InvSort's interface is kinda nice, I'll admit. I never liked the "seperate frames/bags" design, it was kinda scatterbrained. I liked the AIOI desgns or MyBags, Bagnon, EngInv and such. InvSort is kinda like those, and kinda like the seperate frames, but not quite either. You can seperate off one or all of the frames if you want, or not.
But the real neat thing that sets InvSort apart from the other sorted onebag mods is that items can fit in many categries. EngInv was just sort of a "grouped" AIOI. AdvancedBags, at least when I used it, was just a sort of grouped multiple bags. InvSort's real power comes from that flexability of having items fit many categories. It just need it's BAG_UPDATE handling optomized really... but the core code is kinda... yea... I don't know what the hell the core is doing... damn metatables.
So yea, give us some sort of AIOI single-frame mode, and make sure items aren't restricted to a single category :)
Are there plans to offer an alternative view? I really like the presentation (single frame) view offered by EngInv/EngBags over the multi-frame view PlowKing has. I currently find myself spending a lot of time dragging frames around when I pop up something like the AH window. The current interface just feels... bulky or too spread out because of the individual windows for each category. Thanks!
I agree. When I open the AH window, I prefer to have all bag slots accessible to my view and it was frustrating arranging everything to be visible. Could the "Flatten" functionality take into account other open UI windows? Just a thought...
Currently working on the 'flattening'.
a different singlewindow view is in the works
As for the same item in multiple categories... I'll have to look into that, as it's not really in the current OO hierarchy so may require some redesign
Heya, its very nice addon. I tried but couldnt delete a custom category I've made.
A single frame view will be excelent as I got a few stuff off the screen after I flatened the view. I had to drag everything a little to the side, and I had some dragging problems as well with frames not sticking when I tried dragging from the main bag (the one to the left); I than decided to drag with a bag more in the middle and it worked.
Wobin:
I've always been impressed by MrPlow and the speed at which you fixed bugs. Thus I am very heartened to see you take on this type of bag/inv project. As Tekkub mentioned in another thread somewhere else, this is a tough nut to crack (paraphrasing).
I've tried all sorts of Bag mods, including MyBags, EngBags (EngInv+EngBank), Bagnon, Possessions, Sanity and InvSort to name a few. In the end I keep going back to a simple AIOI, the current one of choice being Bagnon which when combined with MrPlow & KC_Items is a great solution, however, as with most who have used EngBags I still find it hard to live without the sorted containers view. EngBags was just too sluggish and without character specific settings for the categories it became unusable, what is a consumable for one toon is a tradegood for another etc. InvSort showed great promise and I liked the compact tabbed view, especially with Tekkub's categories, but I found it to be very sluggish & being alpha there were a few ui bugs.
First impressions of PlowKing.
Sticky Frames are hard to control - I can't seem to get them to behave the way I want even after re-reading your post about magnets :(.
I know the sticky frames are the distinguishing feature of PlowKing but I think most users would find a single window more intuitive. One solution would be a way to lock frames together.
Ability to show only certain containers would be great. I'm constantly wanting to bring up a view of only my mana regen or health regen items so I can pick one and then make the container go away. They don't even have to be smart - just allow keybinding to categories. I just started using keybinding with ItemRack suits and love it.
Once the bag version is 'down' a bank version is of course desired :).
I bound CTRL-B to PlowKing and it works very nicely.
I'm going to use it a bit more to get a feel for it's performance.
Bugs.
I get a bug when I type /pk flatten;
PlowKingLayout.lua:76: attempt to call method `SaveLayout' (a nil value)
Another option that I really liked in EngInv was the 'new' toggle which would highlight recently acquired items making it very easy to spot new loot amongst all the old stuff.
I've been trying to shoehorn PlowKing into Ace2, and I've almost succeeded in doing so, but there are a few bugs (mostly making it unworkable at the moment) so I won't be committing any changes until I can at least get a vaugely workable situation.
I've also rethought a lot on how to get it working better and incorporate a lot of the ideas in this thread. I'm kinda envisaging the final product to start off as you see it, with all the major categories in different windows.
You can then split the categories into subcats, and drag/drop them into their own windows/shared windows. Then you hide the original main categories, leaving only your custom choices visible. If you place more than one category into one window, it will turn into something similar to InvSort, where only one category is visible at one time, and you can choose which one through clicking on a tab.
