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    posted a message on Chronometer (Ace2'ed AceTimer)
    Ahah! Got it fixed :)

    It seems the latest revision (12637) doesn't include externals in the zip (I'm not a developer so my files come from http://www.wowace.com/files/). However the previous revision did (12597), so I just downloaded that, then overwrote it with 12637. Works great now! :D (thats timex gone! Only 6 more mods to convert to ace2 and I'll have completely removed Ace).
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    I assumed candybars was included in !!!Libraries. I downloaded it anyway to make sure, and the bars still don't appear properly.

    I'm not sure how I was the only one who got the zip without externals. Think I may try to download chronometer's again.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Yeah the version I downloaded seems to be missing it's libraries:


    Data\\Druid.lua:4: Cannot find a library instance of Babble-Spell-2.0.\n<in C code>: in function `error'\nAceLibrary\\AceLibrary.lua:454: in function `AceLibrary'\nData\\Druid.lua:4: in main chunk\n\n ---",

    The line 4 error applied to all the class files.

    Core\\Chronometer.lua:19: Cannot find a library instance of SpellCache-1.0.\n<in C code>: in function `error'\nAceLibrary\\AceLibrary.lua:454: in function `AceLibrary'\nCore\\Chronometer.lua:19: in function `OnInitialize'\nAceAddon\\AceAddon-2.0.lua:230: in function `InitializeAddon'\nAceAddon\\AceAddon-2.0.lua:110: in function `obj_method'\nAceEvent\\AceEvent-2.0.lua:244: in function `TriggerEvent'\nAceEvent\\AceEvent-2.0.lua:894: in function <...ce\\AddOns\\AuldLangSyne\\lib\\AceEvent\\AceEvent-2.0.lua:886>\n\n ---",



    Edit: Downloaded the libraries mod fixed the missing externals. Seems to work ok, however the bars are entirely transparent (except the glow marking the end of the bar). Also it needs a test function ^_^

    Great to finally ditch acetimer and timex though :)
    Posted in: General AddOns
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    posted a message on oSkin
    Can someone skin Clique and Outfitter please?
    Posted in: General AddOns
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    posted a message on BigWigs
    For the raid icon stuff you need only be promoted in the raid, the broadcast option does not affect it.


    Thankyou :)
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Ok I may well earn a smite for this question, but I have looked at the wiki/searched this thread.

    I was wondering about how placing raid icons works. My guild uses CTRA, I alone use bigwigs. They're not interested in using bigwigs, but they like the placing of raid icons instead of spamming people with raid warnings/whispers.

    So, does bigwigs have to be set to broadcast in order to place raid icons? Or is simply being promoted and having that module active enough?
    Posted in: Raid AddOns
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    posted a message on oRA2
    I believe Ammo wants to seperate it out, so that it isn't one big package - instead modular like oRA originally was- before he "releases" it. I could be wrong.

    It would be great to make a complete package release along side the modular. It will make it easier to convert some of my guildies over that way.


    I'm quite likely wrong, but having played with oRA in participant and leader situations I believe oRA's modules are in a single package and are loaded on demand as you use them.

    So join a raid, and the participant module will load. If you are L or A and you do something leaderish (set a MT, do a resistance check, etc) then the leader module will load.


    So you have a modulised oRA in one package. Participants would probably never notice the leadership functions. :)


    Well... I think I got it right o.O
    Posted in: Raid AddOns
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    posted a message on FuXPFu - (As inspired by Bant)
    It works perfectly and error free! I love it to bits!

    Edit: Although while playing with it I had a thought. A 'auto-text-type select' would be nice. So the bar text would change to whatever faction you started watching. Or if a bar was removed the text would switch to the remaining bar (so if you turned off the rep bar the text would change to exp, if there were no bars enabled the text style would changed to 'none). If a bar was enabled the text style would change to that bar.

    Just a random thought. It would have to be optional, as some people don't like their bar text changing from what they set to. And you'd prolly have to allow text changes to be made manually (the auto-text-type change would only happen when a bar was disabled/enabled/changed).

