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    posted a message on Acolyte - Warlock AddOn
    Nice job man, this addon kicks ass :) Just started a blood elf warlock, myself.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from N00bZXI »

    Ever since r25310 this has become quite inaccurate, due to the fact that sometimes, instead of ticking every two seconds, it starts moving very slowly and ticking every 15-20 seconds.


    If you could, enable debugging in kEnergy, play until it becomes inaccurate, then reload your wow ui or logoff and send me your kEnergy.lua from your SavedVariables. Debugging mode enables an energy activity log that I can use to isolate the cause of the wrong numbers.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from Nacor »

    thx the 25407 is working again. and thx for the option to display cp and energy together

    but for me the format ist horrible... cp - energy/maxenergy everyone knows what their may energy is. it just confuses in my opinion^.
    the
    txt = ('%s - %s'):format(tostring(self.cp), tostring(self.energy))
    format is much easier to read. same for the single energy format 100/100...


    Okay, i've removed the max energy from the bartext. Maybe i'll switch it to a user specified formatstring instead or something. How does the text look? I switched from using candybar's text to using a seperate fontstring, which should fix the positioning issues that people had reported too.
    Posted in: General AddOns
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    posted a message on Talented, a Talent template editor !
    Quote from Jerry »

    Quote from F1n »

    Telented shows up in Deucecommander's "others" menu, but the display name there is "options" instead of "Talented".


    DeuceCommander is a hack and might lead to such things. I don't think it's either a bug in Talented or DeuceCommander or simply the fact that this particular hack is not suited for my use of AceOption table.


    Edited: Note to self: be less of an ass, replying to forums before having coffee in the morning is bad.

    Add X-Category to your .toc, that'll get it out of others. It will still show up with an odd name, but that can be easily worked around if you want to do so.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from Nacor »

    rev 25372 isnt working anymore.
    first there was an error with unkown Framestrata(HIGH), after correcting this the addon will start but not display anything


    Hmm that's odd. I've checked in a fix for the framestrata. Are you getting any other errors?
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from kergoth »

    Quote from kergoth »

    Quote from kazama14 »

    1.) This reguards flvinny521's post, I see what he is talking about. When I have it set to show on stealth, it shows always when stealth and then shows when energy is ticking. This leads to the bar flashing in and out during combat as the time in between ticks is long enough for the bar to decide to hide again. If the Stealth option were changed so that the bar is shown all the time when stealthed and/or in combat this would eliminate the flashing effect.


    Hmm.... If you mean the occasional delay after the bar vanishes (time runs out) and before it shows again, during combat, this simply indicates that we underestimated the ticktime (usually means you just started using it). As you use it longer, it becomes more accurate, and that behavior should cease. It will not restart the next tick of the bar until we receive the expected energy tick during combat, which is why that period exists. We could start ticking the bar right away, but as soon as the expected tick arrives, the bar would reset, so visually it would appear "jittery".

    When we are not in combat, we are not obtaining any information about the times between ticks, so we can simply tick away in blissful ignorance, using our previous knowledge of the tick time. If you have any suggestions on a better approach, or a means of fixing the gaps without introducing jitter in the ticks, by all means let me know. I'd love to find a better way of doing it.


    Happily, it looks like I was incorrect. From reading the candybar api, it seems that candybar does provide a mechanism to change the remaining time on the bar without resetting it. I love being wrong about such things :P I'll rework the tick behavior so that there is never a point where the bar is not visible, and its remaining time gets adjusted as appropriate.


    Okay, I've checked in a rework of the ticking that should ensure that there is no longer ever a gap between a bar completing and the next tick starting. Please test as much as possible, with varying configuration settings, and let me know how it behaves. Thanks :)
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from kergoth »

    Quote from kazama14 »

    1.) This reguards flvinny521's post, I see what he is talking about. When I have it set to show on stealth, it shows always when stealth and then shows when energy is ticking. This leads to the bar flashing in and out during combat as the time in between ticks is long enough for the bar to decide to hide again. If the Stealth option were changed so that the bar is shown all the time when stealthed and/or in combat this would eliminate the flashing effect.