I've reversed the way stickyframes work, in that shift-drag will drag a single window, while dragging will drag any sticked frames as a unit, and I've found that to be much easier to use, as I don't have to keep remembering to hold down shift all the time.
Interface/Addons/PlowKing/PlowKingLocals.lua:7: attempt to index global 'FreezeFrameLib'(a nil Value)
on Toggle with the costum key:
[string "Toggle PlowKing"]:2: attempt to call method'Toggle'(a nil value)
whatever this means^^(i use Ace 1.3)
btw sry 4 my bad englisch ;)
I don't know why you'd have those errors at all... Please try getting the whole thing from the SVN again and using a SVN program, ie, following Industrial's instructions.
But the real neat thing that sets InvSort apart from the other sorted onebag mods is that items can fit in many categries. EngInv was just sort of a "grouped" AIOI. AdvancedBags, at least when I used it, was just a sort of grouped multiple bags. InvSort's real power comes from that flexability of having items fit many categories. It just need it's BAG_UPDATE handling optomized really... but the core code is kinda... yea... I don't know what the hell the core is doing... damn metatables.
So yea, give us some sort of AIOI single-frame mode, and make sure items aren't restricted to a single category :)
I agree. When I open the AH window, I prefer to have all bag slots accessible to my view and it was frustrating arranging everything to be visible. Could the "Flatten" functionality take into account other open UI windows? Just a thought...
a different singlewindow view is in the works
As for the same item in multiple categories... I'll have to look into that, as it's not really in the current OO hierarchy so may require some redesign
A single frame view will be excelent as I got a few stuff off the screen after I flatened the view. I had to drag everything a little to the side, and I had some dragging problems as well with frames not sticking when I tried dragging from the main bag (the one to the left); I than decided to drag with a bag more in the middle and it worked.
I've always been impressed by MrPlow and the speed at which you fixed bugs. Thus I am very heartened to see you take on this type of bag/inv project. As Tekkub mentioned in another thread somewhere else, this is a tough nut to crack (paraphrasing).
I've tried all sorts of Bag mods, including MyBags, EngBags (EngInv+EngBank), Bagnon, Possessions, Sanity and InvSort to name a few. In the end I keep going back to a simple AIOI, the current one of choice being Bagnon which when combined with MrPlow & KC_Items is a great solution, however, as with most who have used EngBags I still find it hard to live without the sorted containers view. EngBags was just too sluggish and without character specific settings for the categories it became unusable, what is a consumable for one toon is a tradegood for another etc. InvSort showed great promise and I liked the compact tabbed view, especially with Tekkub's categories, but I found it to be very sluggish & being alpha there were a few ui bugs.
First impressions of PlowKing.
Bugs.
Great start, I can't wait to see what comes next.
Nahkohe
Nahkohe
I've been trying to shoehorn PlowKing into Ace2, and I've almost succeeded in doing so, but there are a few bugs (mostly making it unworkable at the moment) so I won't be committing any changes until I can at least get a vaugely workable situation.
I've also rethought a lot on how to get it working better and incorporate a lot of the ideas in this thread. I'm kinda envisaging the final product to start off as you see it, with all the major categories in different windows.
You can then split the categories into subcats, and drag/drop them into their own windows/shared windows. Then you hide the original main categories, leaving only your custom choices visible. If you place more than one category into one window, it will turn into something similar to InvSort, where only one category is visible at one time, and you can choose which one through clicking on a tab.
I've reversed the way stickyframes work, in that shift-drag will drag a single window, while dragging will drag any sticked frames as a unit, and I've found that to be much easier to use, as I don't have to keep remembering to hold down shift all the time.
On login the following Error message is shown:
Interface/Addons/PlowKing/PlowKingLocals.lua:7: attempt to index global 'FreezeFrameLib'(a nil Value)
on Toggle with the costum key:
[string "Toggle PlowKing"]:2: attempt to call method'Toggle'(a nil value)
whatever this means^^(i use Ace 1.3)
btw sry 4 my bad englisch ;)
Bad English is no problem (not untill you need to look at a sentence for 5 minutes to figure out what is read), leet speak is.
I don't know why you'd have those errors at all... Please try getting the whole thing from the SVN again and using a SVN program, ie, following Industrial's instructions.
It wont load unless you have another ACE2 addon loaded as you reference ace2 console but dont supply it.
Second when i got over that obstacle I get a nil call from line 30.. self.super.OnInitialize(self)
I get the same errors :-/ (just for comfirmation)