I've been using AFTT_extreme for some time, and damn, I like it !
This one is wonderful, but not without drawbacks.
For instance, when hovering pary members, it doesn't show location.
You can't tell if you can skill up on skinning a beast...
Would it be possible for someone to take it back (or at least do something alike) and Ace it, possibly with Tipster compatibility :wink:
It could use some extension (maybe toggable) like putting "normal" tooltip informations under it's own tooltip...
If anyone can take it back, he would be a true hero for a number of people (no only me... aced-elf talked about it here as well... hmmm ok, I'm sure there's not only the two of us :roll:).
ah, ive never tried the "extreme" version. did the author fix the mem leak in that one?
and for mobinfo, you dont have to use the tooltip display :) i actually dont have any of the tooltip checkboxes checked, i use it for target info only (shows health in target frame). but we're talkin about tooltips so... moot point :)
Personally I'd recommend; MobInfo2, ReacTips, Tipster and the new InformaTips (when it's ready). I think MobInfo2 lays out its info decently enough. I was never a fan of AF_Tooltip because the thing is just such a huge, bloated mess. To be honest I don't know if we could take it away from being a huge, bloated mess. The best idea I think is to look at the existing Ace AddOns which do different things and to talk about how to more cleanly correlate the data.
Rowne means the code is a hugh bloated mess, which it is...but the actual look of the tooltip is great, and so is the setup interface. I still use AFTT, not the extreme version though. If anyone cleaned it's code up, I would love them.
Yeah, AF_TT would need to be completely rewrote from the ground up to be good and it would need to be modularized muchly. I'm sure it looks nice but it's not the kind of thing I would use or recommend in a compilation because the thing is, AddOns should be built to help a person but to be frank, most of the AddOns I've seen outside of the Ace community have a negative effect on Warcraft. After all, as far as performance goes, a person not running AddOns is going to have one hell of a framerate / performance advantage over a person who's running lots of AddOns.
That's why Turan started Ace because he saw how obsessed I was over resources and figured it was a good idea. Ace AddOns are really the way forward because they provide an improvement over the original UI whilst not creating much (or any) resource overhead, in fact some AddOns (AcePerl versus BlizzFrames) even create less performance lag than the Blizzard AddOns. I'm not just rambling here, I do have a point and I'll get to it in a minute.
An Ace(D) AF_TT wouldn't be a good idea because it's such a mess to begin with. The best thing is to start your own Ace project that mimics this behaviour or to suggest this behaviour to the folks who're making tooltip AddOns. This is the point I was trying to make earlier, it's best to go with the AddOns we have already and see if you can't get someone to code a module or a new AddOn with these kinds of capabilities alone.
What you should really do I think is create a framework idea of modules. Say what you'd like to see in each module, such as a module for bars and buffs, another for information and so on. List all the features you want in place and offer that up as something that the Ace community could work on, those ideas might then be made into their own AddOn or incorporated into others.
Of course, I do agree that keeping resources needs down is vital in WoW, and I didn't know how heavy the AFTT addons are.
The thing is, even by knowing this, I might still continue to use AFFT_ex, like I'm using Discord Unit Frames because I *need* those (unless AcePerl provide such a degree of configuration), but that's not the point here.
Sure I could start a project to make a neat graphical tooltip addon, but I lack most of the "skills" that might be needed to bring that project to life: even if I know a bit about programmation, I know nothing about LUA and I don't have the time to learn it (well yes, I still find the time to play, but that's another story).
Then comes your idea of putting up modules, and I sure can suggest some things, but you can sum those with "check AFTT_ex, it's a sweet eye-candy, so please do something like this... but lighter".
And then again, if I am to make those suggestions myself... where should I do this ?
Here in the suggestion forum (might be the place, heh), or deep inside the thread of this or that tooltip addon ?
Actually I have a few ideas about what I'd like to see in my tooltips (how they should behave, that sort of things), but I'm wondering where to put my thoughts, and I'm even more concerned about the feasability (hmmm, is it even english ?).
Personally I think AcePerl suits most users.
