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    posted a message on I guess MobSpells needs a thread.
    Not much activity here (I assume this is still the official thread, can't find other candidates through a forum search), but since I started using it some time ago I've found it one of the most simple & useful addons ever. A list of spells a mob casts, coloured by magic school, on the mouseover tooltips makes marking in heroics and raids so much easier.

    There's a single thing that bothers me a bit, however. Memory usage. Now that my database has had some time to grow, right after logging in the addon uses some 6-7 MiB of memory according to PerformanceFu. I assume this is because the entire database is loaded into active memory. Is it at all possible to prevent this? I'm not overly familiar with the way the addon system in WoW is implemented, but maybe there is a way to not fetch saved data into memory until it's actually needed? Say, load it dynamically when entering a relevant zone, or maybe even just when a mouseover tooltip for a mob of a certain name is requested?

    Apologies if this idea is completely ridiculous/impossible, but I guess it couldn't hurt to ask. Right now the memory usage is the only thing stopping this addon from being perfect for me.
    Posted in: General AddOns
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    posted a message on UnderHood Official Thread
    Thanks for your response Anadale.

    Quote from Anadale »

    IMHO LibHealComm integration is needed for healers, and, having a restodruid as an "old main", I can tell you - I'll never, never will use UH as a healer. It's for damagers :)


    I agree that UnderHood's frames are not likely to be used by many healers. However I play a tank as my main and having a LibHealComm enabled health bar is a godsend while tanking. I could of course show the VisualHeal PlayerBar, but one of the nice things about Pitbull's frames was that I didn't have to as it was built into my "normal" health bar. So I still think LibHealComm support would be a valuable addition. Even for DPSers it can be useful to see whether you have a heal incoming when you've taken damage - do I take a health pot/bandage or not?
    Posted in: General AddOns
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    posted a message on QuickHealth
    Very interesting. I haven't actually tried the test addon as the values in the screenshot say it all for me. Pretty certain that this is indeed what I'm witnessing on my Grid with QH enabled. Thank you for doing the work to better bring the problem to light.

    As far as I can see, your code is able to give a value for a player's health that keeps the fast updates provided by QH, but at the same time removes the delayed "echo" like values caused by the slowness of UNIT_HEALTH updates.

    If this could somehow be implemented in LibQuickHealth itself, that would be fantastic. When I'm playing a healer I love the idea of faster health updates (and the test log you show points out how scarily slow the UNIT_HEALTH updates can be), but the jumps that the current QH causes end up affecting my healing negatively as they cause me to cancel heals at the last instant that later turn out to be needed after all, or waste mana by finishing the cast on heals that end up landing on a full health tank.
    Posted in: General AddOns
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    posted a message on UnderHood Official Thread
    Just discovered this addon and I'm delighted at what it can do. Working on changing my interface so that I can live without Pitbull entirely.

    A few things I've found so far that could be improved:

    * Unit portraits always show borders after logging on, even if the portrait border is disabled. Enabling and disabling again does hide the border, but next logon they're back.

    * More options for bars to be automatically hidden when there is nothing for them to show. For example castbars when nothing is being cast, or power bars for units that have none. Right now these things show an empty but visible bar.

    * Support for LibHealComm (apologies if this is already present and I just managed to miss it)

    * In Pitbull I sometimes liked to hover my mouse over a unit frame to see certain information the frame did not show, but that my mouse tooltip (generated by CowTip) does, this way I don't have to show every single bit of information on the frames for all of player, target, focus, pet, etc. . However UnderHood frames do not show tooltips on mouseover. Would it be possible to add a per-frame option to show the tooltip, similar to the Interactive option that allows it to catch mouse clicks?
    Posted in: General AddOns
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    posted a message on QuickHealth
    I've been trying out QuickHealth as a Grid-using healer, but I have to admit it's not working as well for me as reported by some here. Rather than just showing health changes on raid members quicker, it seems that it causes the health shown on Grid to become very "jumpy".

    I can't be exactly sure of what's happening as it all happens very fast, but it appears as though after a health change on a raid member, Grid shows me the new health amount instantly (as it should, from QH), then suddenly jumps back to the old percentage for a fraction of a second, and then finally settles again on the new health amount. During this sequence of events I'm rather lost as to whether the tank needs a heal or not.

