Check, yes. Fix, no, as it doesn't have a public repository. You can, however, fix your local copy very easily. Open GridStatusChainWho.lua in Notepad, and replace this:
The locale change was made with the goal of reducing the number of libraries that are loaded only for Grid, as I don't know of any other addons using Ace2 that are still actively maintained and widely used. It had no effect on plugins outside of GridStatusRes, which was actually affected only because of changes I had made to it previously, and which I updated at the same time. Other plugins were temporarily and unintentionally affected for less than 24 hours, and only for users of bleeding-edge alpha versions.
The global module names change was made back in December. The latest release version actually still includes the globals. I'd also like to point out that I personally updated most plugins at the same time I committed the original change, updated others that I'd overlooked as they were pointed out to me, and sent PMs with patches to the authors of plugins without open repositories. If I'm doing all the work, why do you care so much?
All in all, I really find it quite silly that there is such a big fuss about alpha changes, especially alpha changes that have gone otherwise unremarked for months. If you can't stand things breaking occasionally, don't use alpha versions.
The locale change was made with the goal of reducing the number of libraries that are loaded only for Grid, as I don't know of any other addons using Ace2 that are still actively maintained and widely used.<snip>
There are actually quite a few (widely-used ones) listed in the Ace2 reverse relationships page.
guys, can anyone check and fix GridStatusChainWho? :(
So, I've probably posted more responses to this post than to any other single post ever, but I've been added as a maintainer on the project and posted an update. Once it's made it through the approval queue, you can find it on the original Curse page, or on a new WoWI patch page.
Edit: I'm not sure whether to be amused or annoyed, but my roommate was apparently intrigued by the concept enough to write his own version, and not tell me before he posted it. I'll keep GridStatusChainWho updated anyway (though I don't anticipate any more updates being necessary any time soon), but if you want to try an alternative, his is GridStatusHealTrace.
As Jerry, the author of GridAlert, is fairly active on the forums, I'd tend to take the view that he's no longer maintaining it, and won't update it myself, but you should be able to fix your local copy fairly easily.
Since I uninstalled Grid, I haven't used GridAlert. I do not plan to update it, as blindly doing so might be more hurtful than anything else. People interested in taking ownership can ask for it.
As Jerry, the author of GridAlert, is fairly active on the forums, I'd tend to take the view that he's no longer maintaining it, and won't update it myself, but you should be able to fix your local copy fairly easily.
New errors... any suggestion for a replacement, or maybe someone else will pick it up hopefully...
1x GridAlert-42\GridAlert.lua:450: attempt to index global 'GridRoster' (a nil value)
Grid-1.30300.1290\GridStatusHealth.lua:261: in function `UpdateUnit'
Grid-1.30300.1290\GridStatusHealth.lua:195: in function `Grid_UnitJoined'
Grid-1.30300.1290\GridStatusHealth.lua:188: in function <Grid\GridStatusHealth.lua:186>
I am using the most recent release version on wowinterface.com: 1.30300.1290. I also had the same issue with the most recent alpha release.
I'm having an issue that puzzles me. I noticed that when people died, I couldn't tell if they were in range any more. The only thing I had checked for Frame Alpha was "More than 40 yards away." The options I had for range were 10 yards, 30 yards, 40 yards, and 100 yards. I noticed the dead person range problem only occurred for 30 and 40 yard range checks.
But when I logged on to a different toon, the range checks I could do were 10 yards, 28, 38, and 100. Both toons were set to "Default" Profile.
i looked through the gridRange.lua file in the actual grid folder (not saved variables) and noticed that it only has a setup for 10, 28, 38, and 100. When I manually added:
local function checkRange40(unit)
return UnitInRange(unit)
end
and addRange(40, checkRange40)
it fixed not being able to tell the range of dead people issue.
However, puzzled by the issue of having different range checks on different characters, I decided to wipe clean my grid and try starting it over (I was due for a fresh setup anyways). I backed up my grid.lua in Saved Variables and deleted everything and reinstalled everything.
And then I realized: I could no longer find Center Text 2 as one of my Frame options. I vaguely seem to recall having had an extra mod like GridCenterText2 or something previously, but I definitely don't have it any more, nor can I find it anywhere on the internet. I ended up having to restore my grid.lua file in Saved Variables to get CenterText2 back again, and deal with the strange range issue by editing GridRange.lua again.
1. Frame > Advanced > Enable Center Text 2 indicator
2. The ranges you're seeing are normal. GridRange only directly registers checks for 10 yards, 28 yards, 38 yards, and 100 yards because those are the only ranges that the API allows addons to check directly. All other ranges require a spell or item with the desired range, and range checking is done by using the IsSpellInRange API to determine if the spell is in range of a given unit., which is why you only see a 40-yard range check on characters that have a spell with a range of 40 yards.
The UnitInRange function checks for ~38 yards, which is why there is a default range check of 38 yards available to all characters, so effectively the code you added just duplicated the 38-yard range check under a misleading name.
Grid attempts to be smart about things, and not register both a 38-yard range check and a 40-yard range check, which is why you see the 40-yard check available on characters with a spell that can be used to check a range of 40 yards, but see the 38-yard check available on characters that do not. The same thing is done with the default 28-yard range check, which uses the CheckInteractDistance API to query whether the unit is in range to be followed, and the 30-yard range check ,which requires a spell.
This means that if you want all of your characters to use a 38-40 yard range check, you should enable the 40-yard check on characters with a spell that can be used to check that range (eg. an unmodified copy of Grid has a 40-yard range check available in the configuration menus) and enable the 38-yard check on other characters. GridRange will only load one or the other, not both, depending on what is available for the current character, so this will not result in the same performance overhead as enabling, say, a 40-yard range check and a 100-yard range check on the same character.