    The addon is perfect at the moment though ^^
    Posted in: FuBar AddOns
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    posted a message on FuXPFu - (As inspired by Bant)
    Ok tried the latest version with the new rep bar colouring and being able to show both rep and exp at the same time (yay! so exciting!).

    On first load I got this error:

    FuBar_FuXPFu\\FuBar_FuXPFu.lua:342: attempt to call method `Register' (a nil value)

    And the reps wouldn't show properly (under the rep picker there were no options) and the rep bar generally didn't seem to work (as a lvl 60 I haven't tested the exp bar funcationality, but it appeared as having a small spark at the beginning of the bar)

    I reloaded ui and got less errors and more functionality (I could choose reps, and the rep bar worked):

    FuBar_FuXPFu\\FuBar_FuXPFu.lua:60: attempt to index field `NoRepBarTex' (a nil value)

    Edit: I don't think the rep bar 'no rep' colour is saving properly. It defaulted to white after a reloadui.
    Edit2: Actually, the colour saves. But on the rightclick menu it sometimes looks white, even though it is the correct colour you picked.
    Also noticed (tested on a character below 60) that the exp bar doesn't disappear properly if disabled. The rep bar moved up to take the exp bars place, but the exp graphics didn't disappear.
    Finally I think there's a discrepency between the glow of the exp bar spark and the rep bar spark (rep bar spark being brighter).
    Edit3: The exp bar doesn't update unless you disable it then re-enable it.
    Posted in: FuBar AddOns
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    posted a message on FuXPFu - (As inspired by Bant)
    Yay for FU2 :)

    One thing that has been bugging me since FuXPFu's release is that when watching reputation there is bar text error. For example my bar text reads:

    Silverwing Sentinels: 4152 31% left (1848/6000)

    when it *should* read:

    Silverwing Sentinels: 4152 left 31% (1848/6000)


    Also some errors I got while playing with this addon (clean install and clean saved variables)

    FuBar_FuXPFu\\FuBar_FuXPFu.lua:258: attempt to call method `GetAttachPoint' (a nil value)

    FuBar_FuXPFu\\FuBar_FuXPFu.lua:320: attempt to index field `frame' (a nil value)


    I can post the full bug reports if needed (the lengthy ones bugsack generates)
    Posted in: FuBar AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    The "Buff" change is on purpose. The icon or the tooltip tell you what the actual buff is.


    Which is a shame as I liked knowing what the debuff I got was (assuming the qoute above applies to the debuffs as well, it seems too). The icons for debuffs don't always make sense if I don't know that class well enough (some duplicates with other skills).

    Also I noted debuffs that I cast on others weren't being picked up in Eavesdrop? (random examples as a warrior: thunderclap or deepwounds. Would show the damage but not the debuff affect).
    Posted in: General AddOns
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    posted a message on WitchHunt 3.0 for 2.4
    Had some thoughts. Is it possible to eliminate duplicate events? What I mean is I seem to see and emote 'mob becomes enraged' then the buff messages 'mob gains enrage'. So if the [enrage] part of the message is the same then only one message is shown (this seems to only apply to emotes and buffs).

    Also, is it possible to add a blacklist? so I can remove shoot and totems for example.
    Posted in: General AddOns
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    posted a message on oSkin
    I kinda like the style of this addon, understated and simple. Way UI's shoul be imho.


    Edit: Another request. Can someone skin the outfitter window?
    Posted in: General AddOns
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    posted a message on oSkin
    Wow this looks really nice. I hope the rest of the UI is skinned soon (the social pane, and perhaps the map, minimap, and other odds and ends).

    Edit: The loot window is a touch small though.
    Posted in: General AddOns
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    posted a message on EgoCast
    I believe I came across the idea in castoptions (or something similar) in the cosmos package. But the only way to get that is by running the whole cosmos package, which I'm not interested in doing (I'd rather run one set of libraries at once, really).

    Interestingly I got so used to it I thought it was the default behavior of the ui, and now really miss it, now that I've switched away from cosmos to ace and ace2 in the interests of memory/cpu efficiency.

    If there's an alternative or a potentiality of this being coded into a mod I'd love to hear of it.
    Posted in: General AddOns
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