp04\exp04_dun_chelsith.dds images\loadscreens\exp04\exp04_dun_karnors_castle.dds images\loadscreens\exp04\exp04_dun_sebilis.dds images\loadscreens\exp04\exp04_dun_veeshans_peak.dds images\loadscreens\exp04\exp04_rgn_fens_field_of_bone.dds images\loadscreens\exp04\exp04_rgn_jarsath_danak.dds images\loadscreens\exp04\exp04_rgn_kunzar_jungle.dds images\loadscreens\exp04\exp04_rgn_kylong_spires.dds images\loadscreens\exp04\exp04_rgn_timorous_shore.dds images\loadscreens\exp04_dun_charasis_north\ images\loadscreens\exp04_dun_charasis_north\exp04_dun_charasis_north.dds images\loadscreens\exp04_dun_charasis_south\ images\loadscreens\exp04_dun_charasis_south\exp04_dun_charasis_south.dds images\loadscreens\exp04_dun_chardok\ images\loadscreens\exp04_dun_chardok\exp04_dun_chardok.dds images\loadscreens\exp04_dun_chelsith\ images\loadscreens\exp04_dun_chelsith\exp04_dun_chelsith.dds images\loadscreens\exp04_dun_karnors_castle\ images\loadscreens\exp04_dun_karnors_castle\exp04_dun_karnors_castle.dds images\loadscreens\exp04_dun_sebilis\ images\loadscreens\exp04_dun_sebilis\exp04_dun_sebilis.dds images\loadscreens\exp04_dun_veeshans_peak\ images\loadscreens\exp04_dun_veeshans_peak\exp04_dun_veeshans_peak.dds images\loadscreens\exp04_rgn_fens_of_nathsar\ images\loadscreens\exp04_rgn_fens_of_nathsar\exp04_rgn_fens_field_of_bone.dds images\loadscreens\exp04_rgn_jarsath_wastes\ images\loadscreens\exp04_rgn_jarsath_wastes\exp04_rgn_jarsath_danak.dds images\loadscreens\exp04_rgn_kunzar_jungle\ images\loadscreens\exp04_rgn_kunzar_jungle\exp04_rgn_kunzar_jungle.dds images\loadscreens\exp04_rgn_kylong_plains\ images\loadscreens\exp04_rgn_kylong_plains\exp04_rgn_kylong_spires.dds images\loadscreens\exp04_rgn_timorous_deep\ images\loadscreens\exp04_rgn_timorous_deep\exp04_rgn_timorous_shore.dds images\maps\exp04_world_map.dds images\maps\map_exp04_dgn_chardok_east.dds images\maps\map_exp04_dgn_sebilis_lvl2.dds images\maps\map_exp04_dun_chardok_west.dds images\maps\map_exp04_dun_sebilis_lvl1.dds images\maps\map_exp04_game_kunzar.dds images\maps\map_exp04_game_kylong_plains1.dds images\maps\map_exp04_game_kylong_plains2.dds images\maps\map_exp04_game_kylong_plains3.dds images\maps\map_exp04_rgn_fens.dds images\maps\map_exp04_rgn_jarsath_east.dds images\maps\map_exp04_rgn_jarsath_west.dds images\maps\map_exp04_rgn_timorous_deep.dds images\maps\map_exp04_rgn_timorous_island1.dds images\maps\map_exp04_rgn_timorous_island2.dds images\maps\map_exp04_rgn_timorous_island3.dds images\cities3.dds images\deity_symbol_burtox.dds images\deity_symbol_karana.dds images\deity_symbol_tribunal.dds images\window_elements_tradeskill.dds |
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As a note to everybody modding ProfitUI windows: The next release of ProfitUI will have all custom ProfitUI windows moved into the eq2ui_custom.xml file. All other modules will be removed from the distribution (eq2ui.xml, eq2ui_mainhud.xml). That means that any references your mods may have to MainHUD.ProfitUI_??? windows will need to be updated to reference the new Custom.ProfitUI_??? location. No changes are necessary for referencing the ProfitUI_Styles tree. |
Does this mean that someone using Profit or any other mod that supplies the custom xml file can just delete the mainhud file from their custom directory and just go with the default as opposed to removing each custom line? That's what it sounds like but confirmation would be nice for us layman types. Thanks.