    Hmm.... If you mean the occasional delay after the bar vanishes (time runs out) and before it shows again, during combat, this simply indicates that we underestimated the ticktime (usually means you just started using it). As you use it longer, it becomes more accurate, and that behavior should cease. It will not restart the next tick of the bar until we receive the expected energy tick during combat, which is why that period exists. We could start ticking the bar right away, but as soon as the expected tick arrives, the bar would reset, so visually it would appear "jittery".

    When we are not in combat, we are not obtaining any information about the times between ticks, so we can simply tick away in blissful ignorance, using our previous knowledge of the tick time. If you have any suggestions on a better approach, or a means of fixing the gaps without introducing jitter in the ticks, by all means let me know. I'd love to find a better way of doing it.


    Happily, it looks like I was incorrect. From reading the candybar api, it seems that candybar does provide a mechanism to change the remaining time on the bar without resetting it. I love being wrong about such things :P I'll rework the tick behavior so that there is never a point where the bar is not visible, and its remaining time gets adjusted as appropriate.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from Wind82 »

    Quote from dwex »

    self.tickamount is not initialized for druids in DruidInit(). Results in a nil error in areclose() in tick.lua


    Dunno if this is a correct fix but I got it working...

    Seems like a set tickamount is missing in the druid part..

    Edit addon.lua and add under line 256 the line

    "self.tickamount = 20"

    should look like this then

    self.ticktime = 2.0
    self.tickamount = 20


    Yeah, that was the correct fix. I'm checking it into svn now... I really need to level a druid for testing ;)
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from kazama14 »

    1.) This reguards flvinny521's post, I see what he is talking about. When I have it set to show on stealth, it shows always when stealth and then shows when energy is ticking. This leads to the bar flashing in and out during combat as the time in between ticks is long enough for the bar to decide to hide again. If the Stealth option were changed so that the bar is shown all the time when stealthed and/or in combat this would eliminate the flashing effect.


    Hmm.... If you mean the occasional delay after the bar vanishes (time runs out) and before it shows again, during combat, this simply indicates that we underestimated the ticktime (usually means you just started using it). As you use it longer, it becomes more accurate, and that behavior should cease. It will not restart the next tick of the bar until we receive the expected energy tick during combat, which is why that period exists. We could start ticking the bar right away, but as soon as the expected tick arrives, the bar would reset, so visually it would appear "jittery".

    When we are not in combat, we are not obtaining any information about the times between ticks, so we can simply tick away in blissful ignorance, using our previous knowledge of the tick time. If you have any suggestions on a better approach, or a means of fixing the gaps without introducing jitter in the ticks, by all means let me know. I'd love to find a better way of doing it.


    2.) The text representaion seems to be "centered around a default bar width, if the width is modified the text does not move to center in the new size. This leads to the text getting truncated if a low width is selected.


    I noticed this too.. I'm just making use of the candy bar "text" field currently. I'll see about overlaying my own text rather than relying on the existing one. Thanks much for the bug reports.. I can't make it better without feedback! :)
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from kazama14 »

    Great mod Kergoth, just one request heh. Would it be at all possible to add the option of a text representatin of current energy in the bar? This is probably the only thing holding me back form using this over Tick. I understand if you wanna keep it simple with no text, but I was just wondering, thanks again.


    Okay, I just checked in an option to set the 'bartext' to either 'energy' or 'cp', and an appearance option to set the font size of that text. Let me know if that works for you.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Quote from flvinny521 »

    Another request -

    Show the bar while stealthed OR in combat.

    This option, combined with Kazama's suggestion, would allow you to perfectly time an opening move while in stealth, and then immediately begin tracking your current energy, never having to look up at the unitframes. This way the bar is active every time I need to be aware of my energy, because having it on always is a bit distracting to me.


    The 'stealth' option to 'shown' shows the bar whenever your energy is actually ticking (whenever it isn't full), or you're in stealth. I guess I don't see how that isn't sufficient. It certainly is for me when timing opening moves.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    Description:
    kEnergy is an energy ticker which maintains a running average and standard
    deviation to ensure that the tick interval matches when your energy is really
    coming in. Unfortunately, energy ticks do not occur at precise 2 second
    intervals, nor do they always come in increments of exactly 20 energy, so a
    more adaptive solution was sought. By maintaining the average and throwing
    out outlying tick offsets, this addon is able to be more accurate than most
    (if not all) other energy tickers out there, particularly in environments with
    high network latency.

