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-   -   [TEST] 6.23.05 (LU11b) - Interface Changes (https://www.eq2interface.com/forums/showthread.php?t=3426)

Dolby 06-23-2005 01:06 PM

[TEST] 6.23.05 (LU11b) - Interface Changes
 
This is part "b" of the Live Update 11. You can see part "a" here.

Here are the following XML Changes found on the test server 6.23.05 with the default interface. The left side is what is currently live and the right side is what is on the test server. Changes are shown in red and some xml above and below the changes are left in for context.

Please keep in mind these changes have not gone live yet and more changes may be in the works and only introduced on patch day.

Changed:
eq2ui.xml
eq2ui_examine.xml
eq2ui_inventory_market.xml
eq2ui_mainhud_skills.xml

Updated on Test but new compared to live:
images\icons\icon_sw_01.dds
images\commonelements.dds
images\specialelements.dds
images\windowelements.dds
eq2ui_arenachampions_arenamain.xml
eq2ui_arenachampions_arenamatch.xml
eq2ui_commonelements.xml
eq2ui_specialelements.xml
eq2ui_textstyles.xml
eq2ui_windowelements.xml

The new skill window:

Sir Taleisin The Seer 06-23-2005 01:11 PM

Quote:

Originally Posted by Dolby
The new skill window:

bout bloody time SOE did this, I think I first saw this in Morrowind

vixyn 06-23-2005 01:56 PM

Quote:

Originally Posted by Sir Taleisin The Seer
bout bloody time SOE did this, I think I first saw this in Morrowind

Aye, love, it was Morrowind. Now, pardon me while I go drool a little. Thats just sexy.

Nitefang 06-23-2005 02:54 PM

yeah - that is very nice, I've been waiting for them to do something with the skill window...so I can get my grubby lil hands on it and tweak it lol

SOE_Bobble 06-24-2005 09:54 AM

I'm glad you like the skill window. I'm sure someone here will make a few suggestions on how to make it a little more skinnable. :)


There is a lot of hidden improvements beyond just the skill window.

- maintained duration works again
My apologies it took so long.

- added \dynamicdata <path>
Shows the text value of <path>
For example "\dynamicdata Self.Level"

- fixed the crash that \loadui caused with the options window

- We are trying to come up with a scheme that makes replacing art easy
These pages are the beginning of that effort. Comments?
eq2ui_commonelements.xml
eq2ui_specialelements.xml
eq2ui_textstyles.xml
eq2ui_windowelements.xml


Editted to add the \loadui fix.

Sir Taleisin The Seer 06-24-2005 09:58 AM

I just hope we can pull the skill progression bars out of the skill window and into their respective windows, such as skills realted to tradeskilling would go to the tradeskill window and combat skills would be moveable to the player or group window.

( still waiting for Absinthe to make my character hallucinate though, so not sure how possible what was previously said will be :-) )

SOE_Bobble 06-24-2005 10:23 AM

I still haven't added any Skill dynamic data. But will.
Skills.<name>.Progress
Skills.<name>.Current
Skills.<name>.Max
Skills.<name>.Name
Will that work?

And I'll likely let the tab pages assigned to each category be configurable.

dc_roenfanz 06-24-2005 01:51 PM

Quote:

Originally Posted by SOE_Bobble
I'm glad you like the skill window. I'm sure someone here will make a few suggestions on how to make it a little more skinnable. :)

There is a lot of hidden improvements beyond just the skill window.

- maintained duration works again
My apologies it took so long.

thats wonderful
Quote:

- added \dynamicdata <path>
Shows the text value of <path>
For example "\dynamicdata Self.Level"
So, if I understandthis correctly, if I typed "/dynamicdata GroupMember1.LevelClass" then I would get a response in the chatbox of "35 Berzerker"? Or maybe not, since We've yet to see evidence of DD for group working. *koff*hint*koff*

Quote:

- fixed the crash that \loadui caused with the options window
SWEETNESS!!
Quote:

- We are trying to come up with a scheme that makes replacing art easy ...These pages are the beginning of that effort. Comments?
eq2ui_commonelements.xml
eq2ui_specialelements.xml
eq2ui_textstyles.xml
eq2ui_windowelements.xml
TextStyles: I havent finished patching for the game yet, but from the way it looks, am I to assume that this will let us globally set certain text? Example, use one of the textstyles so that all titletext is FontZapf15 colored blue. This would help tremendously in doing a visual change to the ui. Instead of going individually to every title text and changing the font, color, etc, we can simply edit the textstyle that applies to titletext.... That make sense?


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