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    posted a message on sUF vs oUF vs Pitbull4
    If you want total control the answer is quite obviously oUF. You don't have to reinvent the wheel as you put it, most of the features one would expect from a unit frame addon are already implementet either in the core or as stand alone mods, and can be enabled / disabled as you see fit. The actual coding you would have to do is thus limited to the layout which is easy to grasp, especially if you tailor an already existing one to your needs.
    Posted in: Unit Frames
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    posted a message on People kicking low GS players
    I run ~20 randoms a day on average with more than 10k lifetime heroic bosses killed throughout my alts. I have never actually seen anyone getting kicked due to low damage ever. I have seen and agreed on people getting kicked due to low damage relative to their gear which would be what? Sub 1k for a freshly dinged toon? If this is happening to you on a regular basis and you make an effort to play well then I am pretty sure there is more to it than you claim.

    Many instances rarely go beyond the 15 minute mark to begin with, at which point if there are only a couple of more packs to go people can't be bothered, so that time frame is pretty dumb. Even if one lasts that long, I have a VERY hard time initiating a kick against a deserving player. Just today I had the joy of being grouped with a shaman who was standing at the entrance during the entire run but was conveniently needing on every single drop just before the loot windows expired, using an addon I assume. "Can't be kicked for another 15 minutes", "Can't be kicked during or shortly after combat", "Can't be kicked during loot roll" is enough to keep the likes of him company during the entire instance. Stupid shit if you ask me.
    Posted in: General Chat
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    posted a message on Array search - Help to optimize addon code
    for _, ninja in next, ninjas do
    	if UnitExists(ninja) then
    		...
    	end
    end
    
    Posted in: Need Help?
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    posted a message on table initializaiton and memory usage
    Creating your tables that way indeed saves you the cost of having to re-hash multiple times. Regarding memory consumption though AFAIK the hash part of tables do not benefit from it at all, only arrays are "smart" enough to allocate memory for just the number of entries declared within the table constructor itself. So for example:

    t = {}
    t.a = true
    t.b = true
    t.c = true
    
    -- uses 4 * 40 bytes plus header
    
    t = { a = true, b = true, c = true }
    
    -- uses 4 * 40 bytes plus header
    
    t = {}
    t[1] = true
    t[2] = true
    t[3] = true
    
    -- uses 4 * 16 bytes plus header
    
    t = { true, true, true }
    
    -- uses 3 * 16 bytes plus header
    
    Posted in: Lua Code Discussion
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    posted a message on Chat frame positioning.
    You have to delay it in the loading process until WoW has done its shuffling around of frames based on layout.txt. PLAYER_LOGIN should suffice I believe.
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!
    Very clean one, like it a lot. Is that pixel font Hooge 0557? What font sizes do you use and what UI scale and resolution do you play at? Also what is that bar texture?
    Posted in: General Chat
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    posted a message on Buff frame mod..?
    People don't need to understand all the technical details to make choices. Of course saying "prefer X over Y because it uses Ace 3" is misinformed but you should not dismiss herd behaviour. It is a legit shortcut that exists for a reason in a world of finite knowledge, we simply can not make all our decisions with an expert's insight. Somewhere in between the two comes learning about the basic concepts and design goals of Ace or relying on the opinion of one who has. That there are still so many people misunderstanding what Ace is and consequently shying away from addons that don't use it or deeming them inferior to those that do makes me believe information on the subject is not accessible enough. Or the average user is just damn lazy.
    Posted in: AddOn HELP!
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    posted a message on Skada: a damage meter
    You also don't get to participate in public debates, make your point then prevent the other party from responding in kind without making yourself appear childish. Being the avid forum poster you are, you should know more than anyone that there is nothing wrong with having different points of view. In fact this place would be outright dead if we agreed on everything, so I don't quite get your reaction. I as a user proposed a feature, you as a user made arguments against it and hopefully this all helps the author decide if it was worth considering or not. If you insist on avoiding this thread that of course is your call but as you can see it has not prevented me from posting my arguments to carry on the discussion of the actual subject. However if you refrained from forcing me to spell out everything to its last bit I would be glad to hear your response because I did not post for the sake of posting.

    The culprit of our disagreement I believe lies in the circumnstances. Should I participate in a PUG and require a damage meter, I would run my own instance of Skada just like I would bring my own tin opener when hiking with complete strangers. In this case the feature is bloat times the number of people running the addon, and only helps the "parasites" who are able to reap the benefits free of charge.

