Added some enhancements to CastBarLatency:
- Now considers the clients invisible spell queue time. Values are taken from EJ and seem to be fairly accurate for me. Needs testing with other classes and other lag-scenarios tho. There's an option to influence the queue time but if you changed it from the default, make sure to say so in your feedback. Note: The values are supposed to work out of the box, changing it is a debug-only option for advanced users!
- Now considers GCD time. This setting assumes that the client does not allow you to start casting nor queuing the next spell while the GCD is still in progress.
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Sep 22, 2009Posted in: Unit FramesQuote from OddibleOn a side note, how come my Totems keep floating away. I upgrade to PB4 and now my DK runes stay where I want them but I end up with my Totems floating up to the left side of the screen and have to go to Indicators > Totema and turn them off then on to get em to re-appear where they are supposed to be.
Unknown bug. Submit a ticket and supply a screenshot please. Any info on how to reproduce it or trigger it is also helpful.
Sep 13, 2009Posted in: Unit FramesQuote from troufasany idea what is happening?
Hrm, I couldn't reproduce it ever since those last fixes on that bug I've done. I guess I'll have to do some pvp in hope to reproduce it.
Don't expect any fix from me over the next 7 days tho, will be out of town.
If you can provide any more details, really anything, that would help me find a sure-fire way to reproduce it, it would help a lot. Am I reading your comments correctly that the bug appears for you when entering/leaving bg's, but when you reload inside a bg it'll work all thruout that one bg?
Sep 11, 2009Posted in: Unit FramesQuote from troufas*some times.. usualy when i am in a combat in general and i press my totem button.. the totem doesnt appear in the totem bar.. it shows only the time remaining. I can fix this by doing /console reloadui but it will happen again sooner or latter..
This bug has been fixed shortly after the last beta available on curse.com was released. You can either try an alpha package from here or wait a little bit until the next beta package is released onto curse.
*At the simple aura editor settings there is a collum in which you can check all the buffs that you want to show on friends. well as i was trying it out.. i un-checked every songle one of them and i see no difference whatsoever.
I can't give an exact tip here but a general hint: When you change settings and apparently nothing changes, then you should make extra sure that you're actually editing the layout that is currently assigned to the units you're looking at.
Aug 27, 2009Posted in: Unit FramesQuote from GoncynNow I just read a random post on a random forum that said there was a huge performance penalty associated with using any of the "-of-target" frames, such as target-of-target or target-of-pet. Is that still the case? Why (very curious about the technical reason, so lay it on me)? Will it be fixed?
The units in question are the ones marked with a * at the end of their name in the unit selectboxes.
The semi-technical explanation is that blizzard doesn't send as many types of events for those unittypes. As such they have to be queried manually every so often for changes. I believe Shefki has already put some throttling mechanisms in place, but one need to be careful to not negatively influence the percieved reaction time to the user.
So in essence, there's still some room for performance fixes but you shouldn't hold your breath for it.
Mar 27, 2009Posted in: Unit FramesQuote from Amux79I checked it today and the castbar does not apper. The standard interface Castbar does not apper. Hmm... i do not know how i get it back. When i disable the castbar i have then no castbar.
Hiding Blizzard default elements is handled by the module HideBlizzard. If you want the default bar to show, then tell HideBlizzard in its options to show the castbar.
Mar 10, 2009I've just added a new module: CastBarLatencyPosted in: Unit Frames
This module will enhance the player (and only player) castbar to show an area-of-no-return at the end. Once the cast has reached the area it's very likely too late to cancel it. Users of Quartz will know and love this feature.
Please note: The actual latency value is guessed. The mechanics behind it use the same principle and accuracy that Quartz used. They do not use the "Lag" shown by the client at several other places.
Please let me know if it misbehaves for a config of yours. If it does, tell me what you did to your CastBar and how I can reproduce it. Screenshots in addition may also help.
The color of the overlay is configurable within the color section.
Mar 10, 2009Posted in: Unit FramesQuote from gregory2Was scared enough by 50% overall CPU usage with 5 simple frames and doing nothing so didn't tested with party/raid :) Is there any plans to improve perfomance ?
Thanks for the effort of testing but you've done it a bit too early.
It's been mentioned several times in this thread and in the comments and tickets that there has not been any big optimization pass. It would be wasted effort in this development stage where internals change still.
The presumed cause for the high usage is that some unittypes need manual polling for data updates. If that turns out to be the case then lowering the update rate or even introducing different polling frequencies per individual element could be possible ways to fix this.
So yes, there's surely plans to actually look at the performance later.
Quote from gregory2Just don't see how can it be optimized because you need to decrease CPU usage by like 10 times, may be there some flaws in general design ?
That's quite a wild speculation. :)
Did you read thru the code? Did the profiling you've done show the functions causing these numbers already? There's many things that could cause excess cpu usage and just as many things to fix or avoid them. When you have a bug or issue that causes increased cpu usage by 10 times and you work around it, then you've easily managed such an "unthinkable" gain.
Jan 3, 2009Posted in: Unit FramesQuote from silkfireHow do I manually add this to the PitBull code?
Just look into the portrait module and find where the fullBody setting is applied. Add your unitname checks in there.
That being said such a check against the unitname seems pretty inefficient and you would need to hardcode a static and localized list of mob names into your file. You could avoid the localization by checking the npc's GUID rather than its name, but you'd still need to supply a list of mobs with such modelbugs.
Hope these hints help.
Aug 5, 2008_ForgeUser1187123 posted a message on Ace2 libraries do not work from WotLK v18.104.22.16881.Posted in: Lua Code DiscussionQuote from Arrowmaster »
That one doesn't even make any sense...
Can confirm the same error currently.
Running disembedded. Fetched the Ace2 WotLK branch from svn. Made sure no embedded copies of Ace* are being loaded.
I've tried commenting out the check that spews the obsolete loading error and its return but AceDB still seems to have issues. Those issues manifest themselves in other ace addons like ClearFont2 finding their .db variable to be null.
The other ace2 subaddons "seem" to work mostly fine, it just has issues with acedb.
I will try to do some more debugging this evening but if you have any hints on what parts functions and variables to concentrate on I would appreciate them.
May 31, 2008I've commited a fix that should keep all totem timer frames working.Posted in: Unit Frames
I didn't manage to reproduce the exact errors you pasted, even with the given settings and entering/leaving parties yet, but with this latest fix the timers on your main player frame should at least keep working. (The error message you pasted may still occur.)
Apr 16, 2008Posted in: Unit FramesQuote from Darkclaw »
Just had the expiring totem blink stay on forever. Not sure yet how to reproduce it.
There's still a few situations that seem to make the pulsing bug out.
Just to clarify: the totem was gone (no new one in his slot cast) and it still was there pulsing?
EDIT: I've just commited a few fixes that should fix: 1) the issue of it not stopping to pulse 2) maybe fixes the missing border issue.
I still can't reliably reproduce the issue where some(?!) borders are missing.
Apr 15, 2008The last two updates added:Posted in: Unit Frames
- Expiration warning by a pulsing animation
- Framework to visualize the pulsing some totems do (not actually working yet)
- Slashcommand /pbtt for easier configuration
I've had a chance to talk to a Blizzard UI coder about an api enhancement for pulses. He's very willing to add the necessary info but has to run it by the designers first. They might not want to disclose that info to the player. We'll see.
Apr 4, 2008Posted in: Unit FramesQuote from Dragoon1988 »
Some totemborder fixed with the new update.
Some arent fixed
No happy news just yet. But at least I've had it happen to me on some rare occasions now. I'll see if I can find the exact problem.
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