Any news on a rangecheck-window?
That's really the only thing that keeps me from suggesting it as a raid-wide dbm replacement.
Yeah, it's in progress. I spent the last week getting Faction Champions to work with the sorted health tracking. Usually during progression you'll see less feature updates because I'm busy implementing encounters.
One thing I noticed tonight doing Vezax is that the number of the next Surge is not shown. It's handy to have it if you are assigned to use cooldowns on the tank during specific Surges, but to be fair it's not something I'd consider an absolute must, can do with counting in my head, let alone it's old content. Just if sometimes you are bored, this is a nice-to-have bonus.
As a general solution I'm going to add a counter to every alert. Does anyone not want to see a counter for every alert? It would be appended onto the end of the bar text.
2 of us just just had our thorim25 hard mode timer say we had more time then we actually did (~10sec extra?) - not sure why this was off but maybe something to check.
Also v331 was causing my wow to become really jerky on twin valkyrs (sorry cant really be more specific) not sure if this has been fixed in v333. I could only fix it by disabling dxe.
2 of us just just had our thorim25 hard mode timer say we had more time then we actually did (~10sec extra?) - not sure why this was off but maybe something to check.
Also v331 was causing my wow to become really jerky on twin valkyrs (sorry cant really be more specific) not sure if this has been fixed in v333. I could only fix it by disabling dxe.
I'll look into the Thorim timer. The jerkiness you experienced is fixed in v335-beta. It had something to do with the sorted health for Faction Champions.
Is there now, or are you planning on adding text message warnings as well? Fights where I have to track tank switches or waiting for an ability such as Unbalancing Strike going off I find it quite handy to have a text update as well (I currently use DBM and just mod the lua to go to a specific window I created other than the main chat).
Basically it gives me a bit of an at a glance as to what the current stack and/or ability was just done incase I missed which bar it was that went by. Sometimes too much eye candy can be distracting!
I love the mod other than that main feature that was missing the last time I tried it (about a week ago I guess).
With recent changes in BigWigs removing all options from many of its modules, I've decided to see how DXE is coming along. Drag anchors now appear (yay) and there are indeed a plethora of options now. However, I encountered some major issues while configuring the addon. I will list them in the order I encountered them.
1) Changing any option results in the configuration window's size and position being reset. I'm guessing this is an AceConfig problem, not a DXE-specific problem, but it is annoying. Moving the window so that some portion of it is off-screen prevents it from happening.
2) Changing any option results in a client hang. At first it was barely noticeable, but by the time I'd configured all of the general bar options and was about 2/3 through the Ulduar encounter options (advanced mode) I was freezing for 3-5 seconds each time I changed an option.
3) "memory allocation error: block too big" errors began occuring about 1/3 through the Ulduar encounter options (advanced mode). Manually forcing garbage collection did not alleviate the problem, and after about a dozen occurrences of the error, all text vanished from the options window. Attempting to reload the UI resulted in a client crash.
For reference, my current hardware includes a single-core AthlonXP 3200+ (2.0 GHz) processor and 2.5 GB of RAM, running Windows XP Professional x64 Edition.
More generally, I feel like I spent a lot of time configuring stuff that I shouldn't really need to configure. The colors for many alerts seem to have been selected at random, often with wildly mismatched secondary (flash) colors. A sensible set of defaults with consistent coloring (for instance, one color for cooldowns, one color for durations affecting others, one color for durations affecting me, one color for casts, one color for hard mode timers, etc) would help a lot, and would remove the need to go through every single alert for every encounter and change all of their options.
Edit: After further testing, the client hangs and memory allocation errors occur when DXE is the only AceConfig-based addon enabled, leading me to believe that the problem is probably in AceConfig rather than DXE. I'll keep testing and see if I can find a specific addon conflict, and report the problem to the Ace3 team as well.
1) Changing any option results in the configuration window's size and position being reset. I'm guessing this is an AceConfig problem, not a DXE-specific problem, but it is annoying. Moving the window so that some portion of it is off-screen prevents it from happening.
This dooesn't happen for me, I tried changing a few options in various tabs and config window stayed where it was.
Can't comment on the other points since I only changed a few of the defaults and didn't experience any issues. I do agree though that the colours etc feel a little random from the outside, that's the only customization I've done on my side.
