Shefki, I made a comment to this effect against ticket 42, but maybe we could get some of your LuaTexts magic over here. Give us a code box and an events multi-select and we can define our own bar colors based exactly on what we'd like?
Would it be possible to have a general script-environment module that LuaTexts and a hypothetical LuaColors module can depend on? In theory anywhere there's a color we could make use of such customisation (also dispensing with ticket 319 (class/hostility coloring everywhere)). But maybe that's going too far. :P
EDIT: Just had another idea. Maybe we can have a Code menu that is a sibling to the Layouts and Units and Groups sections. We can define all of our LuaTexts (and other LuaBlahs) so we don't have to define exactly the same code snippets everywhere. Maybe this is worth a ticket? Hmmmm.
Shefki, I made a comment to this effect against ticket 42, but maybe we could get some of your LuaTexts magic over here. Give us a code box and an events multi-select and we can define our own bar colors based exactly on what we'd like?
Would it be possible to have a general script-environment module that LuaTexts and a hypothetical LuaColors module can depend on? In theory anywhere there's a color we could make use of such customisation (also dispensing with ticket 319 (class/hostility coloring everywhere)). But maybe that's going too far. :P
EDIT: Just had another idea. Maybe we can have a Code menu that is a sibling to the Layouts and Units and Groups sections. We can define all of our LuaTexts (and other LuaBlahs) so we don't have to define exactly the same code snippets everywhere. Maybe this is worth a ticket? Hmmmm.
My intentions for this is to move all the bar coloring code out of the HealthBar and PowerBar modules and into the general bar module type handler. This would allow all the bar modules to use the same code and end up with all the same options.
I'm skeptical of the need for a code system to configure this. I just can't imagine there's that many possible variations of what people want for their colors.
DogTags is flat out simply not set up to handle something like this at all. LuaTexts on the other hand could be adapted to do something like this easily.
So while I'm not gonna say that it'll never happen. I'm hesitant to heap on more complexity for users for something that I think we can fulfill most (read 99.999%) users needs without it.
Text was a pretty different situation because it's darn difficult to provide as many variations of peoples text configurations as people might want.
I know the bar coloring stuff is a popular request. It's fairly high up on my todo list. However, some additional performance tuning is at the top atm. I've got some architectual changes that I'm working on. They'll result in some pretty singificant improvements. While I'm by no means done with them I went from 160 seconds worth of CPU time in 30 minutes of AV to 45 seconds. Granted, this isn't a controlled environment. But the game even feels like it's performing significantly better.
The guts of this work is removing a bunch of work we're doing when the results of it would end up not visible to you. In particular, we tear down frames when there isn't a unit using them. This is good for our overall memory usage becuase we reuse the parts of the frames for other frames. However, if you've got a situation where your target is changing a lot or players are leaving and new players are joining your group. We're tearing these frames apart only to rebuild them seconds later.
When I'm done with this work singleton frames will never be torn down (target, pet, focus, etc) and group frames will only be torn down after you leave the group they're for.
It sounds relatively simple but I want to make sure it's right and frames aren't ending up messed up bofore I give this to you guys.
So i was mucking around with colors, in the targets frame, and got this error:
[2009/06/08 18:37:27-509-x3]: PitBull4-r20090607175119\ModuleHandling\BarProviderModule.lua:226: Usage: PitBull4_BetterStatusBar_6:SetAlpha(alpha 0 to 1)
PitBull4-r20090607175119\ModuleHandling\BarProviderModule.lua:226: in function `UpdateFrame'
PitBull4-r20090607175119\ModuleHandling\Module.lua:271: in function `Update'
PitBull4-r20090607175119\UnitFrame.lua:512: in function `Update'
PitBull4-r20090607175119\UnitFrame.lua:537: in function `UpdateGUID'
PitBull4-r20090607175119\Main.lua:1115: in function `CheckGUIDForUnitID'
PitBull4-r20090607175119\Main.lua:1119: in function `?'
CallbackHandler-1.0-3 (Ace3):146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-3 (Ace3):91: in function `Fire'
AceEvent-3.0-3 (Ace3):119: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:118>
<in C code>: in function `TargetUnit'
Interface\FrameXML\SecureTemplates.lua:348: in function `handler':
Interface\FrameXML\SecureTemplates.lua:460: in function `SecureActionButton_OnClick':
Interface\FrameXML\SecureTemplates.lua:501: in function <Interface\FrameXML\SecureTemplates.lua:493>:
I disabled all the texts trying to fix it, but still no target frame at all.
