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Drakah
KeymasterGlad you found out the problem, what was it?
Drakah
KeymasterThank you so much bud, I appreciate it 🙂 🙂
Drakah
KeymasterOK, all interfaces have been uploaded 🙂 The edits were not very time consuming thankfully.
Drakah
KeymasterDefinitely 🙂
I am going to try and post them sometime tomorrow night after I get home from work.
I have the Krome UI done, I might be posting that tonight.Drakah
KeymasterYou are welcome! Enjoy! 🙂
Drakah
KeymasterAssuming you are using Adeptus, if you want to change the Tracking Window, just copy the EQUI_TrackingWnd.xml file from the Default folder, and paste it into the custom folder.
Open and go all the way to the bottom.
Find:
<DrawTemplate>WDT_defaultChat_Def</DrawTemplate>and Replace with either:
<DrawTemplate>Chat_Window</DrawTemplate>Or:
<DrawTemplate>WDT_RoundedNoTitle</DrawTemplate>..whichever looks better.
As for the UIErrors, as long as they say “Warning”, you are ok, as it pulls the missing files that were not modified from the Default folder.
As for the Donations, yes, I do have one 🙂 It is on the Sidebar on the Rightside or on the Main homepage on the very bottom.
Drakah
KeymasterPerfect. I did a compare to my Default archive and found a match for Default patch day 05-14-2013.
I am sending you 1 ZIP file that contains 5 more ZIPs inside:
(be sure when you extract the files that you don’t have a “folder inside another folder” issue.)– default-051413.zip – Rename your current uifiles\Default folder to Default ROF2 as your backup. Use my version instead by renaming it from Default 051413 to Default. This will have the original “modified” dates correct, so enable the view of “view details” in file explorer, enable the “Date modified” column, and ensure you see different dates. Load up EverQuest and if you don’t have any errors, then go ahead and test out the UI files.
– drakah_intg_tking.zip – the Integrated TKing Celtic UI Version 7.5 – April 18, 2013
– drakah_intg_tking_end.zip – patch files for endurance version
– drakah_pers_adeptus.zip – the Personalized Adeptus UI Version 6.9 – April 18, 2013
– drakah_pers_adeptus_clickypetwindow.zip – patch file for pet windowHere is the ZIP file to download from Dropbox.
Drakah UI’s for 05-14-2013Let me know how it goes.
Drakah
KeymasterOk I got it. Looking at the files, the “Date Modified” are all set to 2/10/2018, so that must of been the date it was downloaded originally. They should be all different dates to when the Live server had updated it. Is there a “eqnews.txt” file in your root folder that would tell me the last day the EverQuest was last updated to the live server? If so, can you attach that?
Drakah
KeymasterWhat I need to start with is a zipped up version of the Default folder under the uifiles directory that you have. I keep a backup of each patch day of the default folders, so need to narrow down which patch day the install belongs to. Then from that, I can figure out what version UI you need. The problem with the other person who was asking the question was the server she was playing on (Shards of D… something), must of been a customized version of the Default so nothing was matching up to my versions.
Drakah
KeymasterMy screen is still 1680×1050, have not bought new monitors yet… but the screenshot really is just an example. The Krome UI (which I use too) is probably one of the more difficult UI’s if you do not know which window is used for what and where it should go, hense the reason why I had to include a second screenshot depicting what everything is. More than likely regardless of the resolution, there will need to be some sort of adjustment of the window layout. Wish there was an easier way of doing it for sure. But maybe in the future at some point when I upgrade, I will include that layout since I would be using it too 🙂
Drakah
KeymasterNone of the interfaces would work for 1999 without extensive code editing since all of them that I maintain is for the Live servers. I tried helping someone out with this, who plays Shards of Dalaya and proved difficult only because there was no way of me testing it out to find any errors and edit it accordingly.
Drakah
KeymasterYou just right-click on a player and choose what role they are. The icons stack on top of each other next to the name as you do that. I believe it is the same way in the other interfaces I did.
Drakah
KeymasterMost welcome 🙂 I hope to do a larger version in the future, or maybe DB may give us the ability to scale I hope! But I agree, it is easier on the eyes and such.
Btw, if you hate the new bank window with all the bags, you can delete the XML file for it, it won’t break it.
Drakah
KeymasterThis is a common question, but EverQuest does not allow the UI elements to be scale-able like they do in games like Star Wars: The Old Republic. I have brought this up to them but would require a complete overhaul on the system.
To make the spell bar icons larger, would require a whole new spell gem window to be re-created from scratch, it isnt easy just to enlarge the icon, all the elements move and has to be compensated for. Same idea goes to everything else, just isn’t easy to do.
I think at some point I would like to attempt to make a larger version of Krome for larger monitors, but will have to wait until I buy larger monitors. Currently I run at 1680×1050 on a 22″ monitor.
As for the window not being able to be moved, some elements I make on a window is invisible, you have to right-click around it to find the sweet spot to be able to unlock the window and move it. For Krome, see the extra screenshots to show you where the movable handles are.
Don’t forget to resize your buff bar… the text goes under the icon, not on the side of it.But for future UI edits/additions, I am paying all the attention to the Krome UI since it is the most minimal and cohesive than all the others.
Drakah
KeymasterI never heard of anything overriding any window size scaling from another window, unless you are removing the code that creates the “invisible handle” to resize many windows. Be sure to check the UIErrors.txt file for any imagery/code you might be missing if you are patching the UI with other custom XML files. My interfaces really do not work well with other author’s file code since most of my files are dependent on other windows for code.
For example, if you are replacing the EQUI_BuffWindow.xml in my UI with someone else’s, you are also removing the code for “drakah_buffframe.tga” texture (which I believe is used in the song and pet window) that now can potentially crash your game or make it sluggish since it is trying to draw that image but can’t find it. There is also code in there for “WDT_BuffWindow” template and “WDT_drakahSimpleCornersBorder” which could be used in other windows.
So be careful replacing any files in there, it can easily break something else you may not be aware of.
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