Date Posted:1/1/00 12:00amSubject:
Mojo: New Features
Abattior posted: Ill send you a .gbt file. I also tried a .txt file from this same .gbt and It will put the gems on the bar.
Thanks a lot, I received the gbt file and looked at it. It's a binary file in a proprietary format. I'm surprised. It hadn't occurred to me that any template program would create such a file.
I have to withdraw my statement that I intend to make Mojo capable of reading every kind of template file. I won't be adding support for gbt files to Mojo.
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Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
SPELLCRAFT
Abattior posted: Im not sure if Im different or not, but when I set up my bars I have all the gems set up in order.
4 gems in a row for 1 piece of gear. If I cannot replace a gem in the list, in the order I have it set up, it will screw up the bars, and I'll lose track of what gems go where.
I just made a new build (51) that I hope will make it easier for you to do these things.
The program has always allowed you to edit text in the rectangle, but there was nothing on the screen that said so. In this build I've added a button that says so (red circle below). Hopefully this will make the program's ability more obvious.
The second change is a menu with the usual editing commands: Copy, paste, etc. You can bring up this menu by clicking the Edit button or right-clicking inside the rectangle. In previous builds, you had to know the Windows commands for editing (Ctrl-C, Ctrl-V, etc.) Now you can use the menu instead.
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Author of Mojo
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Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
robbie1687 posted: As I write this, it occurs to me that this would be a good feature for Mojo: "Choose default settings for new toons."
I think what would be a nice extension of this would be a nice gui that allowed you to design/build the game UI skeleton from Mojo and then push it to the individual characters rather than have to create one in game first. Would be even cooler if it could pull/display from the custom ui builders like bobsui etc. so you could see a replica of your complete ui before logging in.
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Vyxar
Master Eldritch
Shadow Legacy
12,11,11,11,10,10,10,9,8,7,7,7,6,6,6,6,5 etc...
Marubaloobalah - "Mediocre people that don't know they are mediocre are like the homosexual to your hate crime."
Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
Vyxar posted: I think what would be a nice extension of this would be a nice gui that allowed you to design/build the game UI skeleton from Mojo and then push it to the individual characters rather than have to create one in game first. Would be even cooler if it could pull/display from the custom ui builders like bobsui etc. so you could see a replica of your complete ui before logging in.
I don't understand why would it be better to lay out UI elements in Mojo instead of in the game. Can you explain it to me?
The game already does this perfectly. It uses the installed custom UI, like you said. Mojo would just be duplicating (emulating, really) what the game does already.
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Author of Mojo
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Former PvE server team lead (2005)
Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
robbie1687 posted:
Vyxar posted: I think what would be a nice extension of this would be a nice gui that allowed you to design/build the game UI skeleton from Mojo and then push it to the individual characters rather than have to create one in game first. Would be even cooler if it could pull/display from the custom ui builders like bobsui etc. so you could see a replica of your complete ui before logging in.
I don't understand why would it be better to lay out UI elements in Mojo instead of in the game. Can you explain it to me?
The game already does this perfectly. It uses the installed custom UI, like you said. Mojo would just be duplicating (emulating, really) what the game does already.
I think the custom design is kind of a cart/horse situation at this point. When people only had 1 character then the design of the window and the keyboard layout could be done once and that was that. Now that people have dozens of characters it seems to me that you need that default layout before loading up the char or you spend a lot of time arranging things. So a "preview" sandbox that I can play with has value to me. For example, if I'm in game the custom UI is already defined. To get it to reload I have to zone or relog. Given that there are dozens if not hundreds of custom choices out there now I find it a bit annoying.
OTOH when using custom UI pieces from out of the game it's hard to anticipate exactly what they are going to look like. For example, since I use bobsui I play with his options chooser a lot. But it's somewhat clunky to make a change, tab back into the game, zone, review the change, tab back out of the game, and move to modifying the next element. And maybe since his program is character independent he doesn't offer an aggregate view of all the various components and since the custom ui design by mythic assumes you've put everything in place/is ignorant of multiple chars it just seems to me that there's a gap between the 2 that maybe could be filled by mojo.