Is there now, or are you planning on adding text message warnings as well? Fights where I have to track tank switches or waiting for an ability such as Unbalancing Strike going off I find it quite handy to have a text update as well (I currently use DBM and just mod the lua to go to a specific window I created other than the main chat).
I recently added an Impale warning and Phase Punch warning at the appropriate stacks. Also, Thorim's Unbalancing Strike is on a set 25 second timer, so you just have to watch for when the Unbalancing Strike cooldown timer bar appears on the top anchor to see when it's casted. I could add an "Unbalancing Strike Casted" warning, but the cooldown bar gives the same effect.
I'm not going to add raid warning messages like "xx ability in 10 secs", only simple say messages like "Shadow Crash on Me!" that work with chat bubbles. The main way I deliver text messages is with the "xx Warning" alerts.
1) Changing any option results in the configuration window's size and position being reset. I'm guessing this is an AceConfig problem, not a DXE-specific problem, but it is annoying. Moving the window so that some portion of it is off-screen prevents it from happening.
2) Changing any option results in a client hang. At first it was barely noticeable, but by the time I'd configured all of the general bar options and was about 2/3 through the Ulduar encounter options (advanced mode) I was freezing for 3-5 seconds each time I changed an option.
3) "memory allocation error: block too big" errors began occuring about 1/3 through the Ulduar encounter options (advanced mode). Manually forcing garbage collection did not alleviate the problem, and after about a dozen occurrences of the error, all text vanished from the options window. Attempting to reload the UI resulted in a client crash.
For reference, my current hardware includes a single-core AthlonXP 3200+ (2.0 GHz) processor and 2.5 GB of RAM, running Windows XP Professional x64 Edition.
More generally, I feel like I spent a lot of time configuring stuff that I shouldn't really need to configure. The colors for many alerts seem to have been selected at random, often with wildly mismatched secondary (flash) colors. A sensible set of defaults with consistent coloring (for instance, one color for cooldowns, one color for durations affecting others, one color for durations affecting me, one color for casts, one color for hard mode timers, etc) would help a lot, and would remove the need to go through every single alert for every encounter and change all of their options.
Edit: After further testing, the client hangs and memory allocation errors occur when DXE is the only AceConfig-based addon enabled, leading me to believe that the problem is probably in AceConfig rather than DXE. I'll keep testing and see if I can find a specific addon conflict, and report the problem to the Ace3 team as well.
1) Unfortunately I can't do anything about this. It seems to resize to the default size every time you select something on a dropdown. I tried to make the default size big enough so users wouldn't have to resize it.
2-3) Seems like an AceConfig/memory problem. The only time garbage is generated by DXE is when you switch from Simple to Advanced in the Encounters options. The switch only generates tables.
I just tried to reproduce this, no luck.
Coloring) In earlier versions, there were no spell icons on the timer bars. No spell icons made it really hard to tell bars apart if their colors were similar, so since then I've tried to make all the colors contrast with each other. In general, red is used for enrage timers, and grey is used for phase transitions. The rest are colored as closely as possible to the spell's color in-game or spell icon. Though when another color is taken, I just arbitrarily choose one. When choosing a flash color, I make sure it's one that hasn't been used on any other alert, and make sure it contrasts with its main color. Some people like how I default color, some people don't. If you don't, I've provided a way for you to change it :).
I'm not talking about XX going off in YY seconds. I'm just talking about when the ability does go off. IE markv has been hit by unbalancing strike. I'm just looking for the option of a text output of what just happened with the ability going off or stack # XX and not simply graphical bars alone. I'm just not sure if I didn't see that feature or if it's just not there.
ie:
markv has been hit by unbalancings trike.
markv has been phased punched (stack #3)
markv has been impaled (stack #2)
just a simple text message warning that happens when the ability goes off.
Kollektiv, how keen are you on people sending you new code for new announcements or timers versus just asking here for them and you add them?
Specifically I saw there is no announcement for Sapphiron Frost Tomb, which I consider extremely handy and got very very used to, and there is no announcement for Mark of the Faceless on Vezax either, while there is for the lance. And there is no announcement for Malady of the Mind on Yogg-phase2.
So basically I would like to look into getting that done, I could send you the diff over or so.
Sure, you can pm me the diffs. Though Frost Tomb, Mark, and Malady alerts have been in the mod for quite a while. I'm not exactly sure what you mean by announcements. Do you mean raid warnings?
