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    posted a message on Sticky: BigWigs Developer Documentation
    Fantastic, thank you!
    Posted in: Raid AddOns
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    posted a message on PrivateChat: Using Private Chat, deploying to guild
    I haven't looked at the lua code so I can't answer all of your questions but a few of them are easy.
    Quote from Barracuda »

    When you enter no key, is it possible to get insite this channel ?

    Since it uses the guild addon channel anyone in the guild can potentially see your messages, at least in their encrypted form. Technically everyone in your guild is in the channel but without using an addon they will never see the messages and without the key they probably cannot read them.

    Would Blizz have something against using this, even when its only used inside guild and without a key (if not entering a key means it is not encrypted.)?

    How probable is it, that this will get banned ?

    Off hand I do not see why encryption alone would violate the EULA although it certainly could be used in behaviors which are against the terms of use. If you want a real answer on this one then post on the official forums and see if you get a response.

    If the encryption is not valuable to you then why are you trying to use a channel which requires an addon to access instead of a normal private chat channel or officer chat?
    Posted in: General AddOns
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    posted a message on Big guilds chat help
    Herio: Ok, then I just misread you, we're in agreement. Fortunately Syzgyn may be about to resolve the OP's problem entirely. Good luck with that.
    Posted in: Addon Ideas
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    posted a message on Big guilds chat help
    Quote from Herio »


    I'm thinking the best way to do this is to have everyone install and addon that will use the guild addon channel to select a relay (eg, via highest rank, then alphabetical) to communicate all messages through a private channel, from there you have the relay in other guilds take those messages into the addon channel for their guilds. Settings could propagate from the GM with a timestamp to insure when people log on, settings are compared and only the latest set is being used by every user.

    It does not seem like a super difficult project but I imagine that most coders won't have motivation to write this, since they are not in this sort of situation.


    That sounds overly complicated to me. It seems like you are advocating that the entire guild send uber-guild chat to a single player running the relay. If I'm misreading your post then ignore this.

    I believe the proposed solution from G2G is easier; both guild's members use their guild chat normally. Those members of either guild with the addon installed relay all guild chat in their own guild to a private channel and all messages from the private channel back into the home guild's guild channel.
    A player without any addons installed could then join either guild and see messages from the allied guilds appear in guild chat as transcribed by the relay operator. (ie you might see "[relay-op] [allied guild name] [allied guild's member's name] chat text...." for each message)
    The tricky part is then making sure the relays on the private channel coordinate appropriately instead of all of them relaying each message, which seems to have been the problem with G2G. You also need to realize that non-guild members could read the custom channel. Filtering out non-guilded chat would be easy enough but it could allow non-guild members to read the guild chat of both guilds and I don't think you can stop that easily.

    As Herio said, this might be a pain to develop, not because it is overly complicated but because it requires at least two wow accounts with members in two guilds to test it.
    Posted in: Addon Ideas
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    posted a message on ag unitframes problem
    Ag unitframes does hide the default frames, you probably have a second addon which is causing them to be unhidden. Disable your other addons to be sure and then start hunting for the culprit. Without knowing what else you have installed it is impossible to give more specific advice.
    Posted in: Unit Frames
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    posted a message on Is there a Player Range Checking mod?
    Quote from Jakobud »

    Also, maybe check out the bandage range checking technique. Could maybe also be used for another range to add to the drop down menu.


    A good point, I'll take a look.
    _________________________________________________
    Edit:
    Ok here are the options I have so far...

    CheckInteractDistance will tell me if any target is in sight and within either ~10 or ~28 yards.

    Any one carrying a bandage can check for friendly targets within ~18 yards

    Any one who trained "shoot" or "throw" can use IsSpellInRange to check for hostile targets between 8 and 30 yards. (However "attack" does not seem to work as a melee range check.)

    Every class with an instant melee range attack can use IsSpellInRange for hostile targets within 5 yards.
    Additional class specific abilities could be used for other range values but this gets tricky as talents can change the ranges and a character's level may then change the available options.
    _________________________________________________
    Overall I think it would be best to keep the display consistent between classes. It seems to me like giving each class different options would only lead to confusion. I'll mock up a little display using CheckInteractDistance and try to have it add in bandage range checking any time a player has any type of bandage in their bags. Hopefully those two or three data points are sufficient to position a raid.
    Posted in: Raid AddOns
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    posted a message on Is there a Player Range Checking mod?
    I need to double check that CheckInteractDistance works as advertised but I think there are really several features a hypothetical range check should cover.

    As mentioned in the original post it would be handy to know which raid members are within a certain distance of you. This should allow you to both avoid boss attacks and watch friendly abilities to stay within auras or aoe heals.
    It makes sense to associate this with oR2 or BigWigs as it should primarily be used in a raid.

    It looks like you can use CheckInteractDistance on hostile targets as well so I'd like to see range indicators on target frames or MT targets.

    Finally we have a separate case for pvp fights where you probably want to know about as many hostile targets as possible in order to try to track an opposing team.

