- 1 Overview
- 2 Configuration Window
- 3 Startup Sequences
- 4 User Interface Customization
- 5 See Also
Inner Space is highly configurable. All default functionality such as hotkeys, user interface, and so on is enabled through the available configuration system. Configuration of Inner Space can be done completely through the Configuration Window.
The Configuration Window can be accessed by right clicking the Inner Space tray icon and selecting Configuration. The configuration is set up into many different tabs you can choose by clicking on their name or clicking an arrow button to see more tabs.
Navigate through the tabs to find the settings you wish to change. There are 7 categories: Patcher, FPS Limiter, User Interface, *Uplink Networking, Video Capture, Game Configuration, and Startup.
- The Patcher category is for options related to patching to new versions of Inner Space.
- The FPS Limiter category is for setting foreground and background limiting options.
- The User Interface category holds UI options like key repeat delay.
- The Uplink Networking category is for configuring remote uplink options such as port number.
- The Video Capture category contains the video capturing options such as width and height of video.
- The Game Configuration category holds the settings for each game and profile.
- The Startup category holds the information on startup commands such as setting binds.
After changing settings in a given category, make sure to hit Apply, or the changes will be lost!
Startup sequences contain commands that will be executed in the order of appearance in the sequence. Each command has its own category in the Configuration Window, which are sub-categories to the sequence.
Creating a new sequence command
To create a new command in a sequence, select the startup category and click the startup button you wish to edit. A new window will appear with the current startup sequence commands, a few text input boxes, and insert, remove, and finished buttons. Type the name of the command in the top box, then put the command you wish to execute in the second box. When this is done, click the insert button and your new command should appear in the list to your left. When you are done adding or removing commands click finished.
Re-ordering a sequence
To reorder a sequence simply click and drag until you are satisfied with the order.
Removing a sequence command
To remove a command from a sequence, select the command to remove and click the remove button. Make sure to click OK or Apply to store your changes to the configuration system.
The Uplink Startup Sequence is the sequence executed when the Uplink is launched. By default, the Uplink startup sequence does nothing because its job is basically to sit there until you want it to do something for you. This sequence could typically include launching of games through the Open command.
Session Pre-Startup Sequence
The Session Pre-Startup Sequence is the sequence executed when a session is launched, before the game is allowed to perform initialization routines. Not much generally needs to be done this early, and some things could harm game stability or otherwise misbehave, so most operations should be done instead in the Session Startup Sequence. This sequence could typically include redirection of game configuration files (by default, EverQuest configuration files get redirected), or loading of extensions that need to be loaded prior to game initialization.
The Pre-Startup Sequence for the current Game and Profile are appended to the Pre-Startup Sequence for execution. The order of execution is Session, Game, Profile.
Session Startup Sequence
The Session Startup Sequence is the sequence executed when a session is launched, but after the game is allowed to begin performing initialization routines. This is the ideal place to automatically load most extensions, launch most scripts, execute most commands, and so on.
The Startup Sequence for the current Game and Profile are appended to the Startup Sequence for execution. The order of execution is Session, Game, Profile.
User Interface Customization
The Lavish Graphical User Interface (LGUI) system is a fully featured system that allows interface elements to be designed through XML and implemented in extensions (see ISXDK for information on development of new types of UI elements). With few exceptions, there is no appearance forced upon you; you can rearrange things however you like. There are also generally no limits to how many elements with the same functionality can exist (for example, if you have a "radar" window for your game, it should be fine to have two radars). Additionally, UI elements have no artificial limitations on where they may be placed (for example, you do not need to have a window to contain buttons, you can just have a free-floating button if you wish).
The default user interface, skin, and fonts are loaded via the Session Startup Sequence.
By default, the fonts include Terminal, FixedSys and Bradley Hand ITC. These default fonts are defined in DefaultFonts.XML, which is loaded by the Session Startup Sequence. These are not the only fonts you can use -- any font can be added.
Fonts are created by supplying a font image and a map of where each character appears on the image, through the LavishGUI system (see Creating Fonts). Fonts are used by the user interface by specifying the name of the font to use, the desired height and color. The default skin sets up the default font used by each type of user interface element.
A skin defines the default appearance and behavior of elements to be applied to user interfaces. A skin consists of Templates, which are applied on an individual basis to UI elements, fonts, textures and other templates (collectively called items). Every LavishGUI item is allowed to specify a template to use for its default appearance, and can override the template simply by providing the portions to override. Additionally, elements will automatically use the template with its element type name (e.g. window elements will automatically use the template named 'Window' if not specified).
The default skin is defined in DefaultSkin.XML, which is loaded by the Session Startup Sequence. To modify the skin, you may create a file that replaces specific templates and load the additional file after DefaultSkin.XML in the Session Startup Sequence. You may also provide your own complete skin in another XML file and load it instead of or after DefaultSkin.XML.
A user interface contains the actual interface elements to prepare for display and usage.
The default interface is defined in DefaultUI.xml, which is loaded by the Session Startup Sequence. By default, the interface contains the main hud (which is used by HUD commands) with a FPS indicator and memory indicator that both start invisible (but are later shown by the Session Startup Sequence), the console window, and a global "Auto Tooltip" (used by AutoTooltip in UI elements). To modify the interface, you should create a copy of this file, and load it with "ui -reload <filename>" after the default interface is loaded in the Session Startup Sequence.