    On the other hand when raiding with the same people I have been for years, I am willing to pay that little extra cost for the benefit of all my friends. They can count on me running Skada, and at the same time I can count on one of them running a boss mod that broadcasts events, another on checking buffs before each pull, a third one saving the combat log and uploading it to an online parser, and so on and so forth. This is where they "get to make me run extra code and providing me with extra functionality"; division of labour has been around for quite some time. In this case the feature would have enormous benefits in relation to Skada's resource consumption as what could be better than not having to run the addon at all.

    Now. Every rational decision is made by measuring costs against benefits. Since the number of people running Skada in PUGs versus guild runs is unknown I agree that probably an optional module is the best way to go if this thing is really that heavy on CPU time, although judging by my limited knowledge of Lua and the WoW API it is not. I also believe system performance is mostly an issue in 25-40 raids where one tends to go with a guild and not in parties where one tends to pug or BGs where there is not much point in having a damage meter in the first place.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Not being capable of running ~= a desire for better performance. Saying that Skada has a negligible hit on overall system performance and then considering simple chat parsing bloat you have no wish to waste resources on is an interesting statement, especially considering the relative number of CLEU events and whispers in combat when it actually matters. And the answer is yes, I have actually tried running WoW with and without Skada. By itself it does not make an enormous difference, but it certainly has an impact and it adds up fast.

    Judging the worth of recorded data and how people interpret it has nothing to do with the proposed feature, it has to with the existence of damage meter addons. I could go on for several pages detailing how and when they proved to be useful - Lana'thel being the most recent notable example -, however since you yourself use them I'm sure there is no need to convince you. Blizzard also thinks the default raid frames are sufficient to raid heal with a druid, only druids don't.

    According to the description one of Skada's goal is to be light-weight. Which one fits that description more? Ten members of a raid running separate instances or only one with some extra code? When you go hiking with friends do you all bring your own tin openers or does one of you actually take the time to inform the others he does bring one so there is no need for them to do so?
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Has the idea of an "answering machine" type feature emerged? What I mean by this is the option to allow others to request data by whispering specific strings to the host running Skada. During 25m raids only 1-2 of us has a damage meter enabled due to performance considerations and they tend to freak out from having to send several death / damage / heal ... reports to various people after each and every encounter. Likewise I do run Skada in 10m and 5m instances and find non-stop reporting tedious after a time when groupped with meter whores or doing progression fights. As far as I remember Skada does no data synching so there is not much harm done in encouraging running one instance of the addon per group.
    Posted in: General AddOns
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    posted a message on Deus Vox Encounters
    Quote from Kollektiv
    Gaseous Bloat warning will fire if it targets you or anyone else. I didn't separate it into two warnings because I figure it's important for everyone in the raid to know.


    Except for healers. There are many warnings going around on Putricide already, and picking up the Ooze / Bloat target healing is easy enough by the raid frame debuff icons. Realizing that it is actually me and I should be running instead of healing is no Herculian task either so long as slowing is applied but a sound warning would be nice. Fair enough if you prefer it that way though, just another POV.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    I am a tad confused by the multitude of warnings on Putricide. Which one should I take if a Gaseous Bloat targets me specifically? (Would rather not experiment in this case due to the try limit.)
    Posted in: Raid AddOns
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    posted a message on Prat 3.0 Chat Mod Framework
    Quote from sylvanaar
    Try setting them to enabled, then disabled (not don't load), then back to enabled.

    I had something similar happen to me, so I'll look into it.


    Thanks, that did the trick.
    Posted in: General AddOns
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    posted a message on Prat 3.0 Chat Mod Framework
    For some reason I can't get a couple of modules to work (AltNames, Sounds, Original Buttons, ...). I enable them one by one under module control, do a reloadui but they stay greyed out in their respective options tab. Any idea what I am screwing up?

    Prat core, libs and high CPU modules are all enabled, fresh install (3.0-3.2.4), deleted all the saved variables too.
    Posted in: General AddOns
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    posted a message on SetBackdrop Question
    Maybe I am misunderstanding something. Why not just do:

    f:SetBackdrop({ edgeFile = "Interface\\Buttons\\WHITE8X8", edgeSize = 1 })
    Posted in: Lua Code Discussion
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