    Given that the only distance information we can gather on a target is <= 10 yards, <= 11.11 yards, or <= 28 yards what kind of UI do you think would be helpful? Do you need to know who is close to you or only that someone is nearby? How much screen space can you afford to allocate to a distance indicator? How can I make it easy to read the discrete distance values available and have that information be useful?
    I'll start playing around with some ideas but I'd like to hear other people's thoughts on how they would want this to be used.
    Posted in: Raid AddOns
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    posted a message on Is there a Player Range Checking mod?
    It looks to me like http://www.wowwiki.com/API_CheckInteractDistance offers a nice way to do this, at least for some preset discrete distances. I'll look into it.
    Posted in: Raid AddOns
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    posted a message on Looking for a very simple bar mod
    Sorry I forgot that eliminating those parts of the default UI was not optional, I guess I've been playing with my current setup for too long.
    Posted in: General AddOns
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    posted a message on AGUF idea
    Aesthetically I like the idea but it might made a healer's life difficult.

    Suppose you are trying to spam heals on a target taking a lot of damage. The real value of their health may be alternating between 40% and 90% however the smoothed display shows it hovering around 65%. That makes it hard for a healer to estimate the real danger the target is in. It also makes it difficult for the rest of the group to see how hard a member is being hit.
    You'll have a similar problem with abilities such as execute; a large crit may put the target below 20% but the smoothed lag means you may not realize the attack is available.

    All of these can be addressed but any solution means the display won't look as smooth.
    1. You can cap the total error between the displayed percentage and the real value. That way a hit or heal within the error range will be smoothly updated but a large hit/heal will jump to within the error range and then smoothly fill in the rest of the difference.
    2. You can cap the time needed to bring the display in synch with the real value. So no matter how much your health changes the display will smoothly cover the difference over say 1 second. Unfortunately this causes large changes to look somewhat jumpy and small changes are very slowly reflected. Unless you set the time difference to be very small, and therefore ugly, you still encounter the problem with healing described above.
    3. My favorite approach would be to show a background bar which is always in synch with the real value and a foreground bar which shows the smoothed value. The foreground bar effectively shows your average health over the past couple of seconds and can smoothly update.

    You also might want to consider how you want the display to behave when you die. Suppose you are crit from 50% to 0. Do you like the idea of your lost health draining away as you lie on the ground or should it jump to 0 as soon as you die?
    Posted in: Addon Ideas
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    posted a message on Looking for a very simple bar mod
    Take a look at Bartender3: http://wowace.com/wiki/Bartender3
    Posted in: General AddOns
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    posted a message on Spyware and Addons
    Quote from tekkub »

    Quote from funkydude »

    bat files are usually pretty safe, we use them mostly for enabling load on demand for addons


    And batch scripts aren't compiled so the source code can easily be read, just like the lua/xml files.


    A fair point but for a non-technical player I would still tell them just to avoid running anything. I'm fine with authors distributing bat files with their addons as long as you are willing to assume that anyone unable to inspect it will just refuse to run it.
    (I'm sure you could come up with an addon that is very damaging to any character that runs it and such a player would never catch it but at least the lua files will never be able to touch the rest of the system.)
    Posted in: General Chat
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    posted a message on Spyware and Addons
    Quote from Rollibock »

    -How deep can an addon interact with the system? Is it possible to collect log-in informations with lua-code, or does it need help from "outside"?


    Short answers; it can't, no, and "outside" help makes no difference.

    Long answers:
    Warcraft severely limits what we can do with the Lua script in an addon. Addons have no access to any part of the system the game is running on. The only thing an addon can possibly change outside the game is the contents of its saved variables file and in that case the WoW client determines when to write to the file, what to name the file, and where to write it.

    Addon code cannot run until you log in with a character who has the addon loaded. Addons are not aware of the login process prior to character selection and do not have access to your account name or password at any point.

    "Outside help" is irrelevant with regards to WoW addons. If malicious code is running on your system it can capture your login credentials as a keylogger without any need to try to communicate with WoW addons. In fact attempting to communicate or modify an addon would only increase the chance it would be caught by Warden.

    My advice to anyone unfamiliar with this is to only use manually installed addons; you download an archive, extract it into your addons folder, and enable it in game. You never need to run any kind of executable installer, bat file, or anything else to use an addon, ever.
    Some projects like to bundle their addon in installers to make things easy but I think that does more harm than good. I would rather that players consider any executable in an addon as malicious and refuse to run it.
    Posted in: General Chat
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    posted a message on Sanity 2.0
    Speaking of column widths; is the primary column (showing item icon and count) resizable? When an item hits triple or quadruple digits you can no longer read the full item count and have to use a tooltip to get the total. I don't see a way to drag and adjust the width of the primary column but I could just be missing something.
    Posted in: General AddOns
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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Unless I'm missing something it also looks like Bartender prevents you from displaying your reputation progress bar.

    Open the reputation pane, click on a faction, and select "show as experience bar". It should add a second progress bar parallel to your experience bar showing your current reputation level with that faction (or replace your experience bar if you are at the level cap).
    Posted in: General AddOns
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