So i was mucking around with colors, in the targets frame, and got this error:
[2009/06/08 18:37:27-509-x3]: PitBull4-r20090607175119\ModuleHandling\BarProviderModule.lua:226: Usage: PitBull4_BetterStatusBar_6:SetAlpha(alpha 0 to 1)
PitBull4-r20090607175119\ModuleHandling\BarProviderModule.lua:226: in function `UpdateFrame'
PitBull4-r20090607175119\ModuleHandling\Module.lua:271: in function `Update'
PitBull4-r20090607175119\UnitFrame.lua:512: in function `Update'
PitBull4-r20090607175119\UnitFrame.lua:537: in function `UpdateGUID'
PitBull4-r20090607175119\Main.lua:1115: in function `CheckGUIDForUnitID'
PitBull4-r20090607175119\Main.lua:1119: in function `?'
CallbackHandler-1.0-3 (Ace3):146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-3 (Ace3):91: in function `Fire'
AceEvent-3.0-3 (Ace3):119: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:118>
<in C code>: in function `TargetUnit'
Interface\FrameXML\SecureTemplates.lua:348: in function `handler':
Interface\FrameXML\SecureTemplates.lua:460: in function `SecureActionButton_OnClick':
Interface\FrameXML\SecureTemplates.lua:501: in function <Interface\FrameXML\SecureTemplates.lua:493>:
I disabled all the texts trying to fix it, but still no target frame at all.
Can you post your WTF file some place. If you need to open a ticket for PB4 and attach the PitBull4.lua file from WTF as a file to it. Thanks.
And umm why were you disabling texts trying to fix it?
The new feature of allowing a custom background color for the cast bar introduced some issues:
The old cast bar disappeared when not casting (i.e. didn't have a background). That is no longer an option, since there is no alpha setting within the custom background color for the cast bar. Frames were cleaner this way.
When "Show Icon" is turned on for cast bars, the custom background color does not appear behind where the icon would be when not casting. This makes the frames look very sloppy.
The new feature of allowing a custom background color for the cast bar introduced some issues:
The old cast bar disappeared when not casting (i.e. didn't have a background). That is no longer an option, since there is no alpha setting within the custom background color for the cast bar. Frames were cleaner this way.
When "Show Icon" is turned on for cast bars, the custom background color does not appear behind where the icon would be when not casting. This makes the frames look very sloppy.
Actually that has nothing to do with the custom background. There's a bug in the cast bar code that causes it to get stuck in a state where it thinks you're still casting when you're not. I haven't tracked down what's causing it. I believe it's only happening for the player so I have a good idea where the problem is but it's hard to reproduce on demand and I haven't gotten around to fixing it. If you start a fresh cast and then cancel it, it'll clear this up temporarily till it does it again.
The icon issue existed even without the custom background as well. We just need to set the icon background to match. But due to the way color settings flow through PB4 it's not easy to do this atm.
Ohh and there is an alpha. I removed the alpha from the color configuration because there's already an empty and full opacity config. Having it in both places was odd and because of the other config the background opacity didn't work becuase it was overidden.
is there any way to change the border style on buffs/debuffs?
(i use Roth on everything else and would love to be able to get the clean square borders on auras aswell)
The borders are clean square borders now. I'm guessing you're not actually using the PB4 borders and have them turned off and are actually just seeing the rounded edges that are built into all the WoW icons. Turn on the Zoom icon setting to crop out those borders.
The reason the borders in the Aura module don't use frame borders is because of that integrated border on the icons. Frame borders go along the outside of the frame. I need something to layer on top of the inside of the frame. Even without that. I tried to use the SharedMedia borders and they ended up just looking awful because they're flat out not designed to be used on frames that small.
If you are actually using the border feature in PB4 and want to change the border you can edit the border.tga file under the Aura module.
To demonstrate here are some pictures:
PB4 border:
No PB4 border (just the actual icons):
No PB4 border with icons zoomed:
The borders are clean square borders now. I'm guessing you're not actually using the PB4 borders and have them turned off and are actually just seeing the rounded edges that are built into all the WoW icons. Turn on the Zoom icon setting to crop out those borders.
The reason the borders in the Aura module don't use frame borders is because of that integrated border on the icons. Frame borders go along the outside of the frame. I need something to layer on top of the inside of the frame. Even without that. I tried to use the SharedMedia borders and they ended up just looking awful because they're flat out not designed to be used on frames that small.
