IS:Configuration
Contents
Overview
Inner Space is highly configurable. In fact, if it werent for default configuration, Inner Space does basically nothing! All default functionality, such as hotkeys, user interface, and so on is enabled through the available configuration systems. Configuration of Inner Space can be done completely through the Configuration Window. Additionally, some default functionality is set up by running scripts, which is also done through the Configuration Window.
Configuration Window
The Configuration Window can be accessed by right clicking the Inner Space tray icon and selecting Configuration.
The main portion of the configuration window is split into 3 portions, Categories (left), Settings (upper right) and Description (lower right).
Categories
Navigate through the categories to find the settings you wish to change. There are two main categories, Inner Space and Games.
The Inner Space category is for settings that apply to Inner Space itself, and to all games.
The Games category is for settings that apply to individual games. Each game also has a Profile sub-category, which can be used to create separate settings for a single game.
Settings
The settings list contains all of the settings within the currently-selected category. There are several different types of settings which, will behave and appear differently in the list. For example, a setting that is to be a folder location will have a Browse button (denoted by "...") on the right to help you locate the folder, and a setting that can contain one of a few different values will usually be a dropdown box.
After changing settings in a given category, make sure to hit Apply, or the changes will be lost!
Description
The description contains information about the most recently selected category or setting. Clicking on a category will show information about the category, and clicking on a setting will show information about the setting. Note that you must click on the setting's value, not its name, to see the description. If a description does not give enough information, please notify us and we will correct the problem.
Basic Configuration
FPS Limiter
User Interface
Video Capture
Uplink Networking
Games and Profiles
Startup Sequences
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 sequence category and click the "+" button to the left of "OK". A new sub-category will appear named "New Setting". Click on the sub-category to see the settings for that command. Change the Name to something that briefly describes the command you plan to execute, such as "Enable FPS Indicator" or "Full Screen Hotkey". Then change the Value to the command you wish to execute, such as hudgroup -show "fps indicator". Click Apply, and your new command is complete.
Re-ordering a sequence
To change the order of a sequence, select the sequence command to move and click the "^" or "v" buttons that appear to the left of "OK" to move the command up or down in the sequence. The sequence will be executed from top to bottom! Make sure to click OK or Apply to store your changes to the configuration system.
Removing a sequence command
To remove a command from a sequence, select the command to remove and click the "-" button to the left of "OK". Make sure to click OK or Apply to store your changes to the configuration system.
Uplink Startup Sequence
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 Inner Space User Interface (ISUI) 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.
Fonts
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 ISUI 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.
Skin
A skin defines the default appearance and behavior of elements to be applied to user interfaces. A skin consists of ISUI Templates, which are applied on an individual basis to UI elements, fonts, textures and other templates (collectively called items). Every ISUI 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.
User Interface
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.