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    posted a message on Skada: a damage meter
    r218 - tonight doing 10m Yogg, I got this error:

    [22:47:51] Interface\AddOns\SkadaFailbot\Failbot.lua:41: Usage: UnitGUID("unit")
    (tail call): ?
    [C]: in function `UnitGUID'
    Interface\AddOns\SkadaFailbot\Failbot.lua:41: in function <Interface\AddOns\SkadaFailbot\Failbot.lua:34>
    [string "safecall Dispatcher[3]"]:4: in function <[string "safecall Dispatcher[3]"]:4>
    [C]: ?
    [string "safecall Dispatcher[3]"]:13: in function `?'
    ...mes\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
    ...terface\AddOns\Skada\lib\LibFail-1.0\LibFail-1.0.lua:260: in function `FailEvent'
    ...terface\AddOns\Skada\lib\LibFail-1.0\LibFail-1.0.lua:689: in function <...terface\AddOns\Skada\lib\LibFail-1.0\LibFail-1.0.lua:679>
    ...terface\AddOns\Skada\lib\LibFail-1.0\LibFail-1.0.lua:236: in function <...terface\AddOns\Skada\lib\LibFail-1.0\LibFail-1.0.lua:230>
    


    Also, on General I was running as Disc Priest healing MT and had my PW:S up all the time, but at end of fight, the Absorbed stat only showed one or two absorbs on other raid members, not the MT. The MT was a pally if that matters. Any ideas if I am misunderstanding how Absorbs is suppose to report.

    Other the above, its really shaping up well.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    using r168, i can drill down into the damage/spell details, but then the UI bugs out. You can't pop back up using right click and my error mod is getting spammed with the following errors:

    Maybe I need to reset my savedvariables or something?
    :(

    [22:46:05] ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:857: attempt to compare number with string
    [C]: ?
    ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:857: in function <...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:849>
    [C]: ?
    ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:878: in function `SortBars'
    ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:419: in function <...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:410>
    (tail call): ?
    Interface\AddOns\Skada\Skada.lua:247: in function `CreateBar'
    Interface\AddOns\Skada\Skada.lua:133: in function `UpdateDisplay'
    Interface\AddOns\Skada\Skada.lua:1841: in function `UpdateBars'
    Interface\AddOns\Skada\Skada.lua:323: in function `DisplayMode'
    Interface\AddOns\SkadaDamage\Damage.lua:234: in function `click'
    Interface\AddOns\Skada\Skada.lua:90: in function <Interface\AddOns\Skada\Skada.lua:86>
    Interface\AddOns\Skada\Skada.lua:139: in function <Interface\AddOns\Skada\Skada.lua:139>


    [22:50:02] ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:1544: Value cannot be nil!
    (tail call): ?
    [C]: ?
    ...ib\SpecializedLibBars-1.0\SpecializedLibBars-1.0.lua:1544: in function `SetValue'
    Interface\AddOns\Skada\Skada.lua:131: in function `UpdateDisplay'
    Interface\AddOns\Skada\Skada.lua:1841: in function <Interface\AddOns\Skada\Skada.lua:1812>
    (tail call): ?
    [C]: ?
    [string "safecall Dispatcher[2]"]:9: in function <[string "safecall Dispatcher[2]"]:5>
    (tail call): ?
    ...Ons\ag_UnitFrames\libs\AceTimer-3.0\AceTimer-3.0.lua:144: in function <...Ons\ag_UnitFrames\libs\AceTimer-3.0\AceTimer-3.0.lua:118>


    edit for more tests:
    - I deleted my custom window (called threat) and reloaded the UI. Now the problem doesn't show itself. I also disabled the Threat module, although that probably has nothing to do with the above issue. Anyway, deleting my old window setting seems to have cleared it up for now. I will continue to test by creating a new window.

    Edit2: u can reproduce the behavior by creating a new custom window. Once u have two or more windows active, the "drill down/up" navigation functionality breaks.

    Edit3: hmm, seems single main window or multiple windows still breaks.... must be something to do with drilling down into the details of dmg. Maybe new stuff u'r adding in r168 is not done?
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Quote from Phanx
    The answer to the bolded part is "neither". There is no definitive standard for calculating DPS statistics. Each addon does it slightly differently, and each addon produces different statistics. Even the same addon used by different people produces different statistics. As an empirical example, just last night after a boss kill, a damage dealer was bragging about his 3700 DPS, but when I (a healer) looked at Recount on my own screen, it had calculated his DPS as only around 2800 for the same fight. This is why most people familiar with how various addons and out-of-game parsers calculate DPS will tell you that DPS is a weak measure of absolute performance.

    Even without such knowledge, consider the case of an enhancement shaman who runs up at the start of the fight and crits the boss with both Stormstrike and a Windfury proc, and then gets one-shotted by the boss. His DPS reading will be huge, almost certainly far higher than anyone else's, yet his actual contribution to the fight will be almost zero, almost certainly far lower than anyone else's.

