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04-14-2006, 09:26 AM
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A Brown Bear
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Join Date: Jul 2005
Server: Antonia Bayle
Posts: 11
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Mine still crashes, just did it yesterday to load the EQ UI so I could set my guild recruiment page then /loadui back to Fethis... crash !
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04-14-2006, 12:16 PM
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EQII Developer
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Join Date: Aug 2004
Posts: 82
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Thanks for the report. I saw that yesterday when I was playing too.
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06-22-2006, 03:24 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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I noticed a rather elusive bug with /loadui. I was adding buttons and indicators for AFK, LFG and LFW to the player window. When using /loadui to test the indicators, none or only one of them would show/hide (after zoning). The code was working, i.e. the DynamicData was received and interpreted, as I confirmed by adding a /say which fired each time. Only the visible=true|false took no effect. The same code works fine after restarting the client instead.
With respect to crashes, I rarely see one if using /loadui while fullscreen and switching to Default and then back to my UI. It will usually crash the client if not fullscreen during each time /loadui is used or if I try to load my UI directly if it's already loaded. Also, I can do "/loadui Default", but I'll get a crash for "/loadui CustomUI". I'll usually crash if I try to chain "/loadui Default" and "/loadui" in a macro.
/loadui won't load any images but will keep the images used by the first loaded UI in memory.
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10-03-2006, 10:30 AM
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A Berserk Golem
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 55
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Yeah I try it every so often an everytime I /loadUI MyUI or any other UI it crashes.
to be honest It's only worked once that I can remember and it loaded everything but with the default text values on all the fields and then shortly afterward it would crash.
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11-20-2006, 11:46 PM
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A Brown Bear
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Join Date: Dec 2004
Server: Antonia Bayle
Posts: 8
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What's the progress
Just doing a bump to find out what the progress is on the /loadui issue I used it a lot in eq1 by editing a file and the testing it while the game was running. Another point to this is will they make it where you can have a different ui per character? If they have please post how; because, my wife and I use the same system and it get bothersome to have to use the same ui for both a monk and a warden .
__________________
W.W.J.D. (read the book and find out j 3:16)
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11-21-2006, 12:22 AM
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A Griffon
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Join Date: Apr 2005
Server: Crushbone
Posts: 185
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Quote:
Originally Posted by A_Nolan
Just doing a bump to find out what the progress is on the /loadui issue I used it a lot in eq1 by editing a file and the testing it while the game was running. Another point to this is will they make it where you can have a different ui per character? If they have please post how; because, my wife and I use the same system and it get bothersome to have to use the same ui for both a monk and a warden .
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i have a batch file i run before playing the game that swaps eq2.ini files for me, allowing me to quickly switch UIs... i haven't used the in-game /loadui since a long time ago... dind't have a good experience with it
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sir ansfrid takahityo of mithaniel marr — paladin, amorer, and guild advisor for the <knightshift>
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05-04-2007, 03:44 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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I'm not sure when it was fixed but /loadui works really well now. You still need to zone once to initialize some data and it kills your uisettings, but otherwise I was not able to get it to crash once after trying it out extensively.
Also, you do no longer have to go back to the DefaultUI before reloading your custom UI after editing something, you can now do this directly (and via the command line /loadui ProfitUI). It even loads the graphics with the UI now.
Whoever fixed that, these are for you:
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05-04-2007, 12:26 PM
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A Griffon
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Join Date: Mar 2005
Server: Lucan DLere
Posts: 847
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Wow, thanks for posting this. This is going to save me hours and hours of loading and quiting out of the game for tweaking and bug testing.
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05-04-2007, 03:11 PM
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Bacon Eater
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Join Date: Feb 2004
Posts: 2,452
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Wow thats great, does it also remember your UI after you exit the game and come back?
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05-05-2007, 06:05 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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Nope, not that.
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05-05-2007, 02:57 PM
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A Griffon
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Join Date: May 2005
Server: Crushbone
Posts: 298
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I'm noticing some confusing behavior with /loadui...
1. It totally wipes out my guild event history! It also defaults the displayed values of the guild's short and long descriptions, although upon clicking the "Edit" buttons for those fields, the custom values are still there.
2. It shifts the stack numbers of items in my inventory bags down and to the right, so they're sitting on a corner junction of the icon padding.
Relogging solves the issue, but it totally freaked me out when I saw it!
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10-30-2007, 12:24 AM
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Slayer of clock cycles
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Join Date: Nov 2004
Server: Oasis
Posts: 3,464
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I would suggest adding a -keepsetting switch to the command. This way if for what ever reason you want to keep the UI settings you currently have you can. Having it default to resetting it makes perfect since but it would be nice to be able to keep it, while tweaking a UI mod or for what ever reason.
