Probably along the lines of the alpha changes you've been making -- logged in today (hadn't logged in on Saturday at all), and all my bar colors seem to have changed. The class-colored health bars are a lot less saturated. I suspect this is due to some sort of alpha transparency now being utilized. Also my cast bar, which was green, is now white. I didn't touch any settings. Trying to parse through the immense changelog, I'm just not sure what you changed to make this happen. Any insight? I had everything looking perfect, and the rug was pulled out from under me a bit here.
Curse updater pulls alpha releases for this project for me. Note that other than choosing "color by class" for my health bars, I'm using all defaults.
Probably along the lines of the alpha changes you've been making -- logged in today (hadn't logged in on Saturday at all), and all my bar colors seem to have changed. The class-colored health bars are a lot less saturated. I suspect this is due to some sort of alpha transparency now being utilized.
There's always been some alpha transparency, but some things were actually not being applied properly. At one point we had two places where alpha was being applied. I yanked one of them out a couple months back. Recently, I noticed that in the process of doing that I broke the fade out that the CastBar has after a cast finishes is interrupted. So I put the code back and adjusted it due to some other changes. I do believe things are mostly correct now.
Also my cast bar, which was green, is now white. I didn't touch any settings. Trying to parse through the immense changelog, I'm just not sure what you changed to make this happen. Any insight? I had everything looking perfect, and the rug was pulled out from under me a bit here.
There was a bug that made the custom color not work on the CastBar. It would stay the default green regardless of the custom color setting. So I'd imagine you have the Custom color checkbox set on the layout for the Castbar. This is actually the problem that caused me to start working on all this.
The push you just did seemed to improve the brightness of my class-colored health bar, and I was also able to find the setting that was causing it to be less bright than expected. (Full Opacity slider. I guess this slider wasn't working before.) Thanks for the tip on the cast bar, that was indeed the issue.
Should be fixed in the latest alpha build. I've been fixing a bunch of wokiness with bar transparencies. So you may find more things that behave differently than before. Some of it may be intentional, but feel free to report it.
The push you just did seemed to improve the brightness of my class-colored health bar, and I was also able to find the setting that was causing it to be less bright than expected. (Full Opacity slider. I guess this slider wasn't working before.) Thanks for the tip on the cast bar, that was indeed the issue.
It worked, but it behaved inconsistently with how it was supposed to work.
I reopened it. In the future it'd probably just be easier to open a new ticket if I've closed a ticket and you've found more things.
Ok, will do.
It's actually Normal in English too. And I'm pretty sure this is somewhat intended. Defaults can't really be deleted without them coming back.
Ok.
I got a error once when I tried to change something and had accidently selected the (previously deleted) Normal layout. I'll open a ticket if I can reproduce it.
is there a guide for using this new version. finding it extremely frustrating trying to remove some of the text in the health bar.
highly suggest improving user friendliness spending more than 2 hrs fooling around with it is NOT fun
If you really don't like the LuaTexts you can always turn it off in Modules and turn DogTagTexts back on. Alternatively, you could post what you want done and someone will probably tell you the code or point you to where it's already been done.
Earlier you could shift\alt or ctrl leftmouse and get into the configuration for the unit, this isnt doable now ?
God no. This was horrible. It came up in combat. It was bound to a billion different things, so it was difficult to disable with Clique. Use /pb if you want to bring up the config or go into the Blizzard Interface and click the button to open our config.
Is the Use unfriendly colors option in colors, Aura on Friendly auras what you want?
Unless I'm screwing it up I don't think it is. To make it more clear what I'm trying to do. I just migrated from Pitbull 3 to Pitbull 4. My setup for auras was
Green for buffs, Red for Debuffs(no colouring by type) regardless of the target being hostile or friendly. With Pitbull 4 by default it's green buffs and red debuffs for friendly targets but targetting an unfriendly target has reverse colours(red buffs green debuffs). If I enable Use Unfriendly Colors while all unfriendly colors are tuned to red(I don't need colouring by spell type) then even targeting friendly targets gives me red buffs. If I switch unfriendly auras to green it has opposite results, while I do get buffs green on every target, I also get the debuffs.
Unless I'm screwing it up I don't think it is. To make it more clear what I'm trying to do. I just migrated from Pitbull 3 to Pitbull 4. My setup for auras was
Green for buffs, Red for Debuffs(no colouring by type) regardless of the target being hostile or friendly. With Pitbull 4 by default it's green buffs and red debuffs for friendly targets but targetting an unfriendly target has reverse colours(red buffs green debuffs). If I enable Use Unfriendly Colors while all unfriendly colors are tuned to red(I don't need colouring by spell type) then even targeting friendly targets gives me red buffs. If I switch unfriendly auras to green it has opposite results, while I do get buffs green on every target, I also get the debuffs.
