Hi there.
The boss modules of r6193 doesn't work well either.
(I used the bigwigs bossmods in koKR)
So I'm temporarily using the r6033 now :(
I'm awaiting to hear about this issues from you soon
More power to your elbow!
(I know you may be with painful coding and hateful chore.)
p.s Oooops, r6196 is an available now! thx
I will test them tonight. ;)
Hi there.
The boss modules of r6193 doesn't work well either.
(I used the bigwigs bossmods in koKR)
So I'm temporarily using the r6033 now :(
I'm awaiting to hear about this issues from you soon
More power to your elbow!
(I know you may be with painful coding and hateful chore.)
p.s Oooops, r6196 is an available now! thx
I will test them tonight. ;)
r6196 should fix the boss modules not enabling etc, and all locale issues should be fixed, koKR should work now.
Great work so far with the alpha's looking more and more stable/fully featured as each commit is done. Would it be possible to get an option for the message output e.g RaidWarning, SCT, MSBT etc?
Great work so far with the alpha's looking more and more stable/fully featured as each commit is done. Would it be possible to get an option for the message output e.g RaidWarning, SCT, MSBT etc?
But you haven't stated an opinion. There've been dozens of posts from different people giving specific and logical arguments in favor of adding this feature in the core, and all you've ever said is "no" without giving any reasons at all. It's much the same as when you started ripping options out without giving any explanation or responding to the many posts asking what was going on. If you want to treat your users like retarded toddlers instead of adults with the capacity for reason, I guess that's your choice though. Good luck with BigWigs.
I have to say that I got the same impression as Phanx around a year ago (I got worse than "no" though, I got insulted lol) and have pretty much stopped trying to participate in or contribute to BigWigs development in any way as a result.
I still use BigWigs though because DBM has always felt more bloated (even if it has a much wider install base and is just as mature) and everything else is less mature or less actively maintained. I might try DXE since it seems to be getting a lot of development.
If it's such an important feature, why has no-one taken it upon themselves to bother writing it as an external module, it's easy enough to tap into the bigwigs messages.
It's not an important feature for me personally since I run MagicTargets. My reaction was also that it should be done as a module, assuming BigWigs would let one hook into it in a way that doesn't result in the code duplication issue that Phanx mentioned.
I do find it silly though that BigWigs doesn't include health bars in some special situations like the 3 elemental adds on Freya that have to be killed at the same time. Other than tree warnings, health bars for those guys is the most useful information to have in the whole encounter IMO.
ok, this is getting old. The back and fourth about health bars is starting to really drag on.
FFS, There is only so much 2 people can code to convert the massive project over to Ace3, then test, adjust, refactor and make the base functionalitys work. After that is done, the chances 2 of them working on a health module for BigWigs goes up as they will have completed the majority of the upgrade in BW.
Please, you End Users, can we stop badgering the authors for something they have already given an answer on. If you are a coder then make one your self, you should be capable of opening the source code and figuring out how to do it.
Please, you End Users, can we stop badgering the authors for something they have already given an answer on. If you are a coder then make one your self, you should be capable of opening the source code and figuring out how to do it.
I dunno, all the BigWigs add-on modules I have (LittleWigs, CommonAuras) are broken now lol...
hunterz, you can alway revert bw to release x-5 until ammo/rabbit&funkey get core &their modules working . There is already a branch to convert lw if i got the repo-message right earlier ;)
Doing northrend beasts heroic and not getting bars for next boss entering or snobold warnings.
I switched from r5890-4-release to r5890-5-release and started noticing this as well. I looked through the coliseum modules (beasts specifically) and I can't find a place that release 5 actually does difficulty checks and sets timers, etc. Release 4 uses GetRaidDifficulty(), runs checks, sets up timers but 5 doesn't appear to have anything [even looked for GetInstanceDifficulty()].
So is anyone who is using release 5 actually getting heroic 25 man coliseum specific timers for beast?
I switched from r5890-4-release to r5890-5-release and started noticing this as well. I looked through the coliseum modules (beasts specifically) and I can't find a place that release 5 actually does difficulty checks and sets timers, etc. Release 4 uses GetRaidDifficulty(), runs checks, sets up timers but 5 doesn't appear to have anything [even looked for GetInstanceDifficulty()].