    But as I said, I can't be exactly sure of what's happening, just that the health of players seems to jump more than the in game situation could explain. I can think of another possible explanation: Suppose a tank is at 100%, and gets hit for 25% of its health. QH processes this correctly and shows the tank at 75%. The server prepares to send the client a proper health update for the player's new 75% health status as well - redundant information since the player runs QH, but the server doesn't know that. Suddenly, the tank gets hit for another 50% of its health, reducing the total to 25%. QH processes this combat log entry immediately as well, updating the displayed percentage as 25%. Right after this, the health update the server was preparing arrives and is processed by the client's code, telling Grid that the tank is at 75% health. And finally, the server sends another health update after the 2nd hit, now telling the client the tank is at 25% health.

    In short, the actual tank's health progresses as follows: 100% - 75% - 25%
    But, if the above is anywhere near the truth, it would appear as: 100% - 75% - 25% - 75% - 25%


    I realise this may sound a little far fetched, but I'm just trying to come up for explanations of what I'm witnessing. Anyone have any idea whether this could be anywhere near the truth, or if not, what could better explain this?
    Posted in: General AddOns
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    posted a message on GridLayoutPlus
    While I'm running Grid with a GridLayoutPlus layout in Alterac Valley, my game seems to hang for a very short instant every 1-2 seconds, which is obviously rather annoying. Is this a known problem? If not, any idea what I could try out to remove this? Any "standard" Grid layout runs completely smoothly.
    Posted in: Unit Frames
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    posted a message on MagicMarker - Raid Icon Marking made simple
    Quote from NeoTron »

    I think I don't really think it's too horrible if you start tanking circle (shackle) instead of star (2nd tank) or whatever. With 2.4 out I might change things around but overall it's kind of messy to force things to be what they are not.


    I would have to disagree. If I tell my raid that symbol X is the 2nd tank target and symbol Y is a CC, it will cause confusion if I were to suddenly mark up the 2nd tank target as a CC. And at least for me this situation is very common, as when my guild learns new content we tend to use maximum CC, but when we're comfortable enough with a trash group we always leave two targets to be tanked so that the 2nd tank can build threat and speed things up big time by allowing full DPS on each target beyond the 1st. Maybe the database could have an "always CC" option for each mob for those situations where mobs should be CC'd regardless of the minimum number of tank targets, beyond having 1 tank target of course? (think of the Skeletal Ushers in Kara before the Opera event)

    Other suggestions for things I'd like to see in this addon:

    It would be nice to have the ability to explicitly define a kill order to use in the announcement of raid targets, optionally with player names. I realise I can type this manually or make into a macro, but the former is time consuming and the latter is cumbersome to do during a raid.

    Also, could the new graphical symbols in 2.4 be used instead of names for the symbols? I realise that this might be on its way already (or maybe even implemented by now), but thought I'd mention it just in case.

    Keep up the good work on this addon, it's looking very promising!
    Posted in: Raid AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    I'd like to make a few suggestions to possibly improve this great addon even further (quite a list but all of them quite minor, listed in order of what I consider important):

    * Increase the upper limit for the number of lines. At a comfortable font size, 20 covers about half the height of my screen, while Eavesdrop is perfectly suited for putting on one side of my screen and covering most of the screen height.

    * Make mouse wheel scroll speed configurable (or rather, the number of lines scrolled for every "tick"). One line per scroll tick is very slow, while the page-by-page scroll is a bit too much.

    * Currently, most of the config is shared between characters, however the position of the Eavesdrop window seems to start off at the screen center on every one of my characters. Could the position also become a "shared" setting? This would be consistent with almost every other Ace addon around.

    * Another scrolling suggestion: Add a scroll lock like feature. In other words, a setting that can be toggled quickly where new information is still added to the log, but the log isn't scrolled down to follow, regardless of whether the log was scrolled up to begin with. Could be done with a simple button like the one used to call up the highest hits/crits/... window right now.

    * Make the option to show tooltips quickly accessible, this too could be done with a simple button on the main window. Normally I like the window to be click-through, but sometimes I'd like to be able to call up tooltips, and going through the configuration menu to switch every time is a pain.

    Hope some of these suggestions can be taken into account, and keep up the great work!