    Actual damage dealt is a much better measure, because it isn't subject to individual author's ideas on how to calculate it, and it isn't subject to wild distortions like the above example.


    I guess I always thought it was simply the players total damage done divided by the actual in-combat activity time. But I do understand and agree with your views on dps is no real measure... its all about your dmg contribution; and only boss fights count - trash is trash.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    was testing 1.1-2 tonight and had some questions and possible bugs.


    Questions:
    # how is dps calculated? sometimes it is close to recount's and in many other cases, it differs by a significant amount. Just wondering which one is accurate.


    Possible bugs:

    # mode switching -- i can't seem to get this to work consistently. If I have saved or temp segments and I am looking at some detail within that segment, then I start combat, it will switch to "damage" which is correct, but then it doesn't always pop back to my previous view. I can't narrow down the reason but it doesn't do what I think its suppose to do, if that makes any sense.

    Enhancements:
    # adding seconds to the start and end of combat would help know the exact in combat time. This would also help test dps and DoT uptime views.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Quote from hellnoBH
    testing r148 this morning and getting the following errors (lots). Is this related to out of date Ace3 libs, because I use embedded libs and maybe they are loaded first from another mod that is not been updated for some time. Just a thought.... prob off track.



    Edit: After some more testing, I think it throws error when u have the view "player/damage/details" active and then initiate combat. I cleared my savedvar file before this test and I also had the view set to "player/" before combat and switched it to "player/damage/details" during combat, but my tekerr mod didn't report any error, until I exited combat and restarted combat with the above view. Not sure if this makes sense or not, but its my nontechnical observation on when the error seems to appear.



    This error also seems to be fixed as of 1.1-1 version - thanks
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Quote from Zarnivoop
    This should be fixed in r150. Please confirm.


    Seems fine in 1.1-1 version
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    r148.

    - I do not have "save only boss segments" active.
    - I increased segments tracked to 20.
    - pretty standard setup --i.e. single window.


    Issue:
    After a number of combat sessions, the "Total" and "Current" do show data (on drill down), but none of the other segments show any data.

    edit: I forgot to mention that this situation happened to me when I was grouped with one other player and also when I was soloing. In both cases, I was not inside an instance.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    testing r148 this morning and getting the following errors (lots). Is this related to out of date Ace3 libs, because I use embedded libs and maybe they are loaded first from another mod that is not been updated for some time. Just a thought.... prob off track.

    [13:31:36] Interface\AddOns\SkadaDamage\Damage.lua:242: attempt to index local 'player' (a nil value)
    (tail call): ?
    Interface\AddOns\SkadaDamage\Damage.lua:242: in function `Update'
    Interface\AddOns\Skada\Skada.lua:1658: in function `UpdateBars'
    Interface\AddOns\Skada\Skada.lua:1389: in function `StartCombat'
    Interface\AddOns\Skada\Skada.lua:1345: in function `?'
    ...mes\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...mes\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
    [string "safecall Dispatcher[1]"]:4: in function <[string "safecall Dispatcher[1]"]:4>
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: in function `?'
    ...mes\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
    ...\AddOns\ag_Extras\libs\AceEvent-3.0\AceEvent-3.0.lua:73: in function <...\AddOns\ag_Extras\libs\AceEvent-3.0\AceEvent-3.0.lua:72>


    Edit: After some more testing, I think it throws error when u have the view "player/damage/details" active and then initiate combat. I cleared my savedvar file before this test and I also had the view set to "player/" before combat and switched it to "player/damage/details" during combat, but my tekerr mod didn't report any error, until I exited combat and restarted combat with the above view. Not sure if this makes sense or not, but its my nontechnical observation on when the error seems to appear.
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!
    yah, sorry about that
    Posted in: General Chat
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    posted a message on Utopia
    Not sure if this error I received is similar to the above poster. I just loaded it and was looking at the configuration panel via Interface/Addons.

    Any ideas?


