EQ2 UIBuilder

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John Adams
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EQ2 UIBuilder

Post by John Adams » Tue Jun 02, 2009 6:55 pm

Has anyone ever used this tool, or opened the default UI with it? It's actually pretty amazing all the stuff that you can find.
uieditor.jpg
Not sure if any of it is of value, but I was thinking that if any UI-savvy folks out there wanted to, you could almost build a custom Administration Panel using this tool.

I think someone thought about this 2 years ago, but it doesn't look like that's going to happen so I thought I'd mention it again... in case anyone is knowledgeable or interested in trying.

Having a DB Editor right in-game could be awfully convenient ;)
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Re: EQ2 UIBuilder

Post by Zcoretri » Tue Jun 02, 2009 7:12 pm

Yep I have used this tool quite a bit. Actually been using it the past few days since the talk of the petition thing came up. I will post my findings here now I guess.

The help window in live does have a petition button but it just opens a browser tab that points tho their web based petition system. Looking at it in UIBuilder, there still is a tab for petitions, and in that tab you can create new petitions and look at submitted petitions.

I have edited and modified windows for the most part.

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Re: EQ2 UIBuilder

Post by icecry » Thu Aug 13, 2009 7:34 pm

hi John Adams,

I was try to use this tools.
but when I using it to open default UI file eq2ui.xml
I can not see any graphic displayed on another window
after I choice to see groupmember window and double-click on SourceRect
still can not to see any graphic.

but when I using NERO photosnap viewer to open any DDS,
I could see the graphic displayed.

please see attackments about my problem.
thanks for all.

is it mean I am loss something?
or what file or tool that I need to download?

thanks for reply first.
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Re: EQ2 UIBuilder

Post by Zcoretri » Thu Aug 13, 2009 8:28 pm

Well the problem you have is that you have the SkinInfo tab selected in the right hand pane and you are drilled down to the ManaBubblesOverlay element for GroupMember1 in the left hand pane, which is under the MainHUD.

What you need to do is click on the MainHUD tab on the right hand pane to display all the windows for the MainHUD. You will probably have to click on the right arrow on the extreme right of the tabs to display more tabs that are hidden.

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Re: EQ2 UIBuilder

Post by icecry » Fri Aug 14, 2009 12:05 am

hi Zcoretri,

I am try to click on the Inventory tab on the right hand pane to display all the windows for the Inventory like Jahn Adams.
but my display not like him.
I cant see the game window like him.
could you tell me how to to please?
I am new in this tool.
Thank you
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Re: EQ2 UIBuilder

Post by Arremis » Sun Aug 16, 2009 6:19 am

I love this tool. A couple of years ago, I made a UI you can find it on the EQ2Interface website (it's only as updated to GU30 though hehehehe). Also, this is the same tool I'm using to create the Admin Panel. :)

Now that the summer is nearing an end, I'm finding more time on my hands to play with things like this. Sorry for being such a slacker hehehe :)
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Re: EQ2 UIBuilder

Post by Sylva1n » Fri Jun 04, 2010 1:15 pm

Is that project still on the ice? as of today?

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Re: EQ2 UIBuilder

Post by John Adams » Wed Jul 11, 2018 4:16 pm

[mention]Cynnar[/mention]
Didn't you actually make this happen? Or, someone? Make an in-game Admin/Editor?

I'm bumping this because I am curious if it's also possible to build a UI to work with Jabantiz's Bots code, to issue /slash commands via a UI vs typing them. I am not sure how the UI editor works, or if it can add that kind of functionality, but I am assuming so if [you] made a content editing admin panel?

And, are there any limitations to what you can control? Meaning, let's say someone wanted to implement a question-answer function to EQ2Emu... they'd need the slash commands of course, and a UI to trigger them, and would the UI be able to receive the answer from the server - or can it only ask the question? [mention]Jabantiz[/mention]

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Re: EQ2 UIBuilder

Post by Cynnar » Wed Jul 11, 2018 5:25 pm

John Adams wrote: Wed Jul 11, 2018 4:16 pm @Cynnar
Didn't you actually make this happen? Or, someone? Make an in-game Admin/Editor?
I was working on something pre mass pop, but most of what I was working on is not really needed anymore. I was planning something to help with the way we develop content now, but haven't gotten around to it.

Technically any slash command can be implemented into the UI as far as I can tell. I remember there was one that I ended up having to hide a button, of a text block or something like that to get it to work. I don't recall what one though. I will have to look it up.

I don't have much time this weekend, but I will start planning an addition to the UI for not commands. Any particular Windows in the UI you like? I can try to make it to match it.
John Adams wrote: Wed Jul 11, 2018 4:16 pm And, are there any limitations to what you can control? Meaning, let's say someone wanted to implement a question-answer function to EQ2Emu... they'd need the slash commands of course, and a UI to trigger them, and would the UI be able to receive the answer from the server - or can it only ask the question? @Jabantiz
I know I'm not understanding this correctly, because I cannot think of where you would use a question-answer function besides talking to a spawn, and could that not be handled in the spawn script with a SendPopUpMessage() to the client giving the answer.
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Re: EQ2 UIBuilder

Post by John Adams » Wed Jul 11, 2018 5:38 pm

I used "question-answer" as a placeholder for any server request and response outside the defined structures of the game.

The client asks the server a "question" (/slash command) and the server response with an "answer" (a packet the client does something with). My analogy was to find out (actually, remember since it's been so long) if we could build custom features in EQ2 using either just slash commands/responses, or piggy-backing on existing structs or elements the client does not currently use (Jab hinted at that to me offline).

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Re: EQ2 UIBuilder

Post by tyrbo » Wed Jul 11, 2018 6:56 pm

Probably? It would depend on what we're trying to do custom feature-wise I guess.

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Re: EQ2 UIBuilder

Post by John Adams » Thu Jul 12, 2018 4:21 pm

To give an actual example, implementing an entirely new game feature that does not currently exist in EQ2, but could piggyback on the Quest system (I think). Specifically, the Vanguard:Saga of Heroes "Diplomacy" sphere. I think it really was just questing, or even "crafting" in a distorted way, where you're making progress towards an end goal.

The UI question comes from the "cards" that would have to be implemented in the UI, and the packets that would have to tell the UI which cards were randomly drawn by the opponent, and of course handling all the progress stuff.

I am aware that we cannot teach the client to use new structs, but using something that exists but maybe currently isn't used by the client (lots of unused elements, I am told) maybe it's possible. I do imagine it would be a ton of work, though.

But the first idea that lept to mind was a UI to manage the Bots, akin to the Pets UI, but more detailed since they are more or less, group members.

But anyway, time for me to slip back into retirement :) My work here is done.

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Re: EQ2 UIBuilder

Post by Cynnar » Thu Jul 12, 2018 4:38 pm

John Adams wrote: Thu Jul 12, 2018 4:21 pm akin to the Pets UI, but more detailed since they are more or less, group members.
I will look at maybe a creation between the pet and mercenary window. That migh work. I guess I'm going to use bots. Thanks [mention]John Adams[/mention]! :)
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