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posted a message on Quartz: Modular Casting Bar
Quote from notrachel »

Is that a bad thing? I appreciate it would be a lot of work and might not be relavent for most people but it would be very useful for me (or I wouldn't have requested it).

Plus it makes a lot more sense in integrated in a cast bar mod than a unit frame like pitbull since the point of these mods is for spell cancelling.

I think the reason people aren't receptive is that your suggestion would remove one of the main advantages of Quarts,namely that it doesn't have to do much behind the scenes. It doesn't do any combat log parsing; it doesn't communicate with other party members; it doesn't monitor everybody's health; it doesn't even maintain any list of spells or spell effects. It just uses the information that the new API provides to pop up some timers. To integrate all the things that your other add-on does would remove that advantage. It would also be a lot of work.

Btw, although it may not seem like a categorical fit, add-ons like pitbull already do all the processing.
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posted a message on Quartz: Modular Casting Bar
Quote from whuz »

any dot timer does all that, why does a castbar need to do it?

A castbar absolutely doesn't "need" to do that. In the original incarnation, I would have never suggested that it should. But the fact of the matter is that the current incarnation does have quite a bid added to track buffs/debuffs, configure how they're displayed, etc.. I'm guessing a lot of that has been added simply because (a) the new API made it easy to do so, and (b) it's modular, so why not? If you think that it should not be part of a castbar add-on, I can understand that argument. Nevertheless, it is, and, with just a few additions, I think it could easily provide enough functionality to replace other timer and castbar add-ons quite elegantly. Right now, I think it's in an in-between state that makes it hard for certain classes to use those features without sacrificing a lot.
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posted a message on Quartz: Modular Casting Bar
Great work, Nymbia. This is a very sharp add-on, that I quickly became excited about.

A couple observations and suggestions:

• The enemy cast bars do not seem to work with many bosses. I'm guessing this has been reported since it's pretty obvious. We did Gruul tonight, and I did not see castbars for any of the bosses there. I did still get reports of the casts from things like Witchunt and CEnemyCastBar. It's a pretty serious limitation, though I'm guessing it's one that is handed to you by the new API.
• I think the power of the timers really shine when doing things like: tracking DOTS/HOTS across multiple targets, tracking the duration of a CCs like sheeps/saps, tracking immobilization stuff like frost novas. In all those cases, you'll probably switch targets after applying the effect. I'm guessing the dot/buff timer, etc. do not remain after switching a target is also b/c new API just gives information for effect linked to certain unit types. If so, I wanted to suggest the following:
• Perhaps, whenever the user switches targets, you can create replacement candybar timers for the effect on the target you just had. These timers could be shifted up to a list of bars right above the current ones, with the name of the mob it was applied to right next to it (ala DoTimers). The bottom of the block of timers would always be the current target's timers.
• When the user switches to a target, you could also compare the name of the new target and the durations of the new targets buffs/dots with the values of the faux timers you made when the user switched from previous targets. If the name of the unit and one of the timers matches closely enough, you could consolidate the two groups of timers, i.e. delete the faux timers for that unit.
• I wouldn't even worry about doing some of the fancy things that CEnemyCastBars of DoTimers do to monitor effects that randomly break expire early or become subject to diminishing returns. If you ignore that aspect, this solution could be pretty seamless and maintain the simplicity of your current scheme.

• This is a small suggestion, but I think having larger ranges to the offsets would be useful. 10 and -10 were too small for nearly every setup I was trying to create today.

Oh, one question, and I hope it's not too stupid of one. How do you move a set of bars that you don't link to a unit frame and mark as free? I tried all the obvious things like alt/ctrl/shift dragging, right-click dragging, etc.
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posted a message on Antagonist
I've been having a lot of problems with casting bars showing up reliably. They sometimes show up. They sometimes don't. For example, yesterday we were killing the Shade of Aran in Kharazan. WitchHunt was showing me all the spells he was casting. He casts fireballs, frostbolts and various other common spells almost constantly, so the witchhunt spell alerts was pretty spamalicious. In contrast, I think I saw maybe 2 or 3 cast bars during the whole fight.

For the record, I do have the target only option turned off. (In the above example, I did happen to have him targetted the whole time.) I have not made any option changes with the filters or the other things that seem to relate to what gets displayed. I have only changed options on where and how things get displayed.

I've also had a few people who use my UI post similar findings. Are there any known interactions with other add-ons that could be causing this type of behavior? Are other people seeing this at all? Any ideas?
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posted a message on Parser-3.0 Discussion
I don't know the history of this drama with these other people, but you really shouldn't let the asshats or critics affect your development. You should give their do-nothing opinions the weight they deserve...none. If you developed something that works well and you want to release it, don't let proving a point to people like that stop you. They are simply not worth it. You clearly know their original opinions had no basis. Why would a new changed opionion that would result from your demonstration have any more worth?