If you are actually using the border feature in PB4 and want to change the border you can edit the border.tga file under the Aura module.
To demonstrate here are some pictures:
PB4 border:
No PB4 border (just the actual icons):
No PB4 border with icons zoomed:
Any way to get rid of the color on the border and just have plain black border instead of the bright red/green ?
(Turned it of thinking it was only effecting the coloration of the borders, not the entire texture and all, want the nice clean texture, but no bright colors)
Any way to get rid of the color on the border and just have plain black border instead of the bright red/green ?
(Turned it of thinking it was only effecting the coloration of the borders, not the entire texture and all, want the nice clean texture, but no bright colors)
Colors, Aura
You can change the colors but there's not really a way to remove them entirely. I probably should rework the color config because I believe I reused the colors in there for dispel types for the highlights.
Open a ticket and I'll see what I can do about it.
I was curious if there was going to be a fix on the vertical spacing bug? Incase you didn't see my ticket I made, when you go into configuration mode for party or raid, when you try to change the vertical or horizontal spacing, it does not update and I am forced to reload to see the changes when I change these values.
I was curious if there was going to be a fix on the vertical spacing bug? Incase you didn't see my ticket I made, when you go into configuration mode for party or raid, when you try to change the vertical or horizontal spacing, it does not update and I am forced to reload to see the changes when I change these values.
No I'm not gonna fix it....
Seriously, of course. There's just only so much time in the day. There's no obvious reason for why this isn't happening. We're doing what we should be doing to do it. I know I tested this at one point in time so I'm really not sure why it's broken now.
I'm not really inclined to do that because I've never seen anything like what you're talking about. What mob is this that has buffs mixed up with debuffs. Do you have a screenshot of this?
It's the Stonescythe Alpha in Hellfire Peninsula. I have all buffs on the right of unit frame, and debuffs below it to separate them. But these 2 buffs to the mob is seen with the debuffs. Thanks Shefki for taking your precious time ;)
Seriously, of course. There's just only so much time in the day. There's no obvious reason for why this isn't happening. We're doing what we should be doing to do it. I know I tested this at one point in time so I'm really not sure why it's broken now.
I noticed on the version PitBull4-r20090518073645 had the configuration that worked okay. I have this version in one of my interface packages and it seems to work fine, but it doesn't have all the neat features that pitbull4 has today. Also, thank you again for such a great addon! I know you only have such a limited time :) Sorry for intruding.
I noticed on the version PitBull4-r20090518073645 had the configuration that worked okay. I have this version in one of my interface packages and it seems to work fine, but it doesn't have all the neat features that pitbull4 has today. Also, thank you again for such a great addon! I know you only have such a limited time :) Sorry for intruding.
Thanks that's helpful I needed to do a bisect to figure out where we broke it. Not having a place where it worked was something I needed to figure out.
PitBull4-r20090420164633 works as well, just to let you know :) I hadn't updated this particular interface that uses this version, but this version does still work fine.
Sorry to come back again, but I replaced my pitbull4 with version PitBull4-r20090420164633 and the configuration vertical and horizontal spacing works awesome! I'm happy that I reverted to this version :) Also, I do hope you find the cause. Sorry again for intrusion.
Shefki, I made a comment to this effect against ticket 42, but maybe we could get some of your LuaTexts magic over here. Give us a code box and an events multi-select and we can define our own bar colors based exactly on what we'd like?
Would it be possible to have a general script-environment module that LuaTexts and a hypothetical LuaColors module can depend on? In theory anywhere there's a color we could make use of such customisation (also dispensing with ticket 319 (class/hostility coloring everywhere)). But maybe that's going too far. :P
EDIT: Just had another idea. Maybe we can have a Code menu that is a sibling to the Layouts and Units and Groups sections. We can define all of our LuaTexts (and other LuaBlahs) so we don't have to define exactly the same code snippets everywhere. Maybe this is worth a ticket? Hmmmm.
EDIT: Just made a ticket for that last edit. :) 431 - Code section to reuse LuaTexts or DogTags
.
My intentions for this is to move all the bar coloring code out of the HealthBar and PowerBar modules and into the general bar module type handler. This would allow all the bar modules to use the same code and end up with all the same options.
I'm skeptical of the need for a code system to configure this. I just can't imagine there's that many possible variations of what people want for their colors.
DogTags is flat out simply not set up to handle something like this at all. LuaTexts on the other hand could be adapted to do something like this easily.
