It does, it saves the paths to your saved variables and loads it to SharedMedia when the add-on is loaded.
@ kergoth: Thx :) Haven't decided on how to link them yet, perhaps use a selector with "same alpha as xxx bar" or any other ideas? It would be wrong to have texts like guild fade when your target is about to die etc.
I carry a lot of textures in MyMedia and, while they are listed, not all of them fit on screen in the drop box. Is there a way to make the drop box scroll or should I poke Nargiddely about it?
Thank you for fun I'm having just mucking about with this.
It does, it saves the paths to your saved variables and loads it to SharedMedia when the add-on is loaded.
@ kergoth: Thx :) Haven't decided on how to link them yet, perhaps use a selector with "same alpha as xxx bar" or any other ideas? It would be wrong to have texts like guild fade when your target is about to die etc.
Hmm, that's true. I'm sure there'll be a lot more text objects than just the text associated with a bar.
Same alpha as xxx bar or Same alpha as anchored bar (if its a bar) checkbox would probably be best. I hacked it locally, made smartfade set the alpha of the bar's parent (mHudBarX), and made the bar SetParent() anchor.to :)
You should think about developing the alpha version in an svn branch so people can monitor progress and contribute.
Also, I keep getting bit by a really ugly aceconfigdialog 3 error. I have a stacktrace, but its entirely in the aceconfigdialog code, will need to sprinkle debug output around or something.
The error basically says that it can't find a method '2100'. It occurs whenever I 1) add a bar, 2) change the unit of a bar, or 3) change the type of a bar. But I can't find anywhere in your options table where you set func/get/set to a method string rather than a function closure.
Is there a way to make the drop box scroll or should I poke Nargiddely about it?
I have loads myself, on my main installation. If I'm not mistaking mouse wheel scrolls the list up and down, but I would agree that its not optimal when the list is 2-3x the height of your view window ;) Happy to hear that you enjoy it :)
@ kergoth: Yeh, I'll have a look at that, not to comfortable with the SVN yet, but suppose I'll have to get used to it :) Haven't relay decided on how to handle the load on demand part, and there by the file structure.
On one hand, I'd like to have all modules as separate add-ons, dependent on the core, so you save loading time if you don't want all the modules etc.
mHud/
mHud_Config/
It's not possible to set externals: ../mHud_Config/ right? So that if ppl download With externals, they still get all the modules, but can disable them pre-entering world.
On the other hand, that's not the "Ace way to go", so maby just have it all load, and then dumping it to GC once saved variables is loaded. Tho this won't dump libs, like Threat-1.0 for PvP only users.
mHud/Modules/Config
Could add a .bat for PvP players, or ppl delete manually from the modules folder, but thats not really a viable solution if its updated often.
Once the file and directory names are standardized, I'll put it up on SVN :)
Quote from kergoth »
[...]
The error basically says that it can't find a method '2100'. It occurs whenever I 1) add a bar, 2) change the unit of a bar, or 3) change the type of a bar. But I can't find anywhere in your options table where you set func/get/set to a method string rather than a function closure.
I can't seem to replicate it, have an old version of the GUI lob tho: AceGUI-3.0.lua 58829 2008-01-19 05:59:28Z nargiddley
I downloaded this hub and must say it is fantastic for being so young. I love it!
The only problems I seem to have currently is occasionally the threat bar doesn't seem to show, the dogtag [Name] doesn't seem to return the correct name of the player always, sometimes just target, and rarely returns the mob name right (probably just the wrong dogtag?)
I've had problems with omen and violation and threat 1.0 with this mod, but I like it so much I disabled them (notice the empty spots on my UI :p )
edit - wierdly enough, if I lock and unlock the frames, the target re-acquires correctly. Wierd.
@ gladius: I get an error from one of the core Threat-1.0 files when I log in, a solution is to just delete mHud/Libs/Threat-1.0 if you have add ons like omen running :)
I'll have a look at it when I implement it for the 2nd time, hopefully not to far in the future :)
@ kergoth: I haven't read up on the select function, but is it more efficient than tables?
Implemented the CustomColors module, renamed a lot of files and directories and rewrote most of the DogTag implementation. A lot to do, so haven't had time to up it to SVN, but I'll fix that tomorrow.
Curious on this statement.... are you using a different SVN for the alpha of mhud? if so would you share as I would enjoy assiting on testing the alpha.
I am downloading the present zip, but I prefer svn updating as I can look at the log etc. I am no coder but love to try out their hard work.
feel free to PM me with it if you prefer to not have it published at this time.
I made a text to show name, etc of my target. It prints "Target" when nothing targeted... or if I change the unit monitored to mouseover it prints "Mouse-Over" until I mouse over something.
I didn't get a screenie, but I can if you need it.
**edit**
the tag I was using has [Name:ClassColor] and that seems to bee causing it... Off to DogTag wiki...
**edit edit**
Changed tag to [Name#target:ClassColor] and it works. Such an amazing hunk of code this is.
The dogtags for my current hp/mana are occasionally not updating, at least for my Druid. It's probably something to do with shapeshifting, I'll have to test more. There's no produced error that I've seen, they'll just stop updating and eventually start back up.
