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Pinco's UI

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Llewen

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that's all... try without texture packs just in case...
This is without texture packs or icon packs, just vanilla Pinco's UI (not that there's anything vanilla about Pinco's UI). Maybe I need to reinstall UO. Because something is clearly missing. I'll try that file check option.
 

Llewen

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I ran the file check, no joy I'm afraid. I enabled debugging and sent you the logs from reloading the UI and using the pet balls a few times. I sent you the chat logs as well, you can see the "unknown command" in them, that is from using the macros.
 

Pinco

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I found your problem... as always is the legacy container...
There is no way to fix it, seems that if you target an object inside the legacy container is like you click on the ground and nothing happen.
I can't do anything to fix this, because the legacy container is totally managed inside the client... so use the grid legacy to store the petballs :p
Not even "cursor target stored" works for items targetted inside the legacy container.
 

Llewen

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I found your problem... as always is the legacy container...
Ah ok. Well, I can go back to using my old method then. I don't know if it is any help to you, but it is the method described in this post. It uses command macros, so maybe it could be ported to a regular lua script in some way.
 

Pinco

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Ah ok. Well, I can go back to using my old method then. I don't know if it is any help to you, but it is the method described in this post. It uses command macros, so maybe it could be ported to a regular lua script in some way.
or you can simply switch to grid containers, set the petball then return to legacy ;)
 

Llewen

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or you can simply switch to grid containers, set the petball then return to legacy ;)
Ohhhhh, I didn't realize that would work! That's what I do with the loot container! I knew there was a simple solutions! Thank you again! :D
 

jack flash uk

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UNLEASHED
downloaded 3.7u


Man you surpass yourself yet again

AWESOMENESS

AND i have finally got the hang of the interfaces faultless updating now

so we both need a medal:)
 

Llewen

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I think I'm still getting some scaling weirdness when I destroy hotbars (various UI elements such as hotbars or the paperdoll will become huge or tiny).
 

Pinco

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I'm unable to replicate this problem, I've tried all possible combinations but still the scale of every window results correct...
 

Llewen

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I'm unable to replicate this problem, I've tried all possible combinations but still the scale of every window results correct...
To replicate the problem:

- copy a character xml file to another character (copy and rename it)
- log onto the character and destroy a couple of hotbars
- double click yourself, or dismount

Result:

- paperdoll and pet bar and mobiles window bars should resize themselves, as well as other hotbars
- logging off and back on may also result in resized bars, and UI elements
- eventually resizing and logging off and on again will fix the problem
 

Llewen

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Note that the mobiles options will also get screwed up with several of the settings being changed to odd numbers, and dock spots being turned off.
 

Pinco

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To replicate the problem:

- copy a character xml file to another character (copy and rename it)
- log onto the character and destroy a couple of hotbars
- double click yourself, or dismount

Result:

- paperdoll and pet bar and mobiles window bars should resize themselves, as well as other hotbars
- logging off and back on may also result in resized bars, and UI elements
- eventually resizing and logging off and on again will fix the problem
good, now I've replicated it, and I'm on my way to fix it :D
 

Llewen

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good, now I've replicated it, and I'm on my way to fix it :D
Sorry, should have given more information in the first place. I just knew there were problems with destroying hotbars affecting the scaling a while ago (can't remember whether it was in Pinco's or Lucitus'), and assumed that was the issue.

Bad Llewen! *slaps hand* :gee:
 

Pinco

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Code:
3.7w

- Fixed a scale bug that mess the scaled window after destroyi an hotbar.

3.7v

- Added the lucky coin to the artifact list.
- Added the bright seed fix to the list view container mode.
- Fixed an exception with animated corpses that won't be recognized as corpse.
this bug was fixed, but cerain bugs have a respawn timer :D
 

Llewen

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Ok, maybe found another bug. I was at a spawn just now and my primary pet's health bar stopped reporting damage. It was showing 100% when it was considerably lower than that. I don't know how to replicate, and I don't know if restarting the client would fix it, or maybe rebooting the computer. If it happens again I will let you know.
 

Pinco

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Ok, maybe found another bug. I was at a spawn just now and my primary pet's health bar stopped reporting damage. It was showing 100% when it was considerably lower than that. I don't know how to replicate, and I don't know if restarting the client would fix it, or maybe rebooting the computer. If it happens again I will let you know.
enable the debug log when you login so if happen again I'll be able to find the problem easily :p
 

Pinco

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Code:
3.7x

- Added more items descriptions.
- Now the lucky coin is recognized as an artifact when is in a stack.
- Fixed a bug that could possibly block the healthbars.
try now, maybe I found the cause of the healthbars stop working :p
 

Llewen

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Thanks, I'll let you know if it happens again.
 

Hildebrand

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I'm astonished by the dedication, effort, and time that Pinco is pouring into this Enhanced Client.
If only the devs were updating the EC 1/100th as Pinco is, imagine the progress. Sure, Pinco fixes stuff, something else is found, something else breaks, etc.. but at least he's dedicated enough to fix these on the fly and give the downloads quick.

