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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from andreasg »

    If anyone is interested in my todo list here it is (in no particular order)

    - Rewrite aura system to allow seperate placement of buffs/debuffs and inside frames
    - Proper sorting of party (pastamancer is working on that)
    - In/out of combat notification (pastamancer is working on that too)
    - Disable/enable highlighting
    - Add option for portraits
    - expand theme system to allow multiple background frames (for example perl uses multiple background frames)
    - Raid groups can stick together
    - Make raid anchors hidable
    - Add maintanks perhaps through oRA

    and all the stuff I didn't think of this second


    I did a version while you are on vacation but bit off more than I could chew. I did have the highlight selection option enabled and working (as far as I can tell) so this weekend I'll branch the current revision then readd that option, then you can merge what you need to in to the trunk (if this is how you would prefer to do it...)
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Harem »

    Same problems, No ToT, and the targets health is freezing up


    Yeah, I can echo that as well - all the frames are updating health/mana/bars very very sporadically.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Miles »

    I've just found a new choke-point: performance drops when someone is targetted in a really busy fight. Added origin tracking to UpdateAuras, and it showed 700k calls in 1 hour of raiding from UpdateMetro(), at 1.4M frames rendered in total (AuraQueue calls). That's a call every other frame, maybe more in a fight.

    Switched to metrognome + 0.5s updating @ target's target. I have no idea why the other code went crazy, but the stats for a Nef kill was:

    Method - Calls Time
    UpdateAuras: 3328 0.768
    UpdateAll: 809 0.499
    UpdatePower: 9090 0.157
    UpdateHealth: 4524 0.247

    Aura Call Counters:
    aUF-Metro: 565
    Auras Dispatched: 2087
    Auras from UpdateAll: 676


    Updated at http://elektron.ewi.tudelft.nl/~chkwok30/oekaboe/ag_UnitFrames.zip (note: another see problem, patch problem (hansaplast style) release. If you can wait - get updates from svn)

    [edit] spelling


    Yeah, I have been noticing the same issue (with the base agUF version.) It seems to have only started really since this patch, however, which is odd. I hadn't had a chance to track down the exact culprit yet, but it directly correlated with having a player targetted. I'm noticing that when in raids my kib/s rate is very, very high - usually running in the 50-100 range. This doesn't cause any FPS loss however, and things kind of churn along. Eventually, though, it will get to a point where it starts to hit my FPS and if I have a unit targetted my FPS will grind to a halt (I have a high-end ATI card.) As soon as the target is cleared, immediately back up to 60 FPS (LCD monitor with V-sync.) Exiting and reloading WoW will fix the problem for a while, but the FPS drop eventually comes back.
    Posted in: Unit Frames
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    posted a message on Detox
    Quote from Cal »

    With the latest SVN af of a short while ago, if I mouse over the Detox button on my FuBar, it resets ever plugins tooltip background to be transparent.

    I can correct it by changing the global tooltip transparency in the Fubar options, andit stays.. as long as I dont mouseover Detox again.


    That's a FuBar problem, not Detox.
    Posted in: General AddOns
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    posted a message on Detox
    Quote from maia »

    Quote from Kir »

    i know, all of you don't like ctra, but take a look how debuff curing options implemented there. A bit complicated ofc, but flexible


    This is the last time I'm saying it:

    a) only dewdrop is available at the moment, I won't program any UI stuff besides dewdrop.
    b) I need detailed suggestions, drawings, examples etc.

    or:
    c) go and build an interface, branch off Detox and publish it.


    A quick preliminary question then I'll follow-up with a mock-up or detailed description based on the answer:

    Is it easy to pull-in and sort the table of units generated from RosterLib by class or group? As in once you have the roster, is it easy to change the ordering on the list that goes to Dewdrop?

    I have a pretty good idea of how this can be setup and still be somewhat maintainable from a single menu with some easy "shortcuts" for selecting prioritization.

    As a side note: I do echo the notification of a detox performed as it was handy. Also, the thing I also miss from Decursive is the sound on notification. For me, that was just a subtle notice that something was up that needed a dispel/decurse/whatever. I actually tried to add a PlaySoundFile line at the bottom of your code where you populate the list as I only want the sound to be played when it is deemed "worthy" to show up in the list. The issue was however, the sound would be played twice on each person added to the tooltip. I didn't really check in to the loops to see what would cause it to happen twice, whether it was really not a good spot to add that sound or if something was going on that caused a person to be looked at twice, but I at least want to throw it out there as something I saw.
    Posted in: General AddOns
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Kimat »

    I think you're supposed to be creating branches when you're going to do a lot of changes... That way the original author can check it all out and merge it into the trunk if he likes it.