Also, texture rotation isn't working properly on mine. The background rotates and displays fine. The foreground, on the other hand, constantly jumps around. Anything other than horizontal/vertical texture flipping will do that.
Little request, would it be too tough to have horizontal+vertical texture flipping? For example, mirrored health/mana bars for target and player hp/mp aren't working too well using the Fancy texture. One of them ends up upside-down almost no matter what. Easily fixed using the Arc texture, which worked out better for me anyway, but it'd be nice to have without using texture rotation.
Edit: Tried on my lowbie rogue, same issue with the tags. Using the version from here.
I made a text to show name, etc of my target. It prints "Target" when nothing targeted... or if I change the unit monitored to mouseover it prints "Mouse-Over" until I mouse over something.
I didn't get a screenie, but I can if you need it.
**edit**
the tag I was using has [Name:ClassColor] and that seems to bee causing it... Off to DogTag wiki...
**edit edit**
Changed tag to [Name#target:ClassColor] and it works. Such an amazing hunk of code this is.
I hacked the code of mHud to get around this, myself. The text frames (and bars too) stick around when a unit doesn't exist, currently. The bars seem to 'hide', just because there's no health or mana for a unit that doesn't exist. One of my local patches actually makes it change the bar visibility, doing a :Hide() or :Show() based on unit existance, which took care of it here. Not sure if that's best, but it worked.
@ OttoDeFe & Saryai & kergoth: Sorry about that, I actually thought DogTag had its own event system for those kind of things. I don't use targets myself, so don't have the same problem, but if a lot of you do, and can't wait 1-2 weeks, let me know :)
Hoping on to get the other version stable enough to replace the old one within a week or two, if I can spare the time. It's on SVN, but can't guarantee i remember to turn of the debugging stuff before I do commits and stuff ;) I can't commit to often, so it might have stupid mistakes like the current one, not updating HP / MP numbers...
I have no options in the config screen. Gonna revert a commit.
By the by, the Smart Fade module has an issue in that previous commit: If you have text tied t a bar, you get two sets of drop-downs, the left on the secind set doesn'y keep any selections.
**edit**
NVM - Nuked SV's and it's back... re-creating layout... Thanx for this.
**edit**
Resetting the layout produced this when I went to add text to a bar:
[2008/01/26 13:43:52-1129-x1]: mHUD\Modules\SmartFade\SmartFade.lua:444: attempt to concatenate field 'tag' (a nil value)
mHUD\Modules\Configuration\Configuration.lua:359: in function `ModulesMenu'
mHUD\Modules\Configuration\Configuration.lua:245: in function `DrawMenu'
mHUD\Modules\DogTag\DogTag.lua:212: in function `ReloadMenu'
mHUD\Modules\DogTag\DogTag.lua:495: in function <Interface\AddOns\mHUD\Modules\DogTag\DogTag.lua:481>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[1]":9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?:
AceConfigDialog-3.0\AceConfigDialog-3.0.lua:678: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:507>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?:
AceGUI-3.0\AceGUI-3.0.lua:175: in function `Fire'
AceGUI-3.0\widgets\AceGUIWidget-Button.lua:20: in function <...ce\AddOns\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>
Also, the blank config stems from having a bar with no texture (was trying out a get name/spec thingy.)
Or, perhaps the text add thing... tried to add text to target health and config went blank on /rl
**edit**
Just confirmed on resetting the bars - the error above causes the blanking of the config screen.
It does, it saves the paths to your saved variables and loads it to SharedMedia when the add-on is loaded.
@ kergoth: Thx :) Haven't decided on how to link them yet, perhaps use a selector with "same alpha as xxx bar" or any other ideas? It would be wrong to have texts like guild fade when your target is about to die etc.
(like other huds)
Thanks in advance.
It has a default config, so not sure where you are going :) would you care to elaborate? It even appears after resetting the profile.
Question tho:
I carry a lot of textures in MyMedia and, while they are listed, not all of them fit on screen in the drop box. Is there a way to make the drop box scroll or should I poke Nargiddely about it?
Thank you for fun I'm having just mucking about with this.
Hmm, that's true. I'm sure there'll be a lot more text objects than just the text associated with a bar.
Same alpha as xxx bar or Same alpha as anchored bar (if its a bar) checkbox would probably be best. I hacked it locally, made smartfade set the alpha of the bar's parent (mHudBarX), and made the bar SetParent() anchor.to :)
You should think about developing the alpha version in an svn branch so people can monitor progress and contribute.
Also, I keep getting bit by a really ugly aceconfigdialog 3 error. I have a stacktrace, but its entirely in the aceconfigdialog code, will need to sprinkle debug output around or something.
The error basically says that it can't find a method '2100'. It occurs whenever I 1) add a bar, 2) change the unit of a bar, or 3) change the type of a bar. But I can't find anywhere in your options table where you set func/get/set to a method string rather than a function closure.
Thanks for the work, loving the alpha so far.