So while I'm not gonna say that it'll never happen. I'm hesitant to heap on more complexity for users for something that I think we can fulfill most (read 99.999%) users needs without it.
Text was a pretty different situation because it's darn difficult to provide as many variations of peoples text configurations as people might want.
I know the bar coloring stuff is a popular request. It's fairly high up on my todo list. However, some additional performance tuning is at the top atm. I've got some architectual changes that I'm working on. They'll result in some pretty singificant improvements. While I'm by no means done with them I went from 160 seconds worth of CPU time in 30 minutes of AV to 45 seconds. Granted, this isn't a controlled environment. But the game even feels like it's performing significantly better.
The guts of this work is removing a bunch of work we're doing when the results of it would end up not visible to you. In particular, we tear down frames when there isn't a unit using them. This is good for our overall memory usage becuase we reuse the parts of the frames for other frames. However, if you've got a situation where your target is changing a lot or players are leaving and new players are joining your group. We're tearing these frames apart only to rebuild them seconds later.
When I'm done with this work singleton frames will never be torn down (target, pet, focus, etc) and group frames will only be torn down after you leave the group they're for.
It sounds relatively simple but I want to make sure it's right and frames aren't ending up messed up bofore I give this to you guys.
I disabled all the texts trying to fix it, but still no target frame at all.
Can you post your WTF file some place. If you need to open a ticket for PB4 and attach the PitBull4.lua file from WTF as a file to it. Thanks.
And umm why were you disabling texts trying to fix it?
The old cast bar disappeared when not casting (i.e. didn't have a background). That is no longer an option, since there is no alpha setting within the custom background color for the cast bar. Frames were cleaner this way.
When "Show Icon" is turned on for cast bars, the custom background color does not appear behind where the icon would be when not casting. This makes the frames look very sloppy.
Actually that has nothing to do with the custom background. There's a bug in the cast bar code that causes it to get stuck in a state where it thinks you're still casting when you're not. I haven't tracked down what's causing it. I believe it's only happening for the player so I have a good idea where the problem is but it's hard to reproduce on demand and I haven't gotten around to fixing it. If you start a fresh cast and then cancel it, it'll clear this up temporarily till it does it again.
The icon issue existed even without the custom background as well. We just need to set the icon background to match. But due to the way color settings flow through PB4 it's not easy to do this atm.
Ohh and there is an alpha. I removed the alpha from the color configuration because there's already an empty and full opacity config. Having it in both places was odd and because of the other config the background opacity didn't work becuase it was overidden.
(i use Roth on everything else and would love to be able to get the clean square borders on auras aswell)
The reason the borders in the Aura module don't use frame borders is because of that integrated border on the icons. Frame borders go along the outside of the frame. I need something to layer on top of the inside of the frame. Even without that. I tried to use the SharedMedia borders and they ended up just looking awful because they're flat out not designed to be used on frames that small.
If you are actually using the border feature in PB4 and want to change the border you can edit the border.tga file under the Aura module.
To demonstrate here are some pictures:
PB4 border:
No PB4 border (just the actual icons):
No PB4 border with icons zoomed:
Any way to get rid of the color on the border and just have plain black border instead of the bright red/green ?
(Turned it of thinking it was only effecting the coloration of the borders, not the entire texture and all, want the nice clean texture, but no bright colors)
Colors, Aura
You can change the colors but there's not really a way to remove them entirely. I probably should rework the color config because I believe I reused the colors in there for dispel types for the highlights.
Open a ticket and I'll see what I can do about it.
No I'm not gonna fix it....
Seriously, of course. There's just only so much time in the day. There's no obvious reason for why this isn't happening. We're doing what we should be doing to do it. I know I tested this at one point in time so I'm really not sure why it's broken now.
It's the Stonescythe Alpha in Hellfire Peninsula. I have all buffs on the right of unit frame, and debuffs below it to separate them. But these 2 buffs to the mob is seen with the debuffs. Thanks Shefki for taking your precious time ;)
I noticed on the version PitBull4-r20090518073645 had the configuration that worked okay. I have this version in one of my interface packages and it seems to work fine, but it doesn't have all the neat features that pitbull4 has today. Also, thank you again for such a great addon! I know you only have such a limited time :) Sorry for intruding.
Thanks that's helpful I needed to do a bisect to figure out where we broke it. Not having a place where it worked was something I needed to figure out.
Awesome! Works like a charm! Thank you again Shefki :p I appreciate everything you and Ckknight do.