Depends on the addon, what kind of changes are required, and how much you know about the parts of the WoW API the addon interacts with. It could be a simple fix on a single line that takes 30 seconds, or it could require rewriting major parts of the addon's core functionality and doing research into new API methods.
i you have a strong knowlege of grid2, lua and wow api, an hour i think. You have to:
-Fix initialConfigFunction in gridlayout.lua and gridframes.lua
-Recode healstatus.lua (remove healcomm stuff and use new heal-incoming api)
-Fix GridDefaults.lua for every wow class (remove or change spell ids)
I spent 5 hours to understand a bit and fix that stuff and it works at least for druids an its easy to fix for the rest of clases.
Unfortunattley i have very little knowlege of wow api, lua and grid2, so i cannot publish and support changes that i dont understand very well (initconfigfunction fix copied from current grid for example, some glitches, pets not showing).
Yeah, that's the big thing. If you can muddle through and fix an addon for yourself by copying and pasting stuff from forums, that's one thing, but we do ask that you not commit such "updates" to an addon's repository, or otherwise post a public update, unless you fully understand why the changes you made fixed the problem, and are willing and able to commit to supporting the addon. Otherwise, we end up with tons of addons that are now marked as updated, but still have nobody actually maintaining or supporting them, which doesn't really help anybody. :|
Yeah, that's the big thing. If you can muddle through and fix an addon for yourself by copying and pasting stuff from forums, that's one thing, but we do ask that you not commit such "updates" to an addon's repository, or otherwise post a public update, unless you fully understand why the changes you made fixed the problem, and are willing and able to commit to supporting the addon. Otherwise, we end up with tons of addons that are now marked as updated, but still have nobody actually maintaining or supporting them, which doesn't really help anybody. :|
think once i finish my a levels ill give learning this sort of stuff a go, im sure its quite helpful for when a patch comes and you want to sort things yourself
Yeah, that's the big thing. If you can muddle through and fix an addon for yourself by copying and pasting stuff from forums, that's one thing, but we do ask that you not commit such "updates" to an addon's repository, or otherwise post a public update, unless you fully understand why the changes you made fixed the problem, and are willing and able to commit to supporting the addon. Otherwise, we end up with tons of addons that are now marked as updated, but still have nobody actually maintaining or supporting them, which doesn't really help anybody. :|
I agree. I've fiddled with it partially but it's only good for myself. I don't even completely understand why it worked so there's no chance I would ever commit my experimental mess for public use.
I will patiently wait when someone does get the time and interest to update it. In the meantime, Grid works just as well with a few plugins.
I feel the new Grid1's options look very much like Grid2 now. Sure it's missing some of the perks like 1) configurable blinking indicators when auras are about to expire, 2) better inc heals configuration, 3) being able to create any number of text/icon/square indicators at any location, but otherwise it feels just like it.
This might be just speculation, but I think the Grid1 authors are trying to incorporate some of Grid2's better innovations into the original. They have more authors/maintainers and a larger user base to help develop it, so I can only believe that the future of Grid is still Grid1, while Grid2 has been mostly experimental in demonstrating what can be done to improve it.
I was using Grid2 for most of Wrath, but have had almost no problems converting back to Grid1.
If you guys have questions/suggestions/etc about Grid, you should be posting them in the Grid thread, not the Grid2 thread. ;)
That said:
1) I will never add any blinking, flashing, scrolling, or otherwise moving things to Grid. A plugin could easily add such features, though.
2) Incoming heals were more configurable pre-4.0 in Grid as well, because they relied on a library written specifically to monitor and communicate about individual spellcasts. Post-4.0, that library is no longer being maintained/developed, and Blizzard added API functions to obtain incoming heal data directly from the game client. The upside is that you can now see heals being cast by everyone in your group without everyone needing to run the same library. The downside is that Blizzard's API doesn't support any filtering by the type of heal, so you can't, for example, categorically exclude HoTs. I've added a minimum value setting to Grid's incoming heal status that you can use to filter out small heals, which effectively hides most HoTs.
3) It's not quite as flexible, but there are tons of plugins that add extra indicators at predefined locations. Eventually I want to rewrite the indicator system to be more modular, like Grid2's, but I'm not sure when I'll have time to do that.
i you have a strong knowlege of grid2, lua and wow api, an hour i think. You have to:
-Fix initialConfigFunction in gridlayout.lua and gridframes.lua
-Recode healstatus.lua (remove healcomm stuff and use new heal-incoming api)
-Fix GridDefaults.lua for every wow class (remove or change spell ids)
I spent 5 hours to understand a bit and fix that stuff and it works at least for druids an its easy to fix for the rest of clases.
Please PM me your modifications, having a look at them would be a huge time savior.
Just update to the last BETA version if Grid2 and in it's options (ingame) go to "debugging" and reset everything for grid2 (Grid2, Grid2Blink, Grid2Frame and Grid2Layout) then it works with all the addons it had (well those I have works) and grid stops being completely black
I set up the new Grid2, went to debugging and reset everything since i got a black box, but i can't seem to change indicators.. i was trying to add debuff-disease, poison, etc. as indicators for Border, but whenever i check them, they don't actually show up above as an option.
If yes, where do I find it (I have the german version, but should be able to find it with the english names)? Well I know, you can use the different layers for the indicators/status, but it doesn't work for the position of grid. For example, I would want to be Grid to be bigger on my healing toon, than on my dd, but it seems to always transfer to the other character, when I edit frame width or as said above the position.