I have loads myself, on my main installation. If I'm not mistaking mouse wheel scrolls the list up and down, but I would agree that its not optimal when the list is 2-3x the height of your view window ;) Happy to hear that you enjoy it :)
@ kergoth: Yeh, I'll have a look at that, not to comfortable with the SVN yet, but suppose I'll have to get used to it :) Haven't relay decided on how to handle the load on demand part, and there by the file structure.
On one hand, I'd like to have all modules as separate add-ons, dependent on the core, so you save loading time if you don't want all the modules etc.
mHud/
mHud_Config/
It's not possible to set externals: ../mHud_Config/ right? So that if ppl download With externals, they still get all the modules, but can disable them pre-entering world.
On the other hand, that's not the "Ace way to go", so maby just have it all load, and then dumping it to GC once saved variables is loaded. Tho this won't dump libs, like Threat-1.0 for PvP only users.
mHud/Modules/Config
Could add a .bat for PvP players, or ppl delete manually from the modules folder, but thats not really a viable solution if its updated often.
Once the file and directory names are standardized, I'll put it up on SVN :)
I can't seem to replicate it, have an old version of the GUI lob tho: AceGUI-3.0.lua 58829 2008-01-19 05:59:28Z nargiddley
Thx for your help so far :)
I downloaded this hub and must say it is fantastic for being so young. I love it!
The only problems I seem to have currently is occasionally the threat bar doesn't seem to show, the dogtag [Name] doesn't seem to return the correct name of the player always, sometimes just target, and rarely returns the mob name right (probably just the wrong dogtag?)
I've had problems with omen and violation and threat 1.0 with this mod, but I like it so much I disabled them (notice the empty spots on my UI :p )
edit - wierdly enough, if I lock and unlock the frames, the target re-acquires correctly. Wierd.
Don't worry about it, I can't replicate it now either! :) I guess there must've been a bugged acegui/aceconfig floating around.
Here's a patch that improves the health bar & mana bar color bits, against 0.31a2.
I'll have a look at it when I implement it for the 2nd time, hopefully not to far in the future :)
@ kergoth: I haven't read up on the select function, but is it more efficient than tables?
Implemented the CustomColors module, renamed a lot of files and directories and rewrote most of the DogTag implementation. A lot to do, so haven't had time to up it to SVN, but I'll fix that tomorrow.
Until then: mhud_031a2.zip
Curious on this statement.... are you using a different SVN for the alpha of mhud? if so would you share as I would enjoy assiting on testing the alpha.
I am downloading the present zip, but I prefer svn updating as I can look at the log etc. I am no coder but love to try out their hard work.
feel free to PM me with it if you prefer to not have it published at this time.
Thanks for the hard work to both you and Kergoth
I made a text to show name, etc of my target. It prints "Target" when nothing targeted... or if I change the unit monitored to mouseover it prints "Mouse-Over" until I mouse over something.
I didn't get a screenie, but I can if you need it.
**edit**
the tag I was using has [Name:ClassColor] and that seems to bee causing it... Off to DogTag wiki...
**edit edit**
Changed tag to [Name#target:ClassColor] and it works. Such an amazing hunk of code this is.
The dogtags for my current hp/mana are occasionally not updating, at least for my Druid. It's probably something to do with shapeshifting, I'll have to test more. There's no produced error that I've seen, they'll just stop updating and eventually start back up.
Also, texture rotation isn't working properly on mine. The background rotates and displays fine. The foreground, on the other hand, constantly jumps around. Anything other than horizontal/vertical texture flipping will do that.
Little request, would it be too tough to have horizontal+vertical texture flipping? For example, mirrored health/mana bars for target and player hp/mp aren't working too well using the Fancy texture. One of them ends up upside-down almost no matter what. Easily fixed using the Arc texture, which worked out better for me anyway, but it'd be nice to have without using texture rotation.
Edit: Tried on my lowbie rogue, same issue with the tags. Using the version from here.
I hacked the code of mHud to get around this, myself. The text frames (and bars too) stick around when a unit doesn't exist, currently. The bars seem to 'hide', just because there's no health or mana for a unit that doesn't exist. One of my local patches actually makes it change the bar visibility, doing a :Hide() or :Show() based on unit existance, which took care of it here. Not sure if that's best, but it worked.
Hoping on to get the other version stable enough to replace the old one within a week or two, if I can spare the time. It's on SVN, but can't guarantee i remember to turn of the debugging stuff before I do commits and stuff ;) I can't commit to often, so it might have stupid mistakes like the current one, not updating HP / MP numbers...
Thank you.
Now go code!
I have no options in the config screen. Gonna revert a commit.
By the by, the Smart Fade module has an issue in that previous commit: If you have text tied t a bar, you get two sets of drop-downs, the left on the secind set doesn'y keep any selections.
**edit**
NVM - Nuked SV's and it's back... re-creating layout... Thanx for this.
**edit**
Resetting the layout produced this when I went to add text to a bar:
Also, the blank config stems from having a bar with no texture (was trying out a get name/spec thingy.)
Or, perhaps the text add thing... tried to add text to target health and config went blank on /rl
**edit**
Just confirmed on resetting the bars - the error above causes the blanking of the config screen.