    Arjen
    Posted in: General AddOns
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    posted a message on Pet for Grid
    Great to see this problem gone and looking forward to seeing pet support in mainline Grid... and hopefully soon after my own little holy grail of Grid layouts - GridDynamicLayout with a pet section :-)

    Arjen
    Posted in: Grid & Grid2
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    posted a message on Sanity 2.0
    Quote from Samasnier »

    I was wondering that myself.


    Likewise - in fact I'm noticing this "problem" with every Ace addon so far that I've tried that adds info to item tooltips - Mendeleev, KC_Items, etc. . None of them will display any info in the tooltip shown when clicking an item link in chat.

    Does anyone have any idea why this is the case? So far I've asked about this in the Mendeleev thread as well as #wowace, but I'm still no closer to knowing the reason, let alone to a possible way to improve this behaviour.

    If EnhTooltip (from Auctioneer) can do it, why can't Ace?

    Arjen
    Posted in: General AddOns
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    posted a message on Mendeleev [PT3]
    Is it possible to show the Mendeleev info also in tooltips that appear for right-clicking items in chat? Auctioneer's tooltip (with data from Informant) does show on right-clicked item links, so right now I'm using that in addition to Mendeleev... but obviously I'd love to get rid of Informant and use Mend only.

    Arjen
    Posted in: General AddOns
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    posted a message on Assessment - Official Thread
    I posted about this in the old thread which seems to have been deleted (or I'm just not looking well enough?) - my apologies if this was answered there but I didn't get a chance to see any replies.

    This is about Assessment's "Damage Dealt" display, when diving into the details for a particular ability for a particular player. When playing my warrior, a spell like Shield Slam will have a complete list of hits (with damage dealt), misses, etc. . However where abilities that never deal actual damage, such as Sunder Armor, are concerned, only failed applications will be listed. Which means that for Sunder Armor, the total count actually only includes failed sunders - succesful "casts" are nowhere to be found. This of course makes the information far less useful than it could be as there's no way to see the ratio between success and failure for a particular ability.

    Is this something that can be fixed easily, is there already an option for this that I overlooked, or is there a special reason this is the way it is?

    Arjen
    Posted in: General AddOns
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    posted a message on ArcHUD 2.2 (2007-06-11)
    Quote from Lorelei »

    Quote from Kyron »

    It's just me or there's no way to hide my own name displaying in the exact center of the screen, i mean, i know my name :)


    There are options to disable nameplates, and the player nameplate (yours) is one of those. At least I think that's how I disabled it. It's definitely not there anymore. :)


    That's how I'd expect it to work, however turning that setting on or off makes no difference - the nameplate over the player stays there.

    I just discovered ArcHUD and am liking it a lot, however the nameplate annoys me since I don't need it there and have other unit frames that I can use when I want to target myself or right-click to change certain options.

    Is the inability to turn this off a bug, or am I simply looking in the wrong place for the setting?

    Edit: Well have I ever. After doing a /reloadui, the nameplate's gone. :-)

    Arjen
    Posted in: General AddOns
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    posted a message on SpamSentry - Ace2 release
    I use SpamSentry mostly to report bots. However recently I have been told by GM's that in addition to the location, time and name of the reported character, they also need to know which mobs the bot was killing. I understand that it will be difficult if not impossible to automatically save this info, however a feature to be able to add manual notes for this would be very useful.

    Arjen
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    I've had various problems with CDT2 myself, and at some point actually decided to dive into the code and see what I could do.

    There are two things I hacked in, to at least some level of success:
    - Profile support
    - A fix for the issue where when an item is on a short cooldown different from its "real" one (such as right after equipping it), that cooldown is remembered for that item for the rest of the session

    I based this on r26541 and since someone else seems to want profile support I might as well offer it for download. But first:

    DISCLAIMER: This is a very quick hack resulting from looking at the code for less than half an hour and applying some edits. I'm not very familiar with LUA, or writing Ace addons. I will not support this code in any way, nor will I take responsibility from problems arising from it. Lastly, if the author of this addon doesn't like seeing this modified version, I will remove it.

    Having said that, download my version here: http://xyx.nl/~arjen/CooldownTimers2_modified.zip

    Arjen
    Posted in: General AddOns
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