ERROR .\cvar.lua:41: Invalid cvar name in Get() : talentFrameShown
I'm didn't change the addons in the config file, so it's still trying to load Talented, etc.
The session script do press the 'N' key, which is bound to ToggleTalentFrame(), which, without Talented available, loads Blizzard_TalentUI, which use a cvar (talentFrameShown) that I did not register. Simply add a line talentFrameShown "0" to wtf/config.wtf to correct this one. Note that the implementation of GetTalentInfo() is currently a stub, so Blizzard_TalentUI won't be able to setup it's frame correctly.
Using an "unknown" cvar is an error, like using an "unknown" API. I do this to easily keep track of new stuff when updating the client to a new version of the game code.
Keep in mind that wowsim's purpose is to study the game code.
The session script do press the 'N' key, which is bound to ToggleTalentFrame(), which, without Talented available, loads Blizzard_TalentUI, which use a cvar (talentFrameShown) that I did not register. Simply add a line talentFrameShown "0" to wtf/config.wtf to correct this one. Note that the implementation of GetTalentInfo() is currently a stub, so Blizzard_TalentUI won't be able to setup it's frame correctly.
Using an "unknown" cvar is an error, like using an "unknown" API. I do this to easily keep track of new stuff when updating the client to a new version of the game code.
Keep in mind that wowsim's purpose is to study the game code.
Worked like a charm. I think I'd rather look at code.
At any rate. This is happening now. I don't think it's your software, I think it's a UTF-8 thing.
I inserted this on line 927 of framexml.lua "print(path, src, inner)" to output the arguments (yes, lots and lots of CMD spam). It dies with this when the file is saved in UTF-8 format:
That's probably the BoM characters, try saving utf8 no-bom (UEdit at least should give you the option)
PSPad has that option too. It's called "Ident.bytes in UTF-8 coding," but that definitely worked. Now I just need to resave all my addon files. Ugh... On the other hand, I don't really need to do that since they all work in-game as is.
I wrote the DEBUG config variable a while ago, so it may not catch all call to debug.debug().
I've just added an "events.lua" file to the repository. This file contains the exact sequence of events of a particular session. This file has been generated using the Recorder addon and a conversion script provided with Recorder.
Of course, a lot of code path isn't executed as the real client because of the fact that most of the API is not implemented.
The session script do press the 'N' key, which is bound to ToggleTalentFrame(), which, without Talented available, loads Blizzard_TalentUI, which use a cvar (talentFrameShown) that I did not register. Simply add a line talentFrameShown "0" to wtf/config.wtf to correct this one. Note that the implementation of GetTalentInfo() is currently a stub, so Blizzard_TalentUI won't be able to setup it's frame correctly.
Using an "unknown" cvar is an error, like using an "unknown" API. I do this to easily keep track of new stuff when updating the client to a new version of the game code.
Keep in mind that wowsim's purpose is to study the game code.
Worked like a charm.
I think I'd rather look at code.
At any rate. This is happening now. I don't think it's your software, I think it's a UTF-8 thing.
I inserted this on line 927 of framexml.lua "print(path, src, inner)" to output the arguments (yes, lots and lots of CMD spam). It dies with this when the file is saved in UTF-8 format:
If the file is not UTF-8 formatted, it loads the file without any problem.
The "â©ââ" seems to always be the first characters in UTF-8 encoded files (at keast when UltraEdit or PSPad save them). These characters are not visible using any editor, not even Windows' Notepad.
PSPad has that option too. It's called "Ident.bytes in UTF-8 coding," but that definitely worked. Now I just need to resave all my addon files. Ugh... On the other hand, I don't really need to do that since they all work in-game as is.
Much better. :)
Another problem, though. Despite me setting DEBUG = false in config.lua, I still get a lua_debug> prompt on error.
I've just added an "events.lua" file to the repository. This file contains the exact sequence of events of a particular session. This file has been generated using the Recorder addon and a conversion script provided with Recorder.
Of course, a lot of code path isn't executed as the real client because of the fact that most of the API is not implemented.
This include the new XML attribute "parentKey", which is interesting, and stubs for the new talent API
^_^