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10-30-2007, 06:38 PM
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A Griffon
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Join Date: Aug 2007
Server: Unrest
Posts: 208
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Just in case you weren't aware, there is a /refreshuidata command that will resend data to the client that normally only gets updated on zoning.
So after /loadui, you can run /refreshuidata and it should fix up most missing data.
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10-31-2007, 02:22 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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wow nice, didn't know that. May I suggest to just add that functionality directly to /loadui? At least I can currently think of no circumstances where you would not want it to load that data.
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10-31-2007, 04:15 AM
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A Griffon
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Join Date: Aug 2007
Server: Unrest
Posts: 208
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Yeah, I was thinking the same thing. It seems reasonable and I can't think of anything it would hurt at the moment.
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10-31-2007, 08:47 AM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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/does a little chant *dooo it dooo it*
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10-31-2007, 03:13 PM
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A Griffon
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Join Date: Sep 2004
Server: Najena
Posts: 265
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I decided to try this command after reading that it's been fixed. Apart from experiencing the same bugs Seagoat mentioned, the /refreshuidata command seems to do nothing at all . I had to reload my character's ui settings to get some windows back, but had to relog to get my map window to display anything but the world map.
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10-31-2007, 04:10 PM
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Slayer of clock cycles
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Join Date: Nov 2004
Server: Oasis
Posts: 3,464
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Quote:
Originally Posted by Eloora
but had to relog to get my map window to display anything but the world map.
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Did you try zoning first? Unlike most of EQ2's Data, the server only sends map data to the server once and thats at zone time.
Note: when i say map data I mean info about the map it self.. not the loc of group members;
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10-31-2007, 05:05 PM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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Quote:
Originally Posted by SOE-Rothgar
Just in case you weren't aware, there is a /refreshuidata command that will resend data to the client that normally only gets updated on zoning.
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Quote:
Originally Posted by Landiin
Did you try zoning first? Unlike most of EQ2's Data, the server only sends map data to the server once and thats at zone time.
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does not compute...
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10-31-2007, 05:37 PM
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Slayer of clock cycles
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Join Date: Nov 2004
Server: Oasis
Posts: 3,464
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Quote:
Originally Posted by gm9
does not compute...
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I'm prob wrong but I bet the "MAP Data" has been left out, and only guild, accounting data is only being refreshed. Other wise the map would work and being it does not is a very strong indication that it is not refreshing that data, so doing a real zone should work.
Last edited by Landiin : 10-31-2007 at 05:40 PM.
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11-01-2007, 10:17 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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Quote:
Originally Posted by SOE-Rothgar
Just in case you weren't aware, there is a /refreshuidata command that will resend data to the client that normally only gets updated on zoning.
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I don't think this works either, it does not even update the zone name. In fact I could not find any data at all that is updated by this command.
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11-02-2008, 11:39 PM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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So I noticed in the beta server last night, and then again tonight, that when I use /loadui my stack numbers don't get screwed up such as on live.
My group window still got kinda funky until I zoned, and the map of the current zone didn't like to show...., but can't say I saw anything else strange.
Good news?
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11-03-2008, 03:21 AM
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gm10-1
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Join Date: Feb 2006
Posts: 6,479
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Should have tried it last week on Beta when it started crashing the game. Luckily that was mostly fixed after a couple of days (still happens once in a while). Also you are right, zoning fixes most loadui issues at the moment, including the map. But the layout still remains fubared until you do a /load_uisettings.
The map skinning error popup is cute however.
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11-03-2008, 06:33 AM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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Ah yes, /load_uisettings. I forget how second nature it is for me to execute that command.
Also, opening the Options window afterwards seems to fix any oddities with hotbars at least for me. It will make Alt+4 change int A4 for my hotbars that are small... That's how it's always been on my end.
Just glad to see some progress for /loadui going up.
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11-11-2008, 04:17 AM
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A Griffon
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Join Date: Aug 2007
Server: Unrest
Posts: 208
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Quote:
Originally Posted by Drumstix42
So I noticed in the beta server last night, and then again tonight, that when I use /loadui my stack numbers don't get screwed up such as on live.
My group window still got kinda funky until I zoned, and the map of the current zone didn't like to show...., but can't say I saw anything else strange.
Good news?
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Yeah, I fixed the issue with the icon text becoming misaligned after /loadui. This was just one of those things that always bugged me.
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