    [14:50:04] Interface\AddOns\Utopia\Utopia.lua:282: bad argument #1 to 'pairs' (table expected, got nil)
    (tail call): ?
    [C]: in function `pairs'
    Interface\AddOns\Utopia\Utopia.lua:282: in function `InitData'
    Interface\AddOns\Utopia\Utopia.lua:1751: in function <Interface\AddOns\Utopia\Utopia.lua:1744>
    (tail call): ?
    [C]: ?
    [string "safecall Dispatcher[1]"]:9: in function <[string "safecall Dispatcher[1]"]:5>
    (tail call): ?
    ...Ons\ag_UnitFrames\libs\AceAddon-3.0\AceAddon-3.0.lua:365: in function `EnableAddon'
    ...Ons\ag_UnitFrames\libs\AceAddon-3.0\AceAddon-3.0.lua:435: in function <...Ons\ag_UnitFrames\libs\AceAddon-3.0\AceAddon-3.0.lua:421>
    [C]: in function `LoadAddOn'
    Interface\FrameXML\UIParent.lua:991: in function `UIParentLoadAddOn'
    Interface\FrameXML\UIParent.lua:241: in function `CombatLog_LoadUI'
    Interface\FrameXML\UIParent.lua:389: in function `UIParent_OnEvent'
    [string "*:OnEvent"]:1: in function <[string "*:OnEvent"]:1>
    Posted in: General AddOns
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    posted a message on Recount
    Has anyone seen any performance and memory consumption issues with Recount and the latest 3.0.3 WoW. A couple of us raiding in BT the other night observed our Addon memory jump approx. 100% from previous runs. Also the game seems to lag and slightly lock up. All of this may not be related to Recount, but once we cleared our data store and did a /reloadui, most of the performance issues dropped. On last nights raid in MH, I did not run Recount, and of course, sorely missed the feedback.

    Sorry for a post that seems vague, but I thought I would throw out a question to others, before chasing a potential phantom issue.
    Posted in: General AddOns
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    posted a message on ag_UnitFrames Status (What's going on?)
    lol. yeah sorry for the cryptic explanation.

    As a test, I was setting up the focus target and by default it had health and mana bars with default text values. I then did some frame scaling to make it smaller. Then I clicked on the 'powerbar' flag to turn it off, then on and the result was a duplicate of the manabar text on another bar below the manabar. Perhaps this is the correct result. Maybe I have not taken the time to figure out what and when to use or disable powerbar settings. Anyway, hoping this explanation is a bit clearer on what I saw as a possible issue? or maybe not.

    p.s. did some more configuring of the castbar and the only way to get what I need is to re-enable Quartz (only player module is needed) to get the blizzard castbar to be hidden. As for agUF, when I clicked to turn off the castbar, it threw an LUA error. Not sure if this has any relation to the frames WxHxScl been non default or the fact that another mod was setup for the castbar. Sorry for the cryptic explanations. All I know is I enable some mod to do something and try to shut off a feature in agUF and it throws an error.

    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    I am back testing the branch as of today June 11 / 08.

    Not sure what has been mentioned in terms of recent bugs, but I will just throw down some observations. I was setting this up on my Shaman and only got as far as 'solo' setup.


    Raves
    1. Love the LibHealComm support. *High-Five*
    2. Love the Totem Icons and the fixed positioning by totem class. Nice touch. Some scaling and it be perfect.Right now it gets a solid "9".


    Suggestions
    * Would there be any value in trying to autosense the character type and greying out options that make no sense. Maybe this would help with streamlining the setup. Maybe its no big deal, just a thought.
    * are you intending to support LibMobHealth-4.0. No biggie for me, but lots of players seem to want this information.


    Possible Bugs

    1. Hiding the Blizzard Castbar, not working? Can't seem to get this to hide, unless I enable another mod and use the 'hide blizzard castbar' option (Quartz). I don't use Quartz for anything anymore, except the castbar feature. If agUF can hide the blizzCastbar then I can retire Quartz. I explored the file "Hideblizz" and it doesn't have any reference to blizzard casting bar, so I assume it is not supported, atm.

    2. I think there is some funky copying from the manatextbar, when you toggle the 'PowerBar' setting. Not sure if I was configuring this correctly, I was just clicking on/off some of the Bar Options and I noticed the funky copying going on.

    Posted in: Unit Frames
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    posted a message on JWowUpdater - A new java addons updater for ace2
    Quote from rolfba »

    The problem is related to Vista's virtual store, because "Profram Files" is a protected directory windows wont let anything that isnt elevated in UAC touch the files. So its being redirected to a "safe" store, where its allowed to put the files. Unfortunately there is a bug where sometimes, JWU dosent seem to follow the virtual path correctly. As of yet, i can reproduce this error, but cant figure out why its not following the virtual path in some cases, but are in others.

    Your saying you have been using it for a while?

    So this error has only recently started to occour?

    (Maybee we can crack this error then, if we can find what has changed since you started getting errors)

    /Rolf


    recently, after Vista SP1 I did change the UAC back to the default, which must be the problem. For now I will disable the UAC, but it would be nice to run Vista in its default (secure?) mode.
    I figured it was this issue, but as I said, some updates work and others fail, so maybe it was something else with my JWoWUpdater. Thanks for looking into a possible fix, if possible.

    Edit: I switched UAC off, restarted and JWoWUpdater is working fine. But I noticed that you just made some changed with v1.89 for Vista and now I am wondering if I should switch back to default UAC mode and test again. Let me try that and report back.
    Posted in: Updaters
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