I hope that's not confusing.
Nope it's not confusing. Thanks for the feedback, there's no good way to do that right now but that sort of stuff is on my todo list.
@ckknight - you should update the Pitbull 4 page on Curse. The second line is "It is currently experimental." which is scaring people away from using it (a guildy mentioned yesterday to me). Both the Curse page and the first post to this thread give the impression that PB4 is in alpha and is a long way from being road ready. Anyone who has used it knows otherwise. The Curse page and the first post in this thread should reflect its readiness state more accurately.
Hi,
Sorry to post here a feature request but there is no way I can make to reset my password into projects to post a ticket.
Here are my problems:
1. [BUG] Don't know why but the icons for leader/masterlooter in raid are not displayed for "Target" Frame. It works only on myself "Player" frame.
2. [FEATURE] Please add a posibility to switch between buffs/debuffs in case the target is a friendly unit or a hostile unit. Here is an example:
I have debuffs on top of my targets frame and buffs on the right. Since the space above the Target frame is limited, I would like to see the debuffs on the right and buffs on top but only in case the target is an enemy.
EDIT:
Just received the new password from after a pretty long time, but now I am able to write the ticket.
As for the bug, I will test at home and make another ticket if the issue is still there.
Curse updater pulls alpha releases for this project for me. Note that other than choosing "color by class" for my health bars, I'm using all defaults.
There's always been some alpha transparency, but some things were actually not being applied properly. At one point we had two places where alpha was being applied. I yanked one of them out a couple months back. Recently, I noticed that in the process of doing that I broke the fade out that the CastBar has after a cast finishes is interrupted. So I put the code back and adjusted it due to some other changes. I do believe things are mostly correct now.
There was a bug that made the custom color not work on the CastBar. It would stay the default green regardless of the custom color setting. So I'd imagine you have the Custom color checkbox set on the layout for the Castbar. This is actually the problem that caused me to start working on all this.
Thanks, everything fixed now.
It worked, but it behaved inconsistently with how it was supposed to work.
Ok, will do.
Ok.
I got a error once when I tried to change something and had accidently selected the (previously deleted) Normal layout. I'll open a ticket if I can reproduce it.
highly suggest improving user friendliness spending more than 2 hrs fooling around with it is NOT fun
If you really don't like the LuaTexts you can always turn it off in Modules and turn DogTagTexts back on. Alternatively, you could post what you want done and someone will probably tell you the code or point you to where it's already been done.
God no. This was horrible. It came up in combat. It was bound to a billion different things, so it was difficult to disable with Clique. Use /pb if you want to bring up the config or go into the Blizzard Interface and click the button to open our config.
Unless I'm screwing it up I don't think it is. To make it more clear what I'm trying to do. I just migrated from Pitbull 3 to Pitbull 4. My setup for auras was
Green for buffs, Red for Debuffs(no colouring by type) regardless of the target being hostile or friendly. With Pitbull 4 by default it's green buffs and red debuffs for friendly targets but targetting an unfriendly target has reverse colours(red buffs green debuffs). If I enable Use Unfriendly Colors while all unfriendly colors are tuned to red(I don't need colouring by spell type) then even targeting friendly targets gives me red buffs. If I switch unfriendly auras to green it has opposite results, while I do get buffs green on every target, I also get the debuffs.
I hope that's not confusing.
Nope it's not confusing. Thanks for the feedback, there's no good way to do that right now but that sort of stuff is on my todo list.
Thanks for all the great work!
Sorry to post here a feature request but there is no way I can make to reset my password into projects to post a ticket.
Here are my problems:
1. [BUG] Don't know why but the icons for leader/masterlooter in raid are not displayed for "Target" Frame. It works only on myself "Player" frame.
2. [FEATURE] Please add a posibility to switch between buffs/debuffs in case the target is a friendly unit or a hostile unit. Here is an example:
I have debuffs on top of my targets frame and buffs on the right. Since the space above the Target frame is limited, I would like to see the debuffs on the right and buffs on top but only in case the target is an enemy.
EDIT:
Just received the new password from after a pretty long time, but now I am able to write the ticket.
As for the bug, I will test at home and make another ticket if the issue is still there.
Why is it that when editing the settings for one element of my unitframes those settings are applied TO ALL OTHER ELEMENTS AS WELL?
Settings are not bound to the elements but to the layouts.
If you edit a layout all elements using that layout will be changed.
To have different elements look different yu need to create additional lyouts for each element that you want to look different.
GEEE, WHODA THUNK SOMEONE WOULD WANT THESE TO LOOK DIFFERENT FROM ONE ANOTHER?
Edit: Fuck this, I'm going back to bugshit aguf.
They were never linked in the first place, u just need to select what lauyot to use for each frame...