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Jan 7, 2009My WOW addon (LunarSphere) finally synchronized with Curse. There must have been a lot of files to be updated because it took almost, what... two days since the synchronizing started for my project to be updated? Looks like it's almost finished =) Thanks Kaelten ^_^Posted in: Need Help?
Apr 24, 2008You were pretty much doing the same thing I was, but I guess I was calling it too soon. For whatever reason, either the 2.4 patch or maybe a new version of DrDamage ... there is a little delay for that one spell (maybe others). I usually update the text on all of the buttons after player login, which is when I can retrieve information about spells from the player. Maybe DrDamage is updating itself or has a timer during that time and doesn't have everything ready by then? I honestly have no clue. :)Posted in: General AddOns
Either way, I switched my code so it would have a small delay before using DrDamage and the problem went away. So, nothing to worry about I suppose :) Sorry about that. *bonks head*
Apr 24, 2008You're right, the line is wrong. I posted on the 23rd at noon, so the latest at the time was the 4/20 one (you released a few that day, after noon). With the latest version (released 24-Apr-2008 13:52, DrDamage-r71274), the issue is the same, and it's located on line 1239 instead of 1243.Posted in: General AddOns
Also, the spell is not Mind Control, I was debugging improperly. It actually happens with Holy Nova, any rank, when passed via spell name and rank ("Holy Nova" and "Rank 1" or "Holy Nova" and "Rank 5"), etc. Sorry about that :)
Apr 23, 2008I noticed something with your CheckAction function in regards to Mind Control, which might be related to the new changes you made ... I don't know =) My addon passes in the spell name and spell rank as usual but with the latest version, DrDamage complains about the "text" local variable being nil while trying to concatenate the button text string.Posted in: General AddOns
Message: ..\AddOns\DrDamage\DrDamage.lua line 1243:
attempt to concatenate local 'text' (a nil value)
My addon is using this method and passing in "Mind Control" as the spell name and "Rank 3" as the rank. All other spells passed in with this format work, but not this spell. To fix the issue on my end, I just added a check before the button text it set, basically:
if text then
... (rest of button text setting code)
There might be other spells that will trigger this issue, so I just wanted to bring it up. Thanks for the awesome work you've done on this addon :)
Jul 8, 2007Posted in: General AddOnsQuote from Benumbed »
The animation is not unique, as its in a few other mods (although not a circle mod). This was beta stage as far as I was concerned. It was only posted when it was posted so I would have a backup (I love to mess things up and have no backup), since you can always go back to previous commits with svn here. It was also posted so people could give suggestions as I recoded it (like modifiers, etc). The last two weeks have been some what hazy so I can honestly say I have no clue where I got snippets of code for examples, but I have jotted brief notes of mods that I have looked at for credits.
I started making it only because I could not find soemthing for all my classes that worked well, and mostly missing options I wanted. I know that this makes no difference but just an idea why I started coding it. It was not to steal no ones glory but to make something I wanted and if others wanted/liked it...here it is.
The reason why we make addons is to add features that the UI lacks or other addons lack. I totally understand your stance on that matter. You obviously stumbled upon my message board system and found LunarSphere, which is going to be an all-class sphere that is setup similar to action bars. I would only assume that when you visited my site you would have seen the huge amount of information about what was going into the addon, as well as all the suggestions everyone has offered that I accepted as well. It seems odd that the addon you decided to make had features that were already found in LunarSphere (as of the current stage of testing it is in). You also plan to add the same features that I planned to add as well. In the end, our spheres will have a lot of similar features. Maybe you just wanted to make a sphere addon that was Ace based. That's fine.
