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    posted a message on Ace2 Replacement for Discord Action Bars?
    Pubcrawl maybe also worth a try, it's still alpha but has some really nice features.
    Posted in: AddOn HELP!
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    posted a message on Addons Menus
    lol, i have never seen something like this before!
    it's definitly NOT intended.
    perhaps a confict with another addon you are using, did you tried to disable all and just activate fubar + one of the addons that cause this problem?
    Posted in: General Chat
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    posted a message on Addons Menus
    maybe he is talking about the addonmenu accessible trough the login screen ... and that all those subaddons for ora and fubar are cluttering this view so much that it is unusable for him
    (which doesn't make to much sense to me anyway, you just have to scroll down a bit)
    Posted in: General Chat
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    posted a message on which casting bar?
    ocb2 is still in the branches, nevertheless it works stable for me since weeks.

    oCB2 > oCB+Ace > eCB :P
    Posted in: Addon Ideas
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from shadowknight456 »

    Thanks for the quick reply, im tryin out these UF's i have to say...i love them, just one quick question...does it have mobhealth support?

    :P
    first post of this thread:
    Quote from andreasg »

    Update 8/2 2006!
    If you want to get mobhealth information, you MUST use Mobhealth3. Everything else won't work, and won't be supported. Mobhealth3 is on the Ace SVN.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from shadowknight456 »

    Just a quick question, is it possible to change the placement of the buff/debuffs, like from the top to the bottom, if thats possible that would be great.

    a quick look into the options (/aguf config) would be enough to answer this question :P ... yes^^
    unfortunately it currently isn't possible to change the positioning of buffs and debuffs separately.
    Posted in: Unit Frames
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    posted a message on Ace SVN
    Quote from theondry »

    d/l'ing and unzipping a bunch of files is much faster than updating a bunch of addons off of the SVN when you have to fight everyone else to do it.

    the only drawback i can think of regarding downloading the complete zips is, that your have to redo your little personal changes everytime an addon gets updated. :(
    Posted in: General Chat
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    posted a message on Ace SVN
    Quote from Zidomo »

    Quote from cladhaire »

    I'm honestly not trying to be a dick, but the fact of the matter is.

    I said I was going to take away access as soon as I have a suitable alternative.
    I don't have a suitable alternative, but have been working on one.
    When I have a suitable alternative, access will be removed for any non-developers, period.

    The svn was never created for you to have an easy method to update addons, and that "easy" method of updating addons is extremely taxing on the servers for a number of reasons.

    The problem isn't trivial, but the solution is obvious and straighforward.

    Hope that helps.


    The file ZIPs currently listed on http://svn.wowace.com/files/, http://svn.wowace.com/files/sandbox/trunk & http://svn.wowace.com/files/sandbox/branches are missing several (older and perhaps newer) files that used to be on the user-accessible SVN. For example, the listings on http://svn.wowace.com/files/ only date back to Aug 25.

    Are older (but still working) mods like Tekkub's Itemized Deductions & Otravi's new OCB2--permanently up in smoke now? Or will the older (& missing newer) mods return sometime?

    I of course understand if the authors want to get rid of their old SVN-only mods (which would be a real shame). But interested to know if in instances where this is not the case, the listings are going to be updated.


    as clad already mentioned around 5 times (at least) the svn crashed, he's in the process of rebuilding it, the page "" target="" data-ensure-absolute>http://svn.wowace.com/files/" won't be updated as long as this process isn't finished. clad is working hard to get the things running and to provide all users access to the mods in the branches via the zip-system. all those addons you mentioned are still there and will be available again.

    btw. thanks for your hard work clad ;)
    Posted in: General Chat
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    posted a message on Sprocket
    Quote from Dreyruugr »

    Good catch on that bug. I've fixed it now (the buttons are there, but their alpha is 0). If you're using the last version I checked in (0.6 I think) your KiBs should be much much lower.

    yay, thanks, unfortunately SVN seems down :(

    EDIT: SVN is back up, but at revision 861 o.O..
    Posted in: General AddOns
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    posted a message on Sprocket
    this addon is great!

    i noticed one really annoying bug:
    i will try to explain it by showing some screenshots ( :P ). i tried to create a totem menu with Sprocket. One maincircle with 4 subcircles, for every element one.
    MAINCIRCLE (for now with just 2 submenus)SUBCIRCLE (stuffed full with spells to explain the problem a bit better)

    if i now use the menu ingame, the maincircle looks all right:


    but the subcircle looks like this:
    (only buttons are shown that already had an action on the main circle - marked are the missing buttons)

    to test if it wasn't just a configuration fault i changed the number of buttons with actions of the maincircle:
    (same problem :( )

    after a reloadui the subcircle displays like it should, until you change some of the buttons.


    Edit: is it unavoidably that my KiB/s rating jumps from 0.1 to 25-35 by pressing the hotkey trigger?

    Posted in: General AddOns
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    posted a message on Ace Pet Bar?
    Quote from Mikma »

    He has been back for about a week now.. :P

    ups *crawlsbackinhisgrove*
    Posted in: Addon Ideas
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    posted a message on Ace Pet Bar?
    Quote from Neale »

    Try Bartender2?

    or simply wait for ag coming back, and bug him about adding this to pubcrawl :P
    Posted in: Addon Ideas
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Thorndepth »

    ...
    If you don't feel like to add alpha setting, you can add a option that the Name of the mob turns red if it's Hostile. It is like Perl Classic UnitFrame.

    BUG/ERROR: Big conflict with TipBuddy. :/ Showing Errors

    take a look at http://www.wowace.com/forums/index.php/topic,1715.msg36498.html#msg36498 ... the [aggro] tag could be what you are searching for.
    regarding TipBuddy: a) use TinyTip b) if it is a tipbuddy error, tell the author of tipbuddy, if it is a aguf error write down the exact error message

    @ag PLEASE add the watchdog tags to the wiki or to your initial post, its a pain to answer the same question every page :(
    Posted in: Unit Frames
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    posted a message on let's call it DropWood ;)
    Quote from Ratbert_CP »

    Quote from Craygz »

    ... and it is not aced :P


    Grrr.... Pet peeve time...

    So what? It's not Ace'd. Big, hairy, sweaty deal. You can't determine the quality of an AddOn based on its use of Ace or Ace2. There are bad Ace AddOns and good non-Ace AddOns.

    i knew that someone would start a discussion of that sort ... -.-
    of course you are right there are good and bad ace addons, but nevertheless there definitly is potential in Ace to improve an addon of this kind.
    for me "aced" is a synonym for good written addons with low memory consumption in mind. i don't really care if one of those brilliant addon devs takes up the idea an realizes it without the use of ace.
    Posted in: Addon Ideas
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    posted a message on let's call it DropWood ;)
    Quote from erelen »

    You can try ArchiTotem

    i already tried that out, not as bad as CoE, but still has a lot of stuff i don't want to be in there (totem timers...) and it is not aced :P
    Posted in: Addon Ideas
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