A huge thank you Pinco!!!!!
 

Llewen

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I'm having more problems with scaling corruption with profiles that are copied and renamed where hotbars are destroyed. I had a few hotbars have their scaling changed, and the overhead chat text was wildly corrupted and became absolutely huge.
 

Pinco

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I'm having more problems with scaling corruption with profiles that are copied and renamed where hotbars are destroyed. I had a few hotbars have their scaling changed, and the overhead chat text was wildly corrupted and became absolutely huge.
I did in the same way you said:
- copied a profile
- destroyed some hotbars
- dismount

but nothing happen this time, not even by logging out...
 

Llewen

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I did in the same way you said:
- copied a profile
- destroyed some hotbars
- dismount

but nothing happen this time, not even by logging out...
It wasn't connected to dismount this time. I'll see if I can figure out what the trigger is. I've got lots of characters to reconfigure after copying the xml files over from other characters, so I'll probably figure it out.
 

Ezekiel Zane

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Is there already an option to remove the "world information" from the atlas? There is in Copper_Enhanced. I prefer the atlas display without it.
 

Pinco

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Is there already an option to remove the "world information" from the atlas? There is in Copper_Enhanced. I prefer the atlas display without it.
not actually, but I can do that... however an high zoom level will remove some markers :p
 

Dermott of LS

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...

I believe he's talking about the combo boxes for Facet and Area that are above the map portion.
 

Ezekiel Zane

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I've understood the map markers...
then no, the combo can't be moved because there is also the compass and is a mess move them on the map and keeping a good look :p
I don't want to move it. I like it removed, as in turned off, showing only the map. It's an option in Copper_Enhanced.
 

Pinco

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Code:
3.7z

- Added the option for disable the facet/area on the map window. If the combos are disabled, you'll be able to navigate through the map by using the context menu (left-click on the map).
 

Pinco

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Code:
3.7z1
- Fixed another scale bug that mess the scaled window after destroying an hotbar.
 

Llewen

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Code:
3.7z1
- Fixed another scale bug that mess the scaled window after destroying an hotbar.
Thank you, you rock Pinco. I'll let you know if I have any more problems. :)
 

Llewen

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I have a problem with the pet targeting actions. I will try to explain what I mean clearly.

Before my macros used target stored. This meant that I could vet my pets, and attack my target with spells at the same time. However, with your pet targeting macros the current target is changed to the pet, so I can't do that anymore. Is there any way you can change your script to use target stored instead of current target?
 

Pinco

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I have a problem with the pet targeting actions. I will try to explain what I mean clearly.

Before my macros used target stored. This meant that I could vet my pets, and attack my target with spells at the same time. However, with your pet targeting macros the current target is changed to the pet, so I can't do that anymore. Is there any way you can change your script to use target stored instead of current target?
unfortunately no, that was my first try but there is no way to do that...
 

Llewen

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unfortunately no, that was my first try but there is no way to do that...
Is there any way to create a "last target" action so that I can put that at the end of the macro and have the target go back to the last target? I tried previous mobile but that just cycles through all the local mobiles, so it's useless.
 

Pinco

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no, unless you want to use a default pet slot for the current target.... :p
 

Pinco

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mmm you just gave me an idea! :D
I can do a real previous target (for current target only)! :)
 

Llewen

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mmm you just gave me an idea! :D
I can do a real previous target (for current target only)! :)
That would be perfect! I was bummed out because I can't use those wonderful actions you created as things are right now and I was back to having to reconfigure 8 or 9 macros every time I switched pets. :)
 

Pinco

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That would be perfect! I was bummed out because I can't use those wonderful actions you created as things are right now and I was back to having to reconfigure 8 or 9 macros every time I switched pets. :)
yes, my original idea was put on the hotbars target menu the 5 default pets, but don't work if you press the key because when you press a key the client use an hidden path to execute the actions, so it's all a bit limited...

But here is my idea.
"Smart Previous Target" action: everytime you take a current target, it will be stored in an array. When you use this action it takes automatically the last "stored" target from the array.
Probably tomorrow will be ready ... unless it is really fast to do and you could see it in few hours :p
 

Pinco

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Code:
3.8
- Added the travesty peerless key to the loot sort table.
- Added the Smart Last Target to the Targeting actions. This allow you to select the real previous current target (works for mobiles only).
 

Llewen

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The last target action works perfectly Pinco. Not only does it do exactly what I need it to, but you do realize this is something that people have been asking for in the EC since day 1? This will have far more uses than my healing macros for my pets.

Excellent work, and thank you very much!
 

Llewen

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I'm wondering if the last target is causing a small amount of lag for me. I was just in a very large "furball" and I was noticing a certain degree of lag. It wasn't horrible, and I can live with it, but I thought you might want to know.
 

Pinco

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the only case when this function may cause lag is when you press previous target and the list contains thousands of "previous targets" with many of them dead or out of sight.
The ignore items has a complex code and manage much more items than the smart last target without generating lag, so I don't think it is the cause :D
 
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