Another aspect of this that i'm considering which is probably less common for other people is the keyboard layout. I happen to use between 3 and 5 computers and intentionally use different keyboard layouts for a couple of them but what I think something mojo could do would be to have qbind/macro builders. (It astounds me that to this day people can't figure out macro x /macro y /assist %t but... anyway ) There's a number of other common things (groundtarget, loc, target etc.) that can either be done by the keyboard layout or by a qbind. In many cases I find it better to use qbinds over the keyboard because not all chars need the same keys for example: it doesn't make sense for "high value" keys to be used for weapon switching on a support/caster but for a 1h/2h tank or an archer it does. Since mojo knows about all the chars/computers i'd think it can do things like detect conflicts and standardize qbinds.
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Vyxar
Master Eldritch
Shadow Legacy
12,11,11,11,10,10,10,9,8,7,7,7,6,6,6,6,5 etc...
Marubaloobalah - "Mediocre people that don't know they are mediocre are like the homosexual to your hate crime."
Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
Vyxar posted: So a "preview" sandbox that I can play with has value to me...
Thanks for explaining.
On the first idea, the graphics, I don't have any experience with these issues because I've never used a custom UI. But I"ve read the documentation for Mythic's XML user interface (the API used by custom UI makers) and I've used it a litte bit a couple of times.
If I'm understanding you, the basic issue is that you can't fiddle with the UI and see it change dynamically in the game. You have to switch windows, log out, or zone. If the whole system (custom UI and game) were designed really nicely, there would be some single window where you could adjust things however you want, including switching custom UIs, and instantly see the results. A WYSIWYG UI adjuster. Is this a fair synopsis?
And I agree with you that a third party program could do this. So yeah, I think you've put your finger on a Mojoish opportunity.
But here's the problem. In order to do this, Mojo would have to duplicate the entire API from Mythic's XML User Interface. Mojo would have to be an emulator of the API. This interface is complicated and it's not well documented, and it would probably be an enormous amount of work. I guess there's at least one person in the world who has done this, the guy who wrote the UI editor. Maybe I have an exaggerated idea of the amount of work involved, but I suspect I'd be spending many dozens, maybe hundreds of hours figuring out the details of the API by trial and error.
This is not how I want to spend hundreds of hours of my life.
I'll keep thinking about it, and maybe some aspect of this will sort of gel in my mind as something practical.
Vyxar posted: ...the keyboard layout....
Qbinds and in-game macros are more up my alley because the "API" is much smaller. (The API being the key-value pairs in the config files.) Personally I would use the word "horrible" to describe the way these things work in the game. Do you want to suggest some more specific ideas? I'm listening.
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Date Posted:1/1/00 12:01amSubject:
Mojo: New Features
robbie1687 posted: SPELLCRAFT
The second change is a menu with the usual editing commands: Copy, paste, etc. You can bring up this menu by clicking the Edit button or right-clicking inside the rectangle. In previous builds, you had to know the Windows commands for editing (Ctrl-C, Ctrl-V, etc.) Now you can use the menu instead.
Yes I just tried it out.
It will do nicely.
Thanks.
As far as not supporting the .gbt file, I was not expecting this, But as I mentioned before, a place to paste your clipboard with the template for the program to extract the gems from would be nice, so I wont need to save an additional file.
As far as the overwrite quickbars goes, I love the fact that it let you know that there are icons on the qbar, but would a check box to allow the user to proceed be doable?
I know on my Scer qbar 3 is not used, so I can feel safe that if I overwrite any icons on that bar, I will not be doing any harm. If I forget to clear those bars after a job log out reload more gems, I will need to go and manually shift click these to clear em.