I haven't had time to do much more testing to try to reproduce the memory allocation errors, so nothing new to report on that front. Now that I've gotten everything configured, it shouldn't be an issue anyway.
However, I did encounter one problem last night: on Freya, the three elemental adds (Ancient Water Spirit, Snaplasher, and Storm Lasher) do get health bars, but the health bars all say "Unknown" instead of the name, making them somewhat useless. Is this something that can be fixed?
Also, I was wondering if you'd consider adding an option to show warnings as text through, say, MSBT, instead of as a static full bar that pops onto the screen and off again after a second?
I haven't had time to do much more testing to try to reproduce the memory allocation errors, so nothing new to report on that front. Now that I've gotten everything configured, it shouldn't be an issue anyway.
However, I did encounter one problem last night: on Freya, the three elemental adds (Ancient Water Spirit, Snaplasher, and Storm Lasher) do get health bars, but the health bars all say "Unknown" instead of the name, making them somewhat useless. Is this something that can be fixed?
Also, I was wondering if you'd consider adding an option to show warnings as text through, say, MSBT, instead of as a static full bar that pops onto the screen and off again after a second?
Very odd, it seems that UnitName returned _G.UNKNOWN even when UnitExists was true. When the mod gets a matching npc id from a guid it will store the localized name in db.global.L_NPC. I'll add error checking to make sure it doesn't set and store a name if it's UNKNOWN. In the mean time you should delete table DXE.db.profile.global.L_NPC to reset it. Or you could open the savedvariables and change the relevent keys.
I'll add a select for 'xx Warning' alerts to change the output. There are three types of alerts: dropdown, centerpoup, and simple. The ones you're talking about are simple alerts. I'll make the text colored the same as 'Main Color' since it's in the api for MSBT,SCT,etc.
Very odd, it seems that UnitName returned _G.UNKNOWN even when UnitExists was true.
If you ever try to deal with hunter (and probably any permanent) pets, you'll quickly find that UnitExists returning true is not a guarantee that Unit* will return anything useful. :(
Yep. For pets, you have to keep listening to the UNIT_PET event and checking a bunch of Unit* returns until none of them return nil; then the pet is fully spawned.
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Yeah, it's in progress. I spent the last week getting Faction Champions to work with the sorted health tracking. Usually during progression you'll see less feature updates because I'm busy implementing encounters.
I'll add in a warning if a tank gets 3 or more stacks, since tanks should be taunting after every 3.
Coming soon, the vids are still sitting on my computer.
As a general solution I'm going to add a counter to every alert. Does anyone not want to see a counter for every alert? It would be appended onto the end of the bar text.
Also v331 was causing my wow to become really jerky on twin valkyrs (sorry cant really be more specific) not sure if this has been fixed in v333. I could only fix it by disabling dxe.
I'll look into the Thorim timer. The jerkiness you experienced is fixed in v335-beta. It had something to do with the sorted health for Faction Champions.
After thinking about it more I'll add a 'counter' toggle for each alert in the advanced options.
Basically it gives me a bit of an at a glance as to what the current stack and/or ability was just done incase I missed which bar it was that went by. Sometimes too much eye candy can be distracting!
I love the mod other than that main feature that was missing the last time I tried it (about a week ago I guess).
1) Changing any option results in the configuration window's size and position being reset. I'm guessing this is an AceConfig problem, not a DXE-specific problem, but it is annoying. Moving the window so that some portion of it is off-screen prevents it from happening.
2) Changing any option results in a client hang. At first it was barely noticeable, but by the time I'd configured all of the general bar options and was about 2/3 through the Ulduar encounter options (advanced mode) I was freezing for 3-5 seconds each time I changed an option.
3) "memory allocation error: block too big" errors began occuring about 1/3 through the Ulduar encounter options (advanced mode). Manually forcing garbage collection did not alleviate the problem, and after about a dozen occurrences of the error, all text vanished from the options window. Attempting to reload the UI resulted in a client crash.
For reference, my current hardware includes a single-core AthlonXP 3200+ (2.0 GHz) processor and 2.5 GB of RAM, running Windows XP Professional x64 Edition.
