Frequncy UI - I Like turtles

Forum for posting custom UIs, portions of UIs, and HUD stuff using MQ's enhancements.

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Rassilon
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Post by Rassilon » Wed Nov 12, 2003 4:50 pm

Is there any special I need to do to get it to work? I have my Video Mode set to 1280x1024 and I put all the files into the UIFILES dir under EQ. When I try to load it from a seperate UI, like Default or AYA, it reverts to the Default UI. Does the UseINI button need to be on? I tried it on and off and still same result. Do I need to add any files from the DefaultUI to the new UI folder to get it to show up?

Thanks,

Rass

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Coraz
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Post by Coraz » Wed Nov 12, 2003 5:47 pm

How the hell do i close chat windows? MQ puts annoying messages into a seperate, incriminating window that I can't close.

Lax
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Post by Lax » Wed Nov 12, 2003 5:51 pm

If you think the main chat window is less "incriminating" you're a fool. What do you think we made it for?

Anyway, to turn it off you type /filter mqchat off.
Try searching sometime.
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loadingpleasewait
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Post by loadingpleasewait » Wed Nov 12, 2003 6:22 pm

Quick Clarification.. the MQ Chat window, this is "Hidden"? in other words, do we know if it is indeed unseeable in, say, a /report? Just curious, although I have gotten quite used to NOT reporting anything.. = )
LOADING PLEASE WAIT...

Scythen60

Post by Scythen60 » Wed Nov 12, 2003 6:24 pm

The new chatbox is awesome and personally, i would never let the MQ macro text filter into the main chat box where it's possible for GM's to see...Normally i'd take it all out by setting FilterMacro=2 in the mq.ini and enable telnet

Lax
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Post by Lax » Wed Nov 12, 2003 6:34 pm

The MQ Chat window is not a true "chat" window. The EQ chat manager has no knowledge of it. /report takes the EQ chat manager's list, and grabs all visible text from those. Since the MQ chat window is invisible to the chat manager, no text from the window is reported.
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* Multiboxing with ISBoxer: Quick Start Video
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Mckorr
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Post by Mckorr » Wed Nov 12, 2003 8:17 pm

Very pretty, good job. One problem though. Try clicking a pack slot.

/click left pack 7 done

Waaaaay off. Something in your code is messing with the locations.
MQ2: Think of it as Evolution in action.

Mckorr
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Post by Mckorr » Wed Nov 12, 2003 8:22 pm

I'm also noticing some distinct lag when running this. The entire game will momentarily freeze. Annoying, if not critical.
MQ2: Think of it as Evolution in action.

nepooc

those damn tell windows

Post by nepooc » Wed Nov 12, 2003 8:26 pm

make a closing button for the tell windows please =D cant close em --;;

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fice
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Post by fice » Wed Nov 12, 2003 9:03 pm

incriminating for screenshots :P

loadingpleasewait
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Post by loadingpleasewait » Wed Nov 12, 2003 10:59 pm

I've been updating MQ Style the Delta2.2 UI, and have pretty much everything I want showing.. HOWEVER I did the Group mod like the one you've got listed, but when I dont have group members, the member class shows as NULL, is there any way outta it?

Sorry, I would post a screenie, but dont have a place to host it..
LOADING PLEASE WAIT...

GothOpie
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Post by GothOpie » Thu Nov 13, 2003 12:20 pm

not incriminating in the least for screenshots, just rename the window to "chat" or "skills" or anything other than "MQ", minimize it, and screenshot away :)

I have a question though, if you redirect messages to the MQ window(like melee, or tells) will the chat manager now know it exsists, and be able to /report back MQ text? I've kinda got too many windows as it is, and would like to merge one of them with the MQ window.. but would like to avoid any risk that may go along with that
-
Classes are not that out of balance -AbsorEQ

Rassilon
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Post by Rassilon » Thu Nov 13, 2003 12:25 pm

Is there any special I need to do to get it to work? I have my Video Mode set to 1280x1024 and I put all the files into the UIFILES dir under EQ. When I try to load it from a seperate UI, like Default or AYA, it reverts to the Default UI. Does the UseINI button need to be on? I tried it on and off and still same result. Do I need to add any files from the DefaultUI to the new UI folder to get it to show up?

Thanks,

Rass

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FreQuency
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Post by FreQuency » Thu Nov 13, 2003 12:50 pm

Rassilon
When I try to load it from a seperate UI, like Default or AYA, it reverts to the Default UI.
I'll look into this PM me the contents of your UIerrors.txt file

nepooc
make a closing button for the tell windows please =D cant close em --;;
Mckoor
I'm also noticing some distinct lag when running this. The entire game will momentarily freeze. Annoying, if not critical.
Sorry haven't noticed this but i'll see if there is anything i cna lessen in the code but i believe the lag is caused by MQ, the more tags you have the more you framerate becomes slightly reduced
Very pretty, good job. One problem though. Try clicking a pack slot.

/click left pack 7 done
Thanks! This UI has always had that problem, along with many others, once i have time i wanna look into it see what i can do about this

Mckorr
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Post by Mckorr » Thu Nov 13, 2003 1:03 pm

FreQuency wrote: Mckoor
I'm also noticing some distinct lag when running this. The entire game will momentarily freeze. Annoying, if not critical.
Sorry haven't noticed this but i'll see if there is anything i cna lessen in the code but i believe the lag is caused by MQ, the more tags you have the more you framerate becomes slightly reduced
Very pretty, good job. One problem though. Try clicking a pack slot.

/click left pack 7 done
Thanks! This UI has always had that problem, along with many others, once i have time i wanna look into it see what i can do about this
I imagine the MQ tags are the problem with the lag. That's something Lax will have to work out and optimize.

As for clicking, in your EQUI_Container.xml file, I see this code:

Code: Select all

  <Screen item="Container_Equip">
    <ScreenID>IW_CharacterView</ScreenID>
    <RelativePosition>true</RelativePosition>
    <Location>
      <X>7</X>
      <Y>24</Y>
    </Location>
    <Size>
      <CX>80</CX>
      <CY>20</CY>
    </Size>
    <Style_Transparent>true</Style_Transparent>
    <TooltipReference>Drop Item Here to Auto Equip</TooltipReference>
    <DrawTemplate>WDT_Inner</DrawTemplate>
    <Style_Minimizebox>false</Style_Minimizebox>
    <Style_Border>true</Style_Border>
    <Style_Sizable>false</Style_Sizable>
  </Screen>
  <StaticAnimation item="Container_ClassAnim">
    <ScreenID>ClassAnim</ScreenID>
    <Location>
      <X>7</X>
      <Y>24</Y>
    </Location>
    <Size>
      <CX>80</CX>
      <CY>20</CY>
    </Size>
    <Animation>A_ClassAnim01</Animation>
  </StaticAnimation>
Looks like an attempt to add an auotequip slot to containers... interesting idea, but might be a bit radical to be compatible with /click.

Also, you'll notice the pieces for those sections have been commented out:

Code: Select all

    <!--<Pieces>Container_Equip</Pieces>
		<Pieces>Container_ClassAnim</Pieces>-->
My guess here is that it didn't work right, so the pieces got commented out to make it invisible. That might be throwing the parser calculations off. The rest of the slot structure looks correct.

So, try deleting out that code and see what happens. I'm at work, so can't test it myself right now.
MQ2: Think of it as Evolution in action.