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PostPosted: Mon Apr 05, 2010 3:35 am 
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Just tried this, multiple errors (from all files changed) of the form:

Couldn't find class:item 'A_SpellIcons' reference in FieldParseItemOfClass()

Something hardcoded?

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PostPosted: Mon Apr 05, 2010 3:41 am 
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Odd... it works fine for me with no errors. The array of spell gems you will be using is this one...

Code:
<!-- spell icons - 32x32 horizontal -->
   <Ui2DAnimation item = "A_SpellIcons">

...snip...

      <Frames>
         <Texture>pot_spells01.tga</Texture>

...snip...

      </Frames>
      <Frames>
         <Texture>pot_spells02.tga</Texture>

...snip...

      </Frames>
      <Frames>
         <Texture>pot_spells03.tga</Texture>

...snip...

      </Frames>
   </Ui2DAnimation>


EDIT : sample buff in the buff window...

Code:
   <Button item = "BW_Buff0_Button">

...snip...

      <ButtonDrawTemplate>
         <Normal>BlueIconBackground</Normal>
         <NormalDecal>A_SpellIcons</NormalDecal>
      </ButtonDrawTemplate>

...snip...

   </Button>


EDIT2 : Away from Forum for a while - can you check you made the change correctly and report and I'll check in a while. Cheers.

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PostPosted: Mon Apr 05, 2010 4:57 am 
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whinywizard wrote:
Couldn't find class:item 'A_SpellIcons' reference in FieldParseItemOfClass()


I would suspect that you have either renamed the A_SpellIcons in the animations file or deleted part of it by mistake. Can you check this please?

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PostPosted: Mon Apr 05, 2010 5:25 am 
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Maktub wrote:
I would suspect that you have either renamed the A_SpellIcons in the animations file or deleted part of it by mistake. Can you check this please?


Followed your instructions again, same errors result. Note that I'm making the changes to WizMod, but don't see any changes that I've made that would impact this.

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PostPosted: Mon Apr 05, 2010 5:31 am 
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If you have an copy of A_SpellIcons defined in EQUI_Animations and no quotes round any of the names in the other xml files, I am stumped, sorry.

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PostPosted: Mon Apr 05, 2010 5:36 am 
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WW - do you want to PM me a copy of the broken equi_animations and buff window files and I'll have a look.

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PostPosted: Mon Apr 05, 2010 5:38 am 
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Here is the def in the animations file:

Code:
<!-- spell icons - 32x32 horizontal -->
   <Ui2DAnimation item = "A_SpellIcons">
      <Cycle>false</Cycle>
      <Grid>true</Grid>
      <Vertical>false</Vertical>
      <CellHeight>32</CellHeight>
      <CellWidth>32</CellWidth>
      <Frames>
         <Texture>pot_spells01.tga</Texture>
         <Location>
            <X>0</X>
            <Y>0</Y>
         </Location>
         <Size>
            <CX>256</CX>
            <CY>256</CY>
         </Size>
         <Hotspot>
            <X>0</X>
            <Y>0</Y>
         </Hotspot>
      </Frames>
      <Frames>
         <Texture>pot_spells02.tga</Texture>
         <Location>
            <X>0</X>
            <Y>0</Y>
         </Location>
         <Size>
            <CX>256</CX>
            <CY>256</CY>
         </Size>
         <Hotspot>
            <X>0</X>
            <Y>0</Y>
         </Hotspot>
      </Frames>
      <Frames>
         <Texture>pot_spells03.tga</Texture>
         <Location>
            <X>0</X>
            <Y>0</Y>
         </Location>
         <Size>
            <CX>256</CX>
            <CY>256</CY>
         </Size>
         <Hotspot>
            <X>0</X>
            <Y>0</Y>
         </Hotspot>
      </Frames>
   </Ui2DAnimation>

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PostPosted: Mon Apr 05, 2010 6:01 am 
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That looks fine to me.

This is a mystery - I have redacted the change details on the previous page until we can get to the bottom of this. I have it sitting in front of me working fine without any references to the buff icons texture. Let me do some more tests here.

What happens on your mac if you take a clean copy of your UI, leave the texture definition intact but just change one buff in the buff window to use the A_SpellIcons array?

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PostPosted: Mon Apr 05, 2010 7:45 am 
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For review before inclusion in the next release...

Optional Compass with direction pips on the top side next to the letters, a centre-line and +,- loc helpers - Image

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PostPosted: Mon Apr 05, 2010 9:01 am 
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For Review before the next release...

I have chopped out the textures on the Starting City Map of the Character Creation screen to save more memory. The width of the screen is fixed by other objects in the Character Creation screen chain, so I can't reduce the size.

