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| Category: Beta Interfaceseu CMod |
| Interface Information |
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| Name: |
eu CMod  |
| Author: |
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| Date: |
09-21-2008 07:15 AM |
| Size: |
5.92 MB |
| Version: |
0.1.8 |
| Rate Addon: |
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| File Statistics |
| User Rating: |
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| Downloads: |
1135 |
| Views: |
11916 |
| Favorites: |
1 |
| Uploaded By: |
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| Last Modified: |
09-27-2008 02:28 PM by eugam |
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09-15-2008, 01:59 AM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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Quote:
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Personally I love the text dscriptors, only because I like to be able to identify each buff, but it is just fluff. Thanks for the GU6 update!
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You know that ALT-mouseover identifies them ?
However, i am experimenting with a collabsable window at the moment. If it works the way i want it, i ll add the text again.
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09-13-2008, 06:38 AM
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Junior Member
Forum posts: 3
File comments: 5
Uploads: 0
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Personally I love the text dscriptors, only because I like to be able to identify each buff, but it is just fluff. Thanks for the GU6 update!
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09-05-2008, 05:59 AM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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Quote:
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Hmm just noticed the screenies ther eis text descriptors fo the effects window, I do not get this, any reason this may happen?
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I removed the descriptions months ago. Back then it was possible to have the icons in multiple colums. Unfortunately SOE changed that.
The buff situation in Vanguard is insane  With a group of shaman, templer, disciple and bloodmage the buffs exeed any screen :P
I soon will release a new version where it is possible to switch off the benefical buffs window completely in the settings. I might add a window with descriptions as well and allow users to toggle the window they want.
Should i ?
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09-02-2008, 08:53 PM
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Junior Member
Forum posts: 3
File comments: 5
Uploads: 0
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Hmm just noticed the screenies ther eis text descriptors fo the effects window, I do not get this, any reason this may happen?
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08-19-2008, 01:08 AM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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Quote:
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Eugam, what was the bug in the negative effects window if you don't mind sharing, I should see if I have this as well.
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The debuff icons didnt align vertical. The bug was in eu_mods/Windows/eu_AttachedAbilities.xml
Last edited by eugam : 08-19-2008 at 03:16 AM.
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08-18-2008, 07:29 PM
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Member
Forum posts: 75
File comments: 13
Uploads: 1
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Hey, not sure we will end up doing a dual release of this mod. However, you can manually update the infomap files by downloading the new info map and dropping the files ontop of eugam's infomap directory.
You should note however, that Eugam recently updated this mod to the latest and greatest infomap release.
Not to hi-jack this mod thread, but as an update on where we stand on doing a dual release: I am still working on some crafting mods and plan to do the pet/minion windows before releasing mine, or my side, which ever it ends up being. I would still love to do a dual release with Eugam, but it's hard to coordinate when both people have such little time to devote to it
Eugam, what was the bug in the negative effects window if you don't mind sharing, I should see if I have this as well.
Last edited by Spiked : 08-18-2008 at 07:31 PM.
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08-14-2008, 12:31 PM
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Junior Member
Forum posts: 3
File comments: 5
Uploads: 0
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info map release question
heyas spiky and EU,
I was wondering if we can manually update infomap within your UImod or wait for the official guru version from you guys?
Keep up the MUCH appreciated great work, ever get to Ottawa Canada and I will buy you guys a beer.
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07-30-2008, 06:41 AM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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The tiny bug in the negative buffs window is fixed. I ll upload an update on the weekend
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07-26-2008, 12:47 AM
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Junior Member
Forum posts: 0
File comments: 1
Uploads: 0
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Thank you for continuing work on my favorite add-on. I love this interface and have tried quite a few of the others.
You've saved me a lot of grief knowing that someone knowledgeable is keeping the interface up-to-date.
Thank you!
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07-23-2008, 08:52 AM
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Junior Member
Forum posts: 3
File comments: 5
Uploads: 0
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Thank you so much for once again CMOD resurection. So far no UI mod even comes close to this one. I am still using the old resurected one that kinda works but has wonky issues.