However, I must defend the animated gauges comment. Can you name one addon out there that animates the way my gauges (and your circles) do? This isn't like the animated bars that just "grow" up and down, or side to side. This rotates and fills in a radial fashion. NO addon has done that yet that I know of, unless you consider the circular fill that Blizzard added for all the cooldown effects in the UI, which still can't accomplish this look since it still makes a square shape. This animated gauge is different. All sphere addons in the past pretty much had 16 graphics, each representing a percentage of the gauge being filled up. The animated gauge in LunarSphere (and your addon) fills in real time, with whatever percentage you want. It does not fill in a straight line like other addons. This is different and unique. HUD addons animate up and down, but not in a circular fill. That is what I'm talking about, and the special feature that I'm proud of.
Jul 7, 2007Thank you, that's all I ask. The parts that immediately screamed "LunarSphere" to me were the two gauge idea (with the marks that can be made dark or lighter), the animated gauge filling, as well as the artwork for the gauges. Granted, you did change the texture that goes on the sphere itself, so that is different, but the gauge artwork and all the pieces to make the animation possible were still the originals and the code was there, albeit modified to fit with the Ace backbone you are using.Posted in: General AddOns
I got pretty upset mainly because of the animated sphere gauges. That's one of my pride and joys about LunarSphere and I really wasn't keen on the idea of someone taking it and claiming it as their own. The problem with LunarSphere still being in the testing stages with the hundred or so beta testers helping out is that it's not public. The mass doesn't know about it nor uses it, since I'm not happy with the state it is in. There are a lot of features I still want to add before I release it to the public, even though it could be considered almost ready right now. Some addon authors are proud of a certain feature or design idea they create, since they were the first to do it, and seeing someone use that idea when your addon isn't even public yet is a buzz kill.
Either way, I consider this issue resolved if credit will be given for the sphere gauge animations and the duel gauge design if you keep them, since they go hand-in-hand.
It's going to be an interesting competition between our two addons, since they will be very similar in what they will provide to the end users.
Good luck! :)
Jul 7, 2007No worries. I'll dig up several examples later tonight, as I must leave the house to attend to some issues. Here's one more example till thenPosted in: General AddOns
local oldFrameLevel = sData.Circle:GetFrameLevel();
sData.Background:SetFrameLevel(oldFrameLevel - 1);
sData.OuterFill:SetFrameLevel(oldFrameLevel + 1);
sData.InnerFill:SetFrameLevel(oldFrameLevel + 1);
sData.OuterCover:SetFrameLevel(oldFrameLevel + 2);
sData.OuterHalf:SetFrameLevel(oldFrameLevel + 2);
sData.InnerCover:SetFrameLevel(oldFrameLevel + 2);
sData.InnerHalf:SetFrameLevel(oldFrameLevel + 2);
sData.Circle:SetFrameLevel(oldFrameLevel + 3);
sData.SphereCover:SetFrameLevel(oldFrameLevel + 4);
sData.OuterMarks:SetFrameLevel(oldFrameLevel + 6);
sData.InnerMarks:SetFrameLevel(oldFrameLevel + 6);
sData.OuterCircle:SetFrameLevel(oldFrameLevel + 6);
sData.InnerCircle:SetFrameLevel(oldFrameLevel + 6);
local oldFrameLevel = sphereData.sphereTexture:GetFrameLevel();
sphereData.combatGlow:SetFrameLevel(oldFrameLevel - 1);
sphereData.gaugeOuter:SetFrameLevel(oldFrameLevel + 1);
sphereData.gaugeInner:SetFrameLevel(oldFrameLevel + 1);
sphereData.gaugeOuterCover:SetFrameLevel(oldFrameLevel + 2);
sphereData.gaugeOuterHalf:SetFrameLevel(oldFrameLevel + 2);
sphereData.gaugeInnerCover:SetFrameLevel(oldFrameLevel + 2);
sphereData.gaugeInnerHalf:SetFrameLevel(oldFrameLevel + 2);
sphereData.sphereTexture:SetFrameLevel(oldFrameLevel + 4);
sphereData.sphereShine:SetFrameLevel(oldFrameLevel + 5);
sphereData.gaugeOuterMarks:SetFrameLevel(oldFrameLevel + 4);
sphereData.gaugeInnerMarks:SetFrameLevel(oldFrameLevel + 4);
sphereData.gaugeOuterBorder:SetFrameLevel(oldFrameLevel + 6);
sphereData.gaugeInnerBorder:SetFrameLevel(oldFrameLevel + 6);
The combat glow and sphere shine was removed, but everything else is pretty much the same with two or three numbers changed. Same order, same naming style ... there will be more when I get home ^_^
Jul 7, 2007Benumbed -Posted in: General AddOns
The generation of your sphere was taken from LunarSphere.