So is anyone who is using release 5 actually getting heroic 25 man coliseum specific timers for beast?
Release 4 was newer than release 5, 5 is basically -0 with an updated anub module, releases 1-4 were an attempt to release all updated modules whilst mixing in API updates which was a bad idea, hence why 4 releases were made and it was still buggy. The latest modules will wait for the final release.
So just to clear this up, the ace3 version of bigwigs will have the options to output to raid warning just like the current version? Or is it being scrapped as the rumors said?
So just to clear this up, the ace3 version of bigwigs will have the options to output to raid warning just like the current version? Or is it being scrapped as the rumors said?
What's the current status of the Ace3 update?
Afraid to update with all of the radical changes being made.
As I built a non-released mod using the BossDeath call as a reference, which makes my viewport art do pretty colors when a boss is downed, which I noticed was removed with WIN()
What's the current status of the Ace3 update?
Afraid to update with all of the radical changes being made.
As I built a non-released mod using the BossDeath call as a reference, which makes my viewport art do pretty colors when a boss is downed, which I noticed was removed with WIN()
We're making good progress. All bosses should work now, the options are being fleshed out atm. However, the bossmodule API is still being refactored, and thus I would not suggest depending on that API yet, unless you feel like keeping up with our changes :)
Genius!!~
The boss modules of r6193 doesn't work well either.
(I used the bigwigs bossmods in koKR)
So I'm temporarily using the r6033 now :(
I'm awaiting to hear about this issues from you soon
More power to your elbow!
(I know you may be with painful coding and hateful chore.)
p.s Oooops, r6196 is an available now! thx
I will test them tonight. ;)
r6196 should fix the boss modules not enabling etc, and all locale issues should be fixed, koKR should work now.
-Ammo
being worked on.
-Ammo
I have to say that I got the same impression as Phanx around a year ago (I got worse than "no" though, I got insulted lol) and have pretty much stopped trying to participate in or contribute to BigWigs development in any way as a result.
I still use BigWigs though because DBM has always felt more bloated (even if it has a much wider install base and is just as mature) and everything else is less mature or less actively maintained. I might try DXE since it seems to be getting a lot of development.
I do find it silly though that BigWigs doesn't include health bars in some special situations like the 3 elemental adds on Freya that have to be killed at the same time. Other than tree warnings, health bars for those guys is the most useful information to have in the whole encounter IMO.
FFS, There is only so much 2 people can code to convert the massive project over to Ace3, then test, adjust, refactor and make the base functionalitys work. After that is done, the chances 2 of them working on a health module for BigWigs goes up as they will have completed the majority of the upgrade in BW.
Please, you End Users, can we stop badgering the authors for something they have already given an answer on. If you are a coder then make one your self, you should be capable of opening the source code and figuring out how to do it.
I dunno, all the BigWigs add-on modules I have (LittleWigs, CommonAuras) are broken now lol...
I switched from r5890-4-release to r5890-5-release and started noticing this as well. I looked through the coliseum modules (beasts specifically) and I can't find a place that release 5 actually does difficulty checks and sets timers, etc. Release 4 uses GetRaidDifficulty(), runs checks, sets up timers but 5 doesn't appear to have anything [even looked for GetInstanceDifficulty()].
So is anyone who is using release 5 actually getting heroic 25 man coliseum specific timers for beast?
Release 4 was newer than release 5, 5 is basically -0 with an updated anub module, releases 1-4 were an attempt to release all updated modules whilst mixing in API updates which was a bad idea, hence why 4 releases were made and it was still buggy. The latest modules will wait for the final release.
I use LittleWigs every day. It works perfectly with current released versions of BigWigs.
And yes, it will be converted to work with the forth coming Ace3 version of BigWigs.
http://forums.wowace.com/showpost.php?p=288109&postcount=2465
Afraid to update with all of the radical changes being made.
As I built a non-released mod using the BossDeath call as a reference, which makes my viewport art do pretty colors when a boss is downed, which I noticed was removed with WIN()
We're making good progress. All bosses should work now, the options are being fleshed out atm. However, the bossmodule API is still being refactored, and thus I would not suggest depending on that API yet, unless you feel like keeping up with our changes :)
-Ammo
This is using the packaged versions from the project page.