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-   -   Detrimental Effects Overlapping (https://www.eq2interface.com/forums/showthread.php?t=13685)

Shimahra 12-31-2009 04:49 PM

Detrimental Effects Overlapping
 
As the title suggests, I'm currently having problems with detrimental icons overlapping when the icon size is increased, even by 1 or 2 increments (makes it interesting when you go back and do old content like Trakanon :(). Has anyone else had this problem, and if so, is there a way to fix it?

kosmetas 01-06-2010 01:43 PM

Quote:

Originally Posted by Shimahra (Post 87582)
As the title suggests, I'm currently having problems with detrimental icons overlapping when the icon size is increased, even by 1 or 2 increments (makes it interesting when you go back and do old content like Trakanon :(). Has anyone else had this problem, and if so, is there a way to fix it?

Yes. I am having the same issue. Would like to know how fix this. :confused:

Seolta 01-12-2010 09:56 PM

Anyone? Would be nice to get a fix up....if nobodies updating Profit anymore it might just be time to move to another UI sadly.

Drumstix42 01-12-2010 11:50 PM

It seems to be a UI bug, and is only countered with resizing the window. Seems to be a problem with changing the iconbank size. I have the same problem with my effects/detrimental window mods.

It may be fixable by editing the code to dynamically changed the size of the window, and then set the size back (so it's not noticeable) but I haven't tested it yet.

Ailees 02-02-2010 02:42 PM

any news ? I have been with this problem for some weeks now, never found a solution.

Drumstix42 02-02-2010 03:02 PM

Outside resizing your window, not much you can do with modifying the code. Even after changing the size sometimes it still happens.

I'm actually noticing it happen with the default UI.

I fixed it in my effect(s) window(s) by making it alter the size every few seconds (NorrathTime dynamic data). Minimal code so no diminishing effects to performance.

Ailees 02-02-2010 04:44 PM

Quote:

Originally Posted by Drumstix42 (Post 88014)
I fixed it in my effect(s) window(s) by making it alter the size every few seconds (NorrathTime dynamic data). Minimal code so no diminishing effects to performance.


how that ?

Drumstix42 02-02-2010 11:29 PM

If you mean code wise:
It changes the CellSize to the current size minus 1, and then sets it back.

On the plus side, you see no visual changes occuring, but you can see it often fixing itself. Icons showing up behind other icons soon snap to where they're supposed to be.

I suggest /bug'ing this in game or leaving feedback at the Sony forums.

-Drum

Ailees 02-06-2010 03:32 PM

how do you code that ? I'm interested ...


well anyway in 1/2 weeks, i think I'll have to change UI, as profit is, right now, dead ...
will test Drum this week if I have time.

Papabard 02-06-2010 10:19 PM

Quote:

Originally Posted by Ailees (Post 88051)
how do you code that ? I'm interested ...


well anyway in 1/2 weeks, i think I'll have to change UI, as profit is, right now, dead ...
will test Drum this week if I have time.

Where do you get that profit is dead? Its been updated by Chris and others for 4 GU's so far and its already working on Beta fine with very little modification.

And there are people who are maintaining the UI to this day.

Deirdre 02-08-2010 01:53 AM

dead?
 
I would like to jump on the bandwagon here and say that anyone who thinks this UI is dead just isn't' paying attention. The people who are keeping Profit alive have clearly been hard at work, for no pay, and for hours and hours just to make sure Profit stays viable. For that they get our complaints and pleas for this and that to be added or removed or changed and they address just about all of them.

I know its frustrating to ask a question and have to wait for a reply, but that's the nature of the beast. These time consuming projects are done in people's spare time. There is no guarantee that the person creating and maintaining your UI will still be around tomorrow. RL interferes, people get burned out. When we send bug reports to Sony they often reply with a "we're looking into it" and we are forced to wait forever. And for that we get to keep paying.

I'm sure that the comment that the UI is dead and the suggestion that it has to be abandoned in favor of another wasn't meant to be rude or impatient. This is a great UI that makes the game better for all of us. Making do with an annoyance or two is a small price to pay for a custom UI. And, of course, one can always go back to the default UI.

/defensive rant mode off

Deirdre

gm9 02-08-2010 07:29 AM

Quote:

Originally Posted by Deirdre (Post 88072)
I know its frustrating to ask a question and have to wait for a reply, but that's the nature of the beast.

That's pretty much it, only because I'm a forum troll that doesn't mean the people currently working on it are. :)

Ailees 02-10-2010 04:40 AM

I'm sorry, certainly did not pay attention, I thought no one was anymore working on it...
I apologize to those who still are doing it, I know it is a lot of work.


P.S. and I still would like to know how to resize detrimental window every 30 sec ... but that's another point !

gm9 02-10-2010 06:28 AM

Quote:

Originally Posted by Ailees (Post 88102)
P.S. and I still would like to know how to resize detrimental window every 30 sec ... but that's another point !

For example
OnTextChanged="Parent.Width = Parent.Width -1
Parent.Width = Parent.Width +1"
on a suitable dynamic data object.

Hope you guys checked whether just increasing the size of the volume object does not fix your issue though.

Drumstix42 02-10-2010 11:29 AM

Honestly, every 30 seconds would be too slow. Especially if you're fighting and need to watch for specific ones.
Best you can do is use a text object with the dynamic data for in-game time, which updates like every 2 seconds I think. It could be 3 or so...

DynamicData="/GameData.General.Time" (yes this is correct, local time is GameData.General.EarthTime)

OnTextChanged would be the following:
Code:

Parent.VolumeSizeCheck.size=Parent.Volume.cellsize
sRealSize=Parent.VolumeSizeCheck.width
sTempSize=(sRealSize - 1)
Parent.Volume.cellsize=sTempSize ## ',' ## sTempSize
Parent.Volume.cellsize=sRealSize ## ',' ## sRealSize

- Using VolumeSizeCheck as a page to set to size of the cellsize.
- Get the width of the cellsize
- Set a variable as that width minus 1
- Set our real cellsize to 1 smaller
- Set our real cellsize back to normal

Just tampering with the volume size didn't fix the issue when I tried. The above works great, and I do the same on both Effects and Detrimental Effects

Zedlav 02-10-2010 02:48 PM

I am a little confused, but which file would I change in the UI?


Thx

Ailees 02-11-2010 01:09 PM

good question

g4nd4lf 02-15-2010 01:36 PM

Had this problem too. It's a little bit weird that this only happens when you change icon sizes via the profit prefs when the game is running.

If you have a preferred default size simply edit the file

_ProfitUI_Settings_EffectsIconSizes.txt

This is my file with detrimental icons largened a little bit:

Code:

<?xml version="1.0" encoding="utf-8"?>
<Page Name="EffectsIconSizes">
        <Text Name="BeneficialEffectsIconSize">30</Text>
        <Text Name="DetrimentalEffectsIconSize">36</Text>
        <Text Name="TargetEffectsIconSize">15</Text>
        <Text Name="ImpliedTargetEffectsIconSize">15</Text>
</Page>

Overlapping should not happen if icon size is specified that way.

Hope it works for you too.

Drumstix42 02-15-2010 01:51 PM

This bug happens in default UI, including on Beta. Maybe not all the time, but I've seen it happens lots.

Ailees 02-16-2010 07:24 AM

Quote:

Originally Posted by g4nd4lf (Post 88196)
If you have a preferred default size simply edit the file

_ProfitUI_Settings_EffectsIconSizes.txt

thanks a lot, waiting for update and will see !
of course I added that updater does not load that file ;)


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