More generally, I feel like I spent a lot of time configuring stuff that I shouldn't really need to configure. The colors for many alerts seem to have been selected at random, often with wildly mismatched secondary (flash) colors. A sensible set of defaults with consistent coloring (for instance, one color for cooldowns, one color for durations affecting others, one color for durations affecting me, one color for casts, one color for hard mode timers, etc) would help a lot, and would remove the need to go through every single alert for every encounter and change all of their options.
Edit: After further testing, the client hangs and memory allocation errors occur when DXE is the only AceConfig-based addon enabled, leading me to believe that the problem is probably in AceConfig rather than DXE. I'll keep testing and see if I can find a specific addon conflict, and report the problem to the Ace3 team as well.
This dooesn't happen for me, I tried changing a few options in various tabs and config window stayed where it was.
Can't comment on the other points since I only changed a few of the defaults and didn't experience any issues. I do agree though that the colours etc feel a little random from the outside, that's the only customization I've done on my side.
http://paste.wowace.com/1048/
I recently added an Impale warning and Phase Punch warning at the appropriate stacks. Also, Thorim's Unbalancing Strike is on a set 25 second timer, so you just have to watch for when the Unbalancing Strike cooldown timer bar appears on the top anchor to see when it's casted. I could add an "Unbalancing Strike Casted" warning, but the cooldown bar gives the same effect.
I'm not going to add raid warning messages like "xx ability in 10 secs", only simple say messages like "Shadow Crash on Me!" that work with chat bubbles. The main way I deliver text messages is with the "xx Warning" alerts.
1) Unfortunately I can't do anything about this. It seems to resize to the default size every time you select something on a dropdown. I tried to make the default size big enough so users wouldn't have to resize it.
2-3) Seems like an AceConfig/memory problem. The only time garbage is generated by DXE is when you switch from Simple to Advanced in the Encounters options. The switch only generates tables.
I just tried to reproduce this, no luck.
Coloring) In earlier versions, there were no spell icons on the timer bars. No spell icons made it really hard to tell bars apart if their colors were similar, so since then I've tried to make all the colors contrast with each other. In general, red is used for enrage timers, and grey is used for phase transitions. The rest are colored as closely as possible to the spell's color in-game or spell icon. Though when another color is taken, I just arbitrarily choose one. When choosing a flash color, I make sure it's one that hasn't been used on any other alert, and make sure it contrasts with its main color. Some people like how I default color, some people don't. If you don't, I've provided a way for you to change it :).
ie:
markv has been hit by unbalancings trike.
markv has been phased punched (stack #3)
markv has been impaled (stack #2)
just a simple text message warning that happens when the ability goes off.
Uptade: seems to be fixed in v335-beta-14-g6978a42
Specifically I saw there is no announcement for Sapphiron Frost Tomb, which I consider extremely handy and got very very used to, and there is no announcement for Mark of the Faceless on Vezax either, while there is for the lance. And there is no announcement for Malady of the Mind on Yogg-phase2.
So basically I would like to look into getting that done, I could send you the diff over or so.
Final Fantasy VII victory theme on winning!
Come on! Bossfights are just not the same without it! Half the motivation to win is gone! :o
(^_^)
However, I did encounter one problem last night: on Freya, the three elemental adds (Ancient Water Spirit, Snaplasher, and Storm Lasher) do get health bars, but the health bars all say "Unknown" instead of the name, making them somewhat useless. Is this something that can be fixed?
Also, I was wondering if you'd consider adding an option to show warnings as text through, say, MSBT, instead of as a static full bar that pops onto the screen and off again after a second?
Very odd, it seems that UnitName returned _G.UNKNOWN even when UnitExists was true. When the mod gets a matching npc id from a guid it will store the localized name in db.global.L_NPC. I'll add error checking to make sure it doesn't set and store a name if it's UNKNOWN. In the mean time you should delete table DXE.db.profile.global.L_NPC to reset it. Or you could open the savedvariables and change the relevent keys.
I'll add a select for 'xx Warning' alerts to change the output. There are three types of alerts: dropdown, centerpoup, and simple. The ones you're talking about are simple alerts. I'll make the text colored the same as 'Main Color' since it's in the api for MSBT,SCT,etc.
If you ever try to deal with hunter (and probably any permanent) pets, you'll quickly find that UnitExists returning true is not a guarantee that Unit* will return anything useful. :(