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 EQ2: MacrossUI - Custom bot-friendly UI for EQ2 : EverQuest 2 Nerfed Info - Page 2
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Posted: February 25th, 2005, 5:05 am
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tault_prowling1
tault_prowling1's Reps:
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You the same Akanon from the ACTools forum?
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Posted: February 25th, 2005, 6:58 am
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tault_akanon
tault_akanon's Reps:
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Yes, I am the same Akanon. I have sort of faded from the ACTool scene for a number of reasons - mostly due to the fact that nobody there is willing to help. No matter how trivial the problem that I wanted help with or how much everybody else wanted a solution, only one person there ever lifted a finger to assist in building. Every other post there was either 'This is broken - FIX IT! Dont j00 know I'm a l337 H@><0R!" or "Hey - could you add this feature in? It would be really cool, but I dont have the time." There were a few people who were genuinely interested in the success of the prject, and who just reported bugs without pointing a finger or placing blame. Some people didnt expect me to fix bugs, but just requested it - it's not those people that I grew frustrated with. Anywho - /rant off
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Posted: February 25th, 2005, 7:10 am
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tault_prowling1
tault_prowling1's Reps:
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haha. I thought so. the script looked alot alike. I have been using the one from that site for a while now. I didn't care for the autoit script. ACTools worked almost right out of the box.
I have found that the autoit script here just spams and I got frustrated that it did not acually counter the events, so I used actool.
Its probably my own noobish quality that keeps it from working. It looks like a superior script, I just cant get it to work correctly.
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Posted: February 25th, 2005, 7:18 am
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tault_akanon
tault_akanon's Reps:
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HEY! Who's script are you callin inferior?! *grin* j/k It has a ways to go, but since (apparently) development has ceased on pickled's bot, this is probably better anyway. I am contemplating adding in the autopatcher code... it would be nice for anybody who doesn't want to switch over to XU when the merger is finalized.
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Posted: February 25th, 2005, 7:24 am
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tault_prowling1
tault_prowling1's Reps:
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HAHA It just seems like if the autoit script worked better the GUI popup seems to be a nice touch.
But like I said, your script was easier for me to get working so I guess for me yours was a better one =)...
Im going to try the XU after the merger just to see what it has to offer. I hear the radar is real nice. Cant confirm that though.
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Posted: March 24th, 2005, 10:40 am
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tault_farcrowe
tault_farcrowe's Reps:
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This is really nice and the bot script runs well. Unfortunately it still isn't replacing the icons with colors for some of the new tradeskills. What program do you use to read/write .dds files? I may possibly be able to help fix this if you want. 
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Posted: March 24th, 2005, 11:48 am
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tault_akanon
tault_akanon's Reps:
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I used the... err... umm.... One sec =)
http://download.nvidia.com/developer/NV ... 7.1500.exe
I set up windows to open .dds files using readDXT, which outputs them as .TGA files. You can then use any TGA editor to modify the files, and use nvDXT to convert the files back to .DDS files. Both are lossless, so you should lose nothing in doing this...
My currently planned method to recognize the whole slew of icons is to convert one event icon into solid Red (#FF0000 for the HTML proficient =), one into solid Green(#00FF00), and one into Blue (#0000FF). The 'school' of the event would be discovered by looking up the recipe in a parsed recipes. file. The code for this part is simple enough, so if yer willing to convert the icons to solid colors, I'll fix the code to work with them.
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Posted: March 28th, 2005, 8:07 am
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tault_farcrowe
tault_farcrowe's Reps:
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Thanks, I will give it a shot. No guarantees yet , been a while since I've coded anything. 
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Posted: March 28th, 2005, 8:27 pm
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tault_loraik
tault_loraik's Reps:
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I can't wait for XU to support AMD cpu's and to add power/health checker to the crafting script. Akanon your continued support is much app.!
Loraik
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Posted: April 7th, 2005, 9:42 am
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tault_akanon
tault_akanon's Reps:
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Updated version uploaded today! Much trimmer distribution, easier to fix for future UI updates. New icons!
Thanks to all who assisted in this one - sorry for not using your revision of the icons, Ammi - it just ended up easier this way.
As always, 'hiccups' are expected. Let me know as they are found.
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Posted: April 8th, 2005, 1:46 am
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tault_bugger
tault_bugger's Reps:
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Thanks for all you hard work aka hopefully you are still having fun with this!
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Posted: April 29th, 2005, 12:14 am
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tault_macross33
tault_macross33's Reps:
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First, I have yet to Dl this, but will do so tonight.
having setup my own UI, I am wondering if I can still use my current UI when not using a crafting bot?
I am thinking it should be as simple as switching the eq.ini file, but I want to make sure I am correct.
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Posted: April 29th, 2005, 1:43 am
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tault_akanon
tault_akanon's Reps:
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If you want to switch to a different UI, it should be just a simple matter of changing that line in eq2.ini. Of course, don't forget that SOE is 'working on fixing the /loadui command by launch', they 'are aware of the situation and are working toward a solution', 'the issue should be fixed sometime soon', and it may be moot soon...
*LAUGH*
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Posted: April 29th, 2005, 5:15 am
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tault_wwoods
tault_wwoods's Reps:
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There is a awsome ui loader program in the utilities download section on eq2interfaces. I use it and it is the bomb.
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Posted: September 8th, 2005, 6:39 am
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