I will be updating to this tomorrow before I play.
Keep up the great work!!!
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07-17-2008, 09:35 AM
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Member
Forum posts: 75
File comments: 13
Uploads: 1
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Sounds like a good idea. To avoid game updates breaking my mod, I actually copied all current interface assets to a folder in the mod itself called "GU5" and have left no dependencies on the default folder. So technically things should remain working after updates, though the mod would need updating to include new features. Anyway, I'm PM'ing you my contact info.
Cheers
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07-17-2008, 01:15 AM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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Quote:
I found your beta ui a tad too late. I was also working on updating the old CMod. Seeing as how nobody likes double work, I would like to formally ask for permission to use some of your custom graphics that carry on the orginial CMod look. Perhaps we can also work together, though the one thing I did not like about CMod was the "invisible" hotbars, so there would need to be extra options to enable/disable that, or two seperate builds; but I definately wouldn't mind working together to cut down dev time
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Spiked feel free to use whatever you like. I am a casual player and dev
Here is my proposal. If you look into eu_CMod you will recognize that i keep the different mods in seperate folders. Like
Code:
eu_CMod
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+ InfoMap Advanced
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+ eu_mods
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+ Windows
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+ Textures
I am doing this to keep maintenance low. If something breaks after a patch i can just disable this part of the mod and activate the Default. Its not the technically most perfect solution, but maybe the best solutionto give users a tiny chance of maintenance. Devs come and go and unfotunately mods become obsolete if no one is maintaining them. It also allows users to upgrade custom mods like InfoMap on their own.
How about you add your own folder like spiked_mods. There you could put in your non-transparent hotbars and whatever you like to mod. We could provide two different Index.xml and SkinInfo.xml and let the user decide which Index they want to use. It would be possible to add it to the settings, but multiple instances of the same function just create overhead.
Best would be to PM me and tell me your email address.
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07-16-2008, 09:27 AM
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Member
Forum posts: 75
File comments: 13
Uploads: 1
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I found your beta ui a tad too late. I was also working on updating the old CMod. Seeing as how nobody likes double work, I would like to formally ask for permission to use some of your custom graphics that carry on the orginial CMod look. Perhaps we can also work together, though the one thing I did not like about CMod was the "invisible" hotbars, so there would need to be extra options to enable/disable that, or two seperate builds; but I definately wouldn't mind working together to cut down dev time 
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07-10-2008, 01:37 PM
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Member
Forum posts: 41
File comments: 22
Uploads: 2
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Glad you like it Mormac.
The eu_PURgE_Craft_ActionPanel was some old experimental stuff. Didnt do anything but spam the logs :P That should be fixed in v1.6.6 now. I ll fix the other log spammer with the next release.
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07-09-2008, 03:38 PM
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Junior Member
Forum posts: 21
File comments: 8
Uploads: 0
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cool UI just a few things get this in my log
16] ERROR: XML Fatal Error: ..\VGUIAssets\Shells\eu_CMod\eu_mods/Windows\eu_PURgE_Craft_ActionPanel [0:0] - An exception occurred! Type:RuntimeException, Message:The primary document entity could not be opened. Id=C:\Program Files\Sony\Vanguard\VGUIAssets\Shells\eu_CMod\eu_m ods/Windows\eu_PURgE_Craft_ActionPanel
[07/09/08 13:29:16] ERROR: XML Fatal Error: ..\VGUIAssets\Shells\eu_CMod\eu_mods/Windows\VGUIInventoryPopups.xml [0:0] - An exception occurred! Type:RuntimeException, Message:The primary document entity could not be opened. Id=C:\Program Files\Sony\Vanguard\VGUIAssets\Shells\eu_CMod\eu_m ods/Windows\VGUIInventoryPopups.xml
[07/09/08 13:29:17] INFO: Log: Sending join.
like it keep up the good work oh forgot work with infomap advanced?
Mormac
Last edited by Mormac : 07-10-2008 at 01:12 PM.
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