Thank you for the detailed response. What about the range and dead people issue? Is my quick hotfix the way to go? when people died (or even myself) and didn't release, the frame alpha automatically greyed them out if I only used 30 or 40 yard range check, even if the bodies were still in range for Rez.
Without knowing anything about your particular settings, it's impossible to say exactly why you're seeing this issue (range checking works fine on corpses for me), but a simple solution would be to make sure that the alpha for the Dead status is at 100% and then assign it to the Frame Alpha indicator with a higher priority than the range check.
Without knowing anything about your particular settings, it's impossible to say exactly why you're seeing this issue (range checking works fine on corpses for me), but a simple solution would be to make sure that the alpha for the Dead status is at 100% and then assign it to the Frame Alpha indicator with a higher priority than the range check.
Wouldn't that just mean I can't tell when bodies are in range at all?
Probably. If reverting to an unmodified version of Grid doesn't resolve the issue, attach your saved variables to a post (and specify which profile causes the problem) and I'll see if I can figure out what the problem is.
Rollback Post to RevisionRollBack
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with this:
The global module names change was made back in December. The latest release version actually still includes the globals. I'd also like to point out that I personally updated most plugins at the same time I committed the original change, updated others that I'd overlooked as they were pointed out to me, and sent PMs with patches to the authors of plugins without open repositories. If I'm doing all the work, why do you care so much?
All in all, I really find it quite silly that there is such a big fuss about alpha changes, especially alpha changes that have gone otherwise unremarked for months. If you can't stand things breaking occasionally, don't use alpha versions.
Actually, I took another look, and as per its project page, it's in the public domain. I'll see if I can be added as a maintainer so I can update it.
There are actually quite a few (widely-used ones) listed in the Ace2 reverse relationships page.
That's kind of sad. Grid depends heavily on AceOO, but for most of those addons a basic conversion to Ace3 should be fairly straightforward. :(
So, I've probably posted more responses to this post than to any other single post ever, but I've been added as a maintainer on the project and posted an update. Once it's made it through the approval queue, you can find it on the original Curse page, or on a new WoWI patch page.
Edit: I'm not sure whether to be amused or annoyed, but my roommate was apparently intrigued by the concept enough to write his own version, and not tell me before he posted it. I'll keep GridStatusChainWho updated anyway (though I don't anticipate any more updates being necessary any time soon), but if you want to try an alternative, his is GridStatusHealTrace.
how can i change the buttons, so i can see 10 letters ot the nicks?
Add it to the top of each file.
As Jerry, the author of GridAlert, is fairly active on the forums, I'd tend to take the view that he's no longer maintaining it, and won't update it myself, but you should be able to fix your local copy fairly easily.
New errors... any suggestion for a replacement, or maybe someone else will pick it up hopefully...
lots of other errors with GridRoster
at the top of files referencing it.
I'm having an issue that puzzles me. I noticed that when people died, I couldn't tell if they were in range any more. The only thing I had checked for Frame Alpha was "More than 40 yards away." The options I had for range were 10 yards, 30 yards, 40 yards, and 100 yards. I noticed the dead person range problem only occurred for 30 and 40 yard range checks.
But when I logged on to a different toon, the range checks I could do were 10 yards, 28, 38, and 100. Both toons were set to "Default" Profile.
i looked through the gridRange.lua file in the actual grid folder (not saved variables) and noticed that it only has a setup for 10, 28, 38, and 100. When I manually added:
local function checkRange40(unit)
return UnitInRange(unit)
end
and addRange(40, checkRange40)
it fixed not being able to tell the range of dead people issue.
However, puzzled by the issue of having different range checks on different characters, I decided to wipe clean my grid and try starting it over (I was due for a fresh setup anyways). I backed up my grid.lua in Saved Variables and deleted everything and reinstalled everything.
And then I realized: I could no longer find Center Text 2 as one of my Frame options. I vaguely seem to recall having had an extra mod like GridCenterText2 or something previously, but I definitely don't have it any more, nor can I find it anywhere on the internet. I ended up having to restore my grid.lua file in Saved Variables to get CenterText2 back again, and deal with the strange range issue by editing GridRange.lua again.
Any thoughts?
2. The ranges you're seeing are normal. GridRange only directly registers checks for 10 yards, 28 yards, 38 yards, and 100 yards because those are the only ranges that the API allows addons to check directly. All other ranges require a spell or item with the desired range, and range checking is done by using the IsSpellInRange API to determine if the spell is in range of a given unit., which is why you only see a 40-yard range check on characters that have a spell with a range of 40 yards.
The UnitInRange function checks for ~38 yards, which is why there is a default range check of 38 yards available to all characters, so effectively the code you added just duplicated the 38-yard range check under a misleading name.
Grid attempts to be smart about things, and not register both a 38-yard range check and a 40-yard range check, which is why you see the 40-yard check available on characters with a spell that can be used to check a range of 40 yards, but see the 38-yard check available on characters that do not. The same thing is done with the default 28-yard range check, which uses the CheckInteractDistance API to query whether the unit is in range to be followed, and the 30-yard range check ,which requires a spell.
This means that if you want all of your characters to use a 38-40 yard range check, you should enable the 40-yard check on characters with a spell that can be used to check that range (eg. an unmodified copy of Grid has a 40-yard range check available in the configuration menus) and enable the 38-yard check on other characters. GridRange will only load one or the other, not both, depending on what is available for the current character, so this will not result in the same performance overhead as enabling, say, a 40-yard range check and a 100-yard range check on the same character.
Wouldn't that just mean I can't tell when bodies are in range at all?