I've been trying to get pets to appear in Grid2 for a couple of weeks and have been unable to. I *believe*, but am not sure, that the problem lies in the new initialConfigFunction that was recently added. I was hoping that maybe someone knew of a fix, or at least some insight on where to look further.
Note that I can get one pet unit to appear, and that is the actual unit named "pet". My test for this involves my two accounts, with my paladin and a frost mage with a water elemental pet in a group. In a party, my paladin cannot see the water elemental and gets an error message, but my mage can see the water elemental in Grid2 just fine. In a raid, neither the paladin nor the mage can see the water elemental, and an error is thrown for both players. The error is detailed here.
The problem is that the frame the status is throwing the error on has a unit named something like "partypetpet1" or "raidpetpet8". The "pet" is repeated twice in each one that's not working.
What follows is speculation, please set me straight if I'm wrong. :) initialConfigFunction appears to assign a suffix of "pet", even though the unit is already assigned "partypet1". SecureButton_GetModifiedUnit then takes the frame, appends the suffix to make "partypet1pet", and then does a gsub to switch the number and the pet suffix, resulting in "partypetpet1".
I thought that removing the line that adds the suffix attribute from the header's initialConfigFunction would be enough, but this did not work for me. If anyone has some further insight on how to get pets to show, I would love to hear it! :)
Any idea with grid2?
i you have a strong knowlege of grid2, lua and wow api, an hour i think. You have to:
-Fix initialConfigFunction in gridlayout.lua and gridframes.lua
-Recode healstatus.lua (remove healcomm stuff and use new heal-incoming api)
-Fix GridDefaults.lua for every wow class (remove or change spell ids)
I spent 5 hours to understand a bit and fix that stuff and it works at least for druids an its easy to fix for the rest of clases.
Unfortunattley i have very little knowlege of wow api, lua and grid2, so i cannot publish and support changes that i dont understand very well (initconfigfunction fix copied from current grid for example, some glitches, pets not showing).
Greetings
think once i finish my a levels ill give learning this sort of stuff a go, im sure its quite helpful for when a patch comes and you want to sort things yourself
I agree. I've fiddled with it partially but it's only good for myself. I don't even completely understand why it worked so there's no chance I would ever commit my experimental mess for public use.
I will patiently wait when someone does get the time and interest to update it. In the meantime, Grid works just as well with a few plugins.
This might be just speculation, but I think the Grid1 authors are trying to incorporate some of Grid2's better innovations into the original. They have more authors/maintainers and a larger user base to help develop it, so I can only believe that the future of Grid is still Grid1, while Grid2 has been mostly experimental in demonstrating what can be done to improve it.
I was using Grid2 for most of Wrath, but have had almost no problems converting back to Grid1.
That said:
1) I will never add any blinking, flashing, scrolling, or otherwise moving things to Grid. A plugin could easily add such features, though.
2) Incoming heals were more configurable pre-4.0 in Grid as well, because they relied on a library written specifically to monitor and communicate about individual spellcasts. Post-4.0, that library is no longer being maintained/developed, and Blizzard added API functions to obtain incoming heal data directly from the game client. The upside is that you can now see heals being cast by everyone in your group without everyone needing to run the same library. The downside is that Blizzard's API doesn't support any filtering by the type of heal, so you can't, for example, categorically exclude HoTs. I've added a minimum value setting to Grid's incoming heal status that you can use to filter out small heals, which effectively hides most HoTs.
3) It's not quite as flexible, but there are tons of plugins that add extra indicators at predefined locations. Eventually I want to rewrite the indicator system to be more modular, like Grid2's, but I'm not sure when I'll have time to do that.
Please PM me your modifications, having a look at them would be a huge time savior.
Link to Diff file, modified grid2, and some comments/explanations about changes sent via grid2 project ace page PM (not through forum pm).
Thanks a lot.
Updated: Its updated but no modules work, and the entire grid is black
Doesnt work
this was my grid2 set up, is it feasably possible to set up grid identically?
*cough*
*Nvm, a 2nd reset fixed it. my bad
If yes, where do I find it (I have the german version, but should be able to find it with the english names)? Well I know, you can use the different layers for the indicators/status, but it doesn't work for the position of grid. For example, I would want to be Grid to be bigger on my healing toon, than on my dd, but it seems to always transfer to the other character, when I edit frame width or as said above the position.
Any help would be appreciated.
I've been trying to get pets to appear in Grid2 for a couple of weeks and have been unable to. I *believe*, but am not sure, that the problem lies in the new initialConfigFunction that was recently added. I was hoping that maybe someone knew of a fix, or at least some insight on where to look further.
Note that I can get one pet unit to appear, and that is the actual unit named "pet". My test for this involves my two accounts, with my paladin and a frost mage with a water elemental pet in a group. In a party, my paladin cannot see the water elemental and gets an error message, but my mage can see the water elemental in Grid2 just fine. In a raid, neither the paladin nor the mage can see the water elemental, and an error is thrown for both players. The error is detailed here.
The problem is that the frame the status is throwing the error on has a unit named something like "partypetpet1" or "raidpetpet8". The "pet" is repeated twice in each one that's not working.
What follows is speculation, please set me straight if I'm wrong. :) initialConfigFunction appears to assign a suffix of "pet", even though the unit is already assigned "partypet1". SecureButton_GetModifiedUnit then takes the frame, appends the suffix to make "partypet1pet", and then does a gsub to switch the number and the pet suffix, resulting in "partypetpet1".
I thought that removing the line that adds the suffix attribute from the header's initialConfigFunction would be enough, but this did not work for me. If anyone has some further insight on how to get pets to show, I would love to hear it! :)