Moveable frames and the ability to set your own display text option is for 95% of the people more then enough.
I wouldn't use DUF if you only use that addon. DUF is more geared in combination with DAB, DART, DFM and GB.
Using DUF alone just cost you about 15MB in memory space while the other 4 addon's don't use that much.
I think the huge memory hit is due to the fact that you create your unitframe on the fly ingame. Powerfull stuff awesome in fact, but DUF alone isn't the best option if you would ask me.
I adore AcePerl, I have to say it. Thirster is a coder after my own heart, he's nuts about efficiency, his code is very clean and the actual frames in game are nothing short of beautiful. I just thought I'd mention that since it came up. The fact that he's managed to wrangle such awesome frames out of the API whilst actually making less of a resource hit than the official Blizzard frames is nothing short of amazing. I commend him.
Personally, I'd never use anything that creates more than a marginal hit over the default UI frames, as I have said elsewhere (and possibly even in this thread), the performance lag and stuttering caused by a bloated UI gives that person a distinct and really bad disadvantage over other players who're using less bloated UIs or no AddOns at all because they'll have a perfectly smooth time playing and they'll own you before you can blink.
This is one of the reasons I'm against bloated code. In fact, I'm almost convinced that bloated code is a conspiracy to force most of the Warcraft sheep to accept bad framerates whilst the dev elite ignore those AddOns and simply wipe the floor with everyone else who's stumbling around at a lesser FPS. Considering some of the awfully coded AddOns out there right now, I wouldn't say that that conspiracy theory is so far-fetched. ;p Bad AddOns can be more detrimental than no AddOns.
Anyway, coming back to what you said British; I wasn't suggesting you make your own. Oh no. The whole philosophy of Ace should be (at least from my perspective, it is) that we make AddOns that do what we need them to do at that time and then we extend through modularity. We add modules for things that we might want in future. What I'm saying is that you should list the features that the Ace triad of tooltip AddOns (Tipster, InformaTips and ReacTips) aren't yet packing and present those as an idea for a new tooltip AddOn.
If you only want the graphics then perhaps we could just make a tooltip AddOn that can put bars and buffs in the tooltip but is that all you'd want? That's the point I'm trying to get at. Instead of deconstructing AF_TT, we should try and build our own by taking the features we want and implementing them as best we can. We could then create an AddOn called VisualTips or something that would have a somewhat configurable allowance for placing healthbars/buffs in the tooltip.
As for where you should do this, just make a list and post it here. Check that the other AddOns available don't have this though. InformaTips can be found on the Ace SVN (though you'll have to rename kergoth's ParseAndReplaceCodes to ParseAndReplaceCodesKergoth in the Util and AddOn because otherwise it'll break Turan's and my AddOns which use that AceUtil -- ker uses a different util but the same name ... but I digress) and the other two can be found around the forums.
Good grief, this is exhaustive.
Anyway, as a final note. If you can't demonstrate in code, demonstrate in screenshots, code and even quick GIMP'd up examples, that's what I do.
Good ideas all the way here, though I'd feel better if we can stick to tooltip concerns :wink:
According to your instructive comments, Rowne, I'll try to check the few Ace'd addons that handle tooltips (in any which way) and see if I can come up with some specifications for you code-whores to gnaw at.
It would be easier if all the addons posted here had at least one screenshot on their first posts, though :roll:
BTW, you lost me when you started talking about SVN and stuff :oops:
Thanks for bearing with me, British. I'm just trying to help users get the most out of what they want, otherwise we'll be running around in circles with no projects being done by request. We need to start a wiki for this too, really.
As for InformaTips, I've put a version (with the ParseAndReplaceCodes renamed so it's 'fixed', per se) up on my server so you won't have to worry about accessing SVN.
What is InformaTips? I haven't seen anything about it. Can you give a synopsis of what each of the three do, and what the combined three would be capable of?
All I'm looking for in tooltips is something color-coded (preferably close to Tipbuddy default because I'm used to that), with positioning relative to the cursor, info like tipbuddy shows, and showing mobinfo junk. If they can do all that, sign me up :D