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In the end that depends on the mod you are using, but you are right, I asked Rothgar to implement the custom file for exactly the reason that I wanted mods to be able to function without those files.
You know how for some new windows you always needed to edit eg the eq2ui_mainhud.xml to add an <include> line or two until an updated version of your mod was available. If mod authors now use the new eq2ui_custom.xml instead that means you will never have to manually add <includes> again when SOE updates the UI. |
Thank you. That's exactly what it sounded like but just wanted to be sure.
What a great idea and nice to see them implement this. Also nice to see the Custom Colors idea being implemented as well. I love how SoE keeps listening to you guys. I know that it's not on everything as that would be impossible but it sure does seem like a lot of UI ideas have come from the mods over here. Thanks to everyone for everything. |
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so..
after the new "eq2ui_custom.xml" system on the line. will it be difficult for people disabling a custom windows? Will it means if I want disabling a custom UI window then I have to doctoring the "EQ2UI_custom.xml"? :confused: coz in current system, if I want to disable a window, I just need switch into the custom UI folder and delete that file, then default ui one will automaticallly comes out. |
Chrislau, it changes nothing for the user, and also it just relates to files you add to the UI, not default files that you mod. Modded files must not go in the eq2ui_custom.xml file or you would have them in addition to the default UI's version. :)
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And this would be a GU40 change, currently you cannot use custom modules (that's why I requested this). |
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If the window you are not wanting to use is one that SOE provides then you will just delete it as normal. Hope this clears things up for you. |
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What's eq2ui_mainhud_windowmanager.xml, and what does it do?
How do I add my own custom windows for my mods to eq2ui_custom.xml? |
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What you just said there pretty much summed it up.... /sarcastic off That is the longest 3 sentences ive ever seen...i take it you didn't do well in English class? :p |
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<?xml version="1.0" encoding="utf-8"?> Note the little hack with the two root nodes. It allows you to add more modules than just the eq2ui_custom.xml (don't "fix" this Rothgar :p), in my case I add a second module which contains my styles. And the POIfinder include probably doesn't work, it's just copy'n'paste work for now. Quote:
Take it easy drago, correcting Landiin's spelling seems to be taking it's toll on you... |
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I dunno if/why it would, but does this mean that custom windows will have any of their settings saved? (IE, tabs/size/ect)
I know it's just changing the way custom files are included, as to not mess with default UI stuff and all that jazz. Just curious if something along the lines of this was ever implemented. |
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btw i'm very expecting profitui reborn v4.3 :nana: will it be released before the expansion? :rolleyes: |
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I thought that that's how it would be. So yours would look something like this in the eq2ui_custom.xml (w/o the "fix"): <include>_ProfitUI_.xml</include> and then under _ProfitUI_.xml module there will be the rest of the files? |
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And what will take time is not modding it, but rather seeing what stats there are and arranging them in a meaningful way such that they can be easily toggled without changing the alignment of other sections. And since I'm a sucker for subclass detection I might just make it configurable by subclass and have melee classes show a melee bar, caster one with spell crits, healer healing crits, etc. Now go play that other game and leave the serious modding to me you nublet. :p :D |
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(btw i don't play that other game like you) |
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don't make me get out my pimpstick yeah, you're cool :cool: |
Ok, ok. Enough childsplay.
PLEASE OH PLEASE DO THAT SUBCLASS THING WITH THE BOTTOM BAR. Isn't that what you want to hear :p? I'll say it the dragowulf way: yo, you know, if you want to do that then go ahead and do it. Yeah, that'd be cool. ;) No but seriously, if you did do it, that would be cool!!! hahaha!!!! |
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BTW, drago.....no hard feelings, please. You just kinda hit a nerve, as I a) have the same problem s/he displayed and b) English was and still is my weakest subject in school. |
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