Those kind of people will always be around in any environment -- criticizing is just an easy thing to do that makes those kind of people feel good -- and you just have to learn to ignore them.

EDIT: Ok, the thread looks like it may turn into a real discussion. Ignore my dramatic post ;)
Posted in: Libraries
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posted a message on King Of The Jungle - Official Thread
I think you need to add BabbleLib and ParserLib as optional dependencies for those who don't run with embedded libraries.
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posted a message on Talented, a Talent template editor !
No problem. Glad to be of help. :)
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posted a message on Talented, a Talent template editor !
I just had a couple suggestions.

First, I think users will find the concept of a "current template" very confusing. I can kinda understand what you mean -- it's like a wrapper for the current talent distribution and works like a template -- but I don't think most people will. A template that works with slightly different rules than other templates is counter-intuitive IMO. (And I don't just say this on a hunch. I started including Talented in my UI and nearly everyone was confused and made posts about that in the beta forum.)

For what it's worth, I'd suggest doing something akin to what SpecialTalent did. You could have two modes: standard mode and template mode. In standard mode, it would behave exactly like the normal talent window, except you see all three trees and get confirmations. These are all easily understoond concepts and behave similar to the blizzard window. The only template-related things available in Standard mode would be switching to template mode and perhaps something to apply a template. I think seeing a "Template Mode" command in the menu would be very clear to a new user; they'll know that the rules change when they change the mode. Of course, in template mode, it would behave like it does now and they can access the more powerful features of your add-on.

I know these suggestions aren't huge functional differences, but I think it would make a world of difference in terms of making talented a lot more intuitive to new users. Right now, I think a lot of people are opening it up and not having any idea how to get going or whether something is bugged. At least that was my experience and the feedback I've gotten.

Oh, and one other small suggestion. When applying a whole temple, I'd either give only one confirmation of have a "Yes to all" option. I don't think anyone would want to go through 61 confirmations to apply a layout. I'm guessing most people just turn that option off and then turn it back on, something that could easily be automated.
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posted a message on CharacterInfo
I saw this in another thread. I thought it might be helpful here:

There is a bug in the CharacterInfoStorage.lua (problem with the negative ids).

You have to change the line 32 in function getItemStringFromLink to this:

This will fix the problem with this addon.

Takika

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posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
Quote from andreasg »

ADDON_ACTION_BLOCKED events isn't something that causes any problems for your gameplay. Bugsack might register it, but it has no influence. If you disable bugsack you're not going to hear anything regarding those events.

Hmm, I personally don't think that's true. I'm getting reports of people experiencing lag when there are raid group changes in battlegrounds. Even if the person is not displaying the error messages, they can still get blitzed with a few dozen error events per change. That can quickly add up. Outside of their observations, I don't think it's fair to say that blocked error messages have no influence on performance. If the people are running bugsack, it's doing something for every one of those even if it's not displaying them. Even if they aren't running bug sack, I'd assume Blizzard's UI code is doing some processing as a result of them. But I think the most telling issue is that people are reporting lag at those times. That seems to be a problem that's not just a perceived error.

Moreover, I don't think ignoring them is a very practical course of action for most people who actually do use bugsack. What about the errors I do want to see? Do I need to constantly swim through tons of blocking errors just to find them? Can I no longer use a sound to notify of errors b/c it's always going off? And if I use the option to supress the common blocking errors, what about the ones I do want to know about that may actually have functional implications?

Anyway, I just wanted to put this out there. I think your add-on is really great and is getting better all the time. Thank you for all the time you put into it.
Posted in: Unit Frames
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posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
Quote from Raphael_M »

When players join / leave my party while im in combat aguf produces some errors (BugSack text):

Join:

<in C code>: in function SetScale'
ag_UnitFrames\ag_UnitClass.lua:146: in function UnitReset'
ag_UnitFrames\ag_UnitClass.lua:91: in function AttributeChanged'
<string>:"aUFgrouppartyUnitButton1:OnAttributeChanged":2: in function <[string "aUFgrouppartyUnitButton1:OnAttributeChanged"]:1>
<in C code>: in function SetAttribute'
Interface\FrameXML\SecureTemplates.lua:748: in function <Interface\FrameXML\SecureTemplates.lua:696>:
Interface\FrameXML\SecureTemplates.lua:788: in function <Interface\FrameXML\SecureTemplates.lua:776>:
<in C code>: in function SecurePartyHeader_Update'
Interface\FrameXML\SecureTemplates.lua:566: in function SecurePartyHeader_OnEvent':
<string>:"aUFgroupparty:OnEvent":2: in function <[string "aUFgroupparty:OnEvent"]:1>