    Yeah, the more I think about it the more I realize I confused initiative with overstepping my bounds.  The Highlight Selected was pretty much all in, there was just no option to toggle.  The background option is pretty bad as well.  The textures I added in the first place, so I'm not too worried about that one.  The bucket event change was just lame on my part.

    Ah well, live and learn.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Nuke »

    Downloaded latest SVN and when i got raid frames on,KB/s increases very fast by up to 50 after 1m of playing.


    I think that is why tekkub/mik reverted that - changing the bucket event to 0.2 seems to be very, very, very bad. The reason I didn't see that before is because MiniPerfsFu doesn't seem to work until you have been logged in for a bit.

    I want to check with tekkub to make sure there isn't something else I'm missing with my revision, then I'll see about resubmitting without that change as I think the other feature additions are safe...
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Shabador »

    Hm. Some people are experiencing lag in the raidframes. A 0.5 second one. Is there some updaterate that's possible to set?


    Um, you are going to have to get a whole lot more detailed than that. Who are these "some people?" Are you experiencing lag in raids? Have you tried to test stuff to determine the cause (either through disabling/reenabling, getting debug tools, etc.)?
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Josian »

    This may be already posted, it'd be hard to imagine that it hasn't been reported.

    I tried out AG_Unitframes last night and had two problems.

    The first one is that the F2 an F4 positions were reversed in their display.  I actually had someone die to this, and had to change out of these frames.  So on screen I had:

    Me (F1)
    F4
    F3
    F2
    F5


    Default keybinds for targetting party members, etc. 

    This is in the oUF style.

    The second problem was also fairly major as it obstructed view of hp bars - when showing the buffs under the frame, it wouldn't move the other group members to be spaced apart further, so that the buffs overlayed their frames.

    I loved these frames and want to switch back - but I can't until these two issues are addressed, preferably in the oUF layout.  I think the problems spanned other layouts but it was about 5am so I didn't test it as thorougly as I could have.

    Look forward to having these addressed, I love these frames. =)


    Unless I'm really missing something the frames aren't stuck together - you move them freely as you wish. So if the buffs are going over the frames, move the frames out of the way. Same thing if the ordering isn't correct...
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from darkforce898 »

    i love these unitframes but i have some things i would like added or told how to do,

    change the font



    Changing the font is easy and has been mentioned several times in this thread already. Please read through the thread pages and/or search. If you go to the Layouts directory and the individual layouts in that directory - you will see where to change them.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from cladhaire »

    Convince ag to talk to me, and you can have all of WatchDogs [custom] tags in your aguf =)


    Ooooh. Ag: Doooo it. Do it. Do it.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Samasnier »

    Resting, combat, PvP flags would all be awesome.  Being able to see percent and difference, as already stated above, would make my day.

    I'd also like to request the addition of a font scale independent of the frame scale, as in IceHud.  I have my frames set to 149% size and I still find the text a little hard to read.


    If I think what I think you're thinking on the PVP flags, those are already in.

    And yes, I really did want to get to use "if I think what I think you're thinking" in a sentence.

    Regarding the fonts - I do agree some scaling would be nice for that, but have you tried to modify and use your own fonts? It is extremely, extremely easy to do with the layout style that is in place (see the Layouts folder.) You could easily take a style, copy/paste the file and rename it to something you want, modify it how you want, then add it to the main XML file in that folder to get it to appear in WoW. Personally, I use my ClearFont font, and it really is a huge difference.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Murialla »

    Hm, I just noticed that I'm not seeing an indicator for when I'm in combat. Am I missing something or is that not in yet?


    Resting and combat aren't in at the moment.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from maximoz »

    Hmmm toggling the smart statusbar text makes the hp bar text disppear. Is that suppose to work this way ?


    Yes.
    Posted in: Unit Frames
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    posted a message on SCT 6.0 / SCTD 3.0
    Ah, nothing to worry about :) Like I said, people make mistakes and such (especially me :) ) so I really wasn't jumping on your case per se, just all the other people that were thinking about posting the same question :)
    Posted in: General AddOns
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