diaftia Posted September 27, 2009 Author Report Share Posted September 27, 2009 i keep getting an error about the ico exit image. I have been so busy at work that i haven't had a chance to review what i did after i got the error. But i followed each step and double checked it, can't see where my problem is but tomorrow i am going to get into this a little further. work is getting into the way of my modding. once you stop in the middle it is hard to start where you left off. Here's the bmp. Take it out of the zip and add it in the common folder. Thanks for catching this guys. I think this file needs to be in the 800_480 folder though. There is no $ in the reference in the ui file. I must have ico_popup_exit and AJG_ico_popup_exit in my mods for this to work. I have edited the multiroute800 file to reference the correct file name and uploaded the new mutidraw.rar file in the first post. Quote Link to post Share on other sites
N-S-E-W Posted September 27, 2009 Report Share Posted September 27, 2009 i keep getting an error about the ico exit image. I have been so busy at work that i haven't had a chance to review what i did after i got the error. But i followed each step and double checked it, can't see where my problem is but tomorrow i am going to get into this a little further. work is getting into the way of my modding. once you stop in the middle it is hard to start where you left off. Here's the bmp. Take it out of the zip and add it in the common folder. Thanks for catching this guys. I think this file needs to be in the 800_480 folder though. There is no $ in the reference in the ui file. I must have ico_popup_exit and AJG_ico_popup_exit in my mods for this to work. I have edited the multiroute800 file to reference the correct file name and uploaded the new mutidraw.rar file in the first post. You're right, it goes in the 800_480 folder. I edited my earlier post. Quote Link to post Share on other sites
N-S-E-W Posted September 27, 2009 Report Share Posted September 27, 2009 Thanks for posting this. I was able to successfully add this to Stanislovovich's mod. Had to change a few things to make it work with the multiplan he has. No problem... Yeah since creating this thread and adding this to my mods I added his landing page with all the routes in text and then the view on map button. You can see it in the screen shots in my thread. Sounds like you did the same. I ran your zip yesterday and mine is set up a little different. What I did was use the existing multiplan bmp and made the onrelease action point to multidraw and added an onlongclick action to start the multiplan. I figured why let the unit start calculating the route in the plan screen only to do it again to draw it. I renamed the button MultiDraw/Plan. Quote Link to post Share on other sites
bryvale Posted September 28, 2009 Report Share Posted September 28, 2009 Hey Diaftia, While in Multiroute all my route options are the same color. It probably has something to do with the scheme I'm using. Is that changeable? Is so, how? Thanks, Bryan Quote Link to post Share on other sites
dpdurst Posted September 28, 2009 Report Share Posted September 28, 2009 Did this again from a good working data.zip I have been running, followed everything and this time started up through wince so I could see what error was happening. Here is what I get FFUIERROR: Parse error [ expected] -update 10/4/09 - figured out the issue. Quote Link to post Share on other sites
gnasr74 Posted October 4, 2009 Report Share Posted October 4, 2009 Works!! This is such a cool Mod! The only files I was missing was the multidraw and I was missing ico_popup_exit.bmp and k_but_multiroute.bmp but I found those on you last download. Thanks for the great directions! I have one more questions. I remember reading in someone's mod that they touched the clock to get a screen and held down the clock for a second or two to get to another screen. Your post lists it as: onrelease='nextstate d_StMultiRouteDraw' And I think the hold button mod is something like onhold='blah blah blah' Does anyone know the exact way to do that? why did you add the longclick to the clock, i am using the clock for this mod as well? Quote Link to post Share on other sites
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