---

Leave:

<in C code>: in function SetID'
ag_UnitFrames\ag_UnitClass.lua:1353: in function DropDownUnit'
ag_UnitFrames\ag_UnitClass.lua:1311: in function func'
Interface\FrameXML\SecureTemplates.lua:288: in function SecureActionButton_OnClick':
Interface\FrameXML\SecureTemplates.lua:326: in function SecureUnitButton_OnClick':
<string>:"aUFplayer:OnClick":2: in function <[string "aUFplayer:OnClick"]:1>

---

I'm having a similar problem with sRaidFrames. I came here wondering whether agUf had this issue as well. Are other people experiencing? Is this a known issue? I did not see any references to it in the top post.
Posted in: Unit Frames
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posted a message on sRaidFrames: Alternative CTRA raid frames
OK, so here's an easily recreatable scenerio. First, make sure you have no add-ons loaded except sRaid and the ones listed in the sraid dependencies (Ace2, FuBar, Babble-2.2, DewdropLib, TabletLib, FuBarPlugin-2.0, RosterLib, BanzaiLib, ProximityLib, SurfaceLib) and maybe something like Laric action blocked to make sure you see any block errors.

1) Form a raid with someone.

2) Get into combat.

3) While you are still in combat, have your friend go offline. (leaving isn't enough).

At this point, I get a slew of blocked action errors. Saroz, do you know what's causing this?

(btw, I'm using the latest version of every library running stand-alone rather than embedded)
Posted in: Unit Frames
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posted a message on sRaidFrames: Alternative CTRA raid frames
Has anybody been having problems with blocked action errors in battlegrounds that cite sRaidFrames? I know it's quite possible that something else is tainting it, but I wanted to see if others are having this.

I've gotten a lot of different errors of this type, but here are a couple examples:

(tail call): ?:
<in C code>: in function Hide'
sRaidFrames\sRaidFrames.lua:917: in function CreateUnitFrame'
sRaidFrames\sRaidFrames.lua:795: in function sRaidFrames_InitUnitFrame'
<in C code>: in function CreateFrame'
Interface\FrameXML\SecureTemplates.lua:723: in function <Interface\FrameXML\SecureTemplates.lua:696>:
Interface\FrameXML\SecureTemplates.lua:841: in function <Interface\FrameXML\SecureTemplates.lua:791>:
<in C code>: in function SecureRaidGroupHeader_Update'

---

(tail call): ?:
<in C code>: in function EnableMouse'
sRaidFrames\sRaidFrames.lua:815: in function CreateUnitFrame'
sRaidFrames\sRaidFrames.lua:795: in function sRaidFrames_InitUnitFrame'
<in C code>: in function CreateFrame'
Interface\FrameXML\SecureTemplates.lua:723: in function <Interface\FrameXML\SecureTemplates.lua:696>:
Interface\FrameXML\SecureTemplates.lua:841: in function <Interface\FrameXML\SecureTemplates.lua:791>:
<in C code>: in function SecureRaidGroupHeader_Update'

Posted in: Unit Frames
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posted a message on GMail (A CT_MailMod Replacement)
That's too bad Cide wasn't able to get a hold of Grennon. I've talked to Cide before about a different issue of copyright, and he was perfectly reasonable. Similarly, Grennon, who happens to be on my server, has always told me that he hadn't really made very many changes to the ct_mail code. To me, that reads as someone not trying to take credit and an admission that most of the credit should go to the original author. I think if they had simply gotten in touch with each other, they could have come to an understanding.

To be honest, I think no small part of this is due to the, in many cases, unfair generalization that many in the WoW community now make that "Ugh, ace2 good. Ugh, everything else bad." I can see how someone would get rubbed wrong if something they create gets nominally changed, after which, everyone starts claiming the new version is amazingly great and starts bad-mouthing the original version. I don't know what we can do about that type of impression. It's hard to get around people desire to simplify and generalize. But, it's something to think about.

Just an unfortunate and, IMO, unnecessary situation all around.
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posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
Quote from Nirek »

With the newest version from the svn, and what I believe is the newest bongos:
Happens every time my pet uses an ability
edit: did some more testing with another alt, it does not occur when the water elemental for mages does things, apparently works different.
But it does happen with both Hunter pet and Warlock Felguard(Havent tested other warlock pets as yet)

oCD-1.0.0\core\hooks.lua:51: attempt to call method 'GetPagedID' (a nil value)
<in C code>: in function CooldownFrame_SetTimer'