Image

The buttons behave just as we are used to but I have grouped the cities alphabetically by continent.

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PostPosted: Mon Apr 05, 2010 10:32 am 
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For review before the next release...

I am working my way through the 16x16 buffs we discussed a few days ago and here is what I have come up with for the buff bar...

Image and Image

I tried to make the text on the right-hand version right-aligned but it messed up with long buff names such as KEI so I had to go with left-aligned instead.

A mini spellbook to go with this is next then firing the shrinking ray at the tking and classic icon sets. If the yellow background on certain types of spells in the spell book is too pale to make the text visible, I may have to give the blue/red bars a dark centre to make it show up.

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PostPosted: Tue Apr 06, 2010 2:55 am 
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OK, I came across a bug with the spell book - the names of the spells are always placed UNDER the buff and its background regardless of what is in the XML so I had to chisel a hole in the middle of my nice blue and red bars.

You can see the updated mini-buffbar above and here is the mini-spellbook in a "full page" and "with blanks" screenshot.

Image - Image

These are all optional components, remember - you don't have to use them.

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Last edited by Maktub on Tue Apr 06, 2010 3:23 am, edited 1 time in total.

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PostPosted: Tue Apr 06, 2010 3:15 am 
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I'm continuing to enjoy this so much!! I've moved things about and added the named buff bar you put out. I added Wizmans Hotbotton Mod, and am considering adding the target, self, group windows Wizman put out as well (Thanks Wiz!!).

I have a general question about use of percentage numbers in those windows. It's nice how Wizman has it as just numbers. My question is does having these percentage numbers ask the game to send and receive more data to and from the client end....or does this simply display data that is always transmitted. The UI works so well I think I could add these other windows I mentioned without a performance hit, but if it adds a lot of data to be transmitted I may not use them. I even got in the spirit here a little bit and successfully added the standard inventory backgrounds to the hotbotton inventory slots. Ranger proof as I think of it. I've been known to die a bit so putting things back in the right spot is important.

I'm sure you don't want 200 screenshots in here but I couldn't resist showing how one user decided to implement your hard work for a 15" monitor. Best thing is the tracking window comes right up over the buffbar, I usually use it in short durations so covering the buffs wasn't a problem. I'll be happy to edit this away if it gets in the way of your updates Mak. I've never played with anything that looked halfway decent to me so I couldn't help the post.

Image

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PostPosted: Tue Apr 06, 2010 3:23 am 
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echofinder wrote:
I have a general question about use of percentage numbers in those windows. It's nice how Wizman has it as just numbers. My question is does having these percentage numbers ask the game to send and receive more data to and from the client end....or does this simply display data that is always transmitted.

I have no idea here, but it should only be a very minor overhead if it has to be transmitted.

Quote:
I even got in the spirit here a little bit and successfully added the standard inventory backgrounds to the hotbotton inventory slots. Ranger proof as I think of it. I've been known to die a bit so putting things back in the right spot is important.

Hmm, I thought the hotbutton window did have the inventory backgrounds if you made a button off an inventory item - I'll have to test that now. EDIT : oh, you've grabbed Wizman's version of that window - that will be a question for him to look into.

Note - move your compass into the blank area round your viewport so it isn't over the 3d view area.

Glad it is proving to be useful to folks.

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PostPosted: Tue Apr 06, 2010 3:49 am 
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Maktub wrote:
echofinder wrote:
I have a general question about use of percentage numbers in those windows. It's nice how Wizman has it as just numbers. My question is does having these percentage numbers ask the game to send and receive more data to and from the client end....or does this simply display data that is always transmitted.

I have no idea here, but it should only be a very minor overhead if it has to be transmitted.


It's extremely minor if you're starting with Po2. We don't really have any way of looking into the client and seeing what's going on, but in past UI's I've done tests that create a window and put every imaginable stat (in numbers and/or percentages) on it and it has reached a point that it impacts performance. I think what is going on here is that Maktub's work have taken us considerably under the critical point for negative performance that there is much more room for meaningful mods.

Maktub wrote:
Quote:
I even got in the spirit here a little bit and successfully added the standard inventory backgrounds to the hotbotton inventory slots. Ranger proof as I think of it. I've been known to die a bit so putting things back in the right spot is important.

Hmm, I thought the hotbutton window did have the inventory backgrounds if you made a button off an inventory item - I'll have to test that now. EDIT : oh, you've grabbed Wizman's version of that window - that will be a question for him to look into.


I purposely didn't put backgrounds there, or in the buff bar. What I add in terms of percentages or other things I try to find ways to keep the number of things as down as possible. It's very tempting starting with Po2 to add all kinds of things given it's performance, sometimes resisting that temptation makes the game better :wink:

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