The generation of your sphere buttons was taken from LunarSphere.
The updating of your gauges and sphere was taken from LunarSphere.
The art files for the gauges and marks was taken from LunarSphere.
The gauges (which you renamed circles) was taken from LunarSphere.
The animated filling of the gauges was taken from LunarSphere.
The color values you pick for the experience bars, rep bars, mana bars, all taken from LunarSphere
The rotate texture code was taken from LunarSphere.
The CreateFrame code was taken from LunarSphere (pretty much exact copy, with some names changed)
There's more, but you know better than anyone else.
You've added new features, you also changed some of my code around to fit what you needed. It looks like you basically took the sphere and button code that I created, changed it to Ace code format, and then renamed a lot of variables so they would look different than mine. Then, using my code as a base (not for "ideas") you modified it and deleted the stuff you didn't need. No other sphere addon out there has the animated gauges (or circles, as you call it). The way it was setup was specific and had to be done in a certain order, with the layers arranged the way they were. The texture rotating had to be done a certain way, and then certain layers had to be hidden or shown to make it appear to fill like a proper gauge.
The sphere gauges alone is enough to suggest that you copied my code.
An example of getting an idea based on something else is making a sphere addon that looks and functions like Necrosis or Cryolysis. This case, you would say that the idea is based on one of those spheres, since they did it first and you're expanding on the idea. If you take Necrosis and edit it so that it is a sphere addon for Druids instead of Warlocks, you would say that it was a modified version of Necrosis, or the code was based on code within Necrosis. The only thing that really ticked me off about your revisioning of my code is that you did not give credit for what I have done. Your sphere code is based on mine. Your "animated circles" were not only based on my "idea" but is pretty much TAKEN from LunarSphere. No other sphere has that except for LunarSphere, which has been undergoing testing since late April.
No matter how you cut it, you are working with a base of LunarSphere. Why don't you acknowledge that? I thought it was "Ace Community Standards" to state if your code is based on someone else's code.
LunarSphere is based on the ideas found in Necrosis and Venantes, but was written from scratch. I've admitted that on my own message boards and all of my beta testers know this fact. I'm sure you assume that people know that your addon is based on those sphere addons, but no one was informed about the large amounts of "inspiration" you got from LunarSphere.
Here's one example of code:
function Sphere:CreateFrame(frameType, frameName, frameParent, width, height, textureFile, enableMouse, ID)
local tempFrame = 0;
local tempTex = 0;
tempFrame = CreateFrame(frameType, frameName, frameParent);
if frameType == "Button" then
function Lunar.API:CreateFrame(frameType, frameName, frameParent, width, height, textureFile, enableMouse, ID)
local tempFrame = 0;
textureFile = string.gsub(textureFile, "$addon", LUNAR_ADDON_PATH);
tempFrame = CreateFrame(frameType, frameName, frameParent);
if frameType == "Button" then
I have several other examples ... but this is the first to come to mind.
Also, the innerGaugeFill.blp art from LunarSphere and the innerfill.blp art from Sphere are the same. Not edited in any way. I know this because the innerfill arc was created to be a slight bit longer on the left side to cover up a graphical issue that the guages would present. This also exists for the "outer" versions as well. I'm sure that Benumbed has no idea why I did it and kept my art (probably didn't even know the issue existed)
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