    Most aspects of its display can be configured, including color, texture, size,
    font size, and bar text (energy, combo points, or both).

    Please report any bugs you find to me, as I cannot fix problems which I'm not
    aware of! Note that if you run into a problem with the tick offset being
    too high (bar ticking too slow):
    - Reset the tickoffset (/ke tickoffset 0)
    - Enable debugging (/ke debug)
    - Fight until the problem is reproduced (assuming it is indeed reproducable)
    - Reload your UI or logout.
    - Send me the kEnergy.lua from your SavedVariables, as debug mode enabled a
    full log of your energy activity over time, so the problem can be isolated.
    Be warned, do not keep /ke debug enabled in critical environments, as it is
    consuming small amounts of ram (new entry in the energy log) for each energy
    gain/loss.



    Download:
    kEnergy at WowInterface

    Release History:
    0.8:
    * Fix the 'Reset bar position.' option.
    * Updated deDE translation, courtesy Viperb0y.
    * Standby fixup: Hide the bartext on disable, and reset self.barticking
    on enable when we reset the rest of the state.
    * Add bartext info to readme and clean up relnotes.
    * Locking fixups:
    * Method modified to behave more sensibly, fixing the unlock to no longer show
    a spark on the bar, and to make bartext never, ever show up before the bar
    does.
    * Ensure that the code properly handles being locked/unlocked at all times (now
    properly handles receiving energy ticks while unlocked).
    * Ensure that our knowledge of the tick isn't lost when locking/unlocking.
    Previously, if you locked and unlocked, you'd have to go cause an
    energy tick for the bar to start ticking again.

    0.7:
    * Kill legacy Combat Potency handling from pre 2.0.3 wow versions.
    * Handle 'Shadowmeld' handling for the display when in stealth option.
    * By request, add options to display energy / combo points as text on the
    bar, and appearance options for that text.
    * Bump Interface # in .toc.
    * Add deDE translation, courtesy trh_.
    * Fix the missing self.tickamount variable for druids.
    * Fix bug which could result in a tickoffset which is too large, if high
    latency was encountered during the initial world entry.
    * Fix issue reported by Guillotine where the bar never came back after leaving
    cat form.
    * Work around a Blizzard annoyance - apparently, when shifting into cat form,
    you can receive a UNIT_ENERGY event before getting the PLAYER_AURAS_CHANGED
    which tells us we're now in cat form.
    * Substantial rework of the way our ticks were being simulated and how that
    interacted with real energy ticks. There is no longer a small period of
    time between one timer bar completing and the next one starting. It now
    starts the next one immediately, and adjusts the end time of that next one
    when the expected energy event arrives.
    * General cleanup and enhancements to the code.

    0.61:
    * Add the missing debug level localization.. oops.

    0.6:
    * Add option to fill the bar rather than emptying it.
    * Fix handling of adrenaline rush.
    * Fix the bug resulting in one extra bar tick upon reaching max energy (it should stop immediately now).
    * Fix 'standby'.
    * Store spell costs by name -and- rank.
    * Ensure that energy ticks from units other than 'player' (i.e. party members) don't throw off our ticking.
    * Maintain spell cost state using _SENT to ensure that multiple _SUCCEEDED spellcast events from a single cast don't throw off our energy predictions (was mainly an issue with mutilate).
    * Set the player's max energy correctly for druids upon entering cat form, as the UNIT_MAXENERGY event is not fired upon shapeshifting.

    * Maintain an energy activity log in saved vars (wiped on each ui load) when debugging is enabled, so when a problem is encountered, the user can enable debugging and send me the log.
    * Fix ordering of our options.
    * Add option to set the debug level (a level of 2 shows the energy log in the chat frame).
    * SurfaceLib support: kill Surface_Registered handling, as it's unnecessary now, and add handling of Surface_SetGlobal.

    0.5:
    * Switch the prints to debug output, so will not spam by default anymore.
    * Fixed handling of Combat Potency on live servers.
    * Properly reset the tick cycle on player death.
    * Alter the logic in self:tick() to fix some bar stutter.
    * Rename a variable to avoid stepping on the toes of AceOO/AceConsole, which was resulting in the "standby" and profile options missing from our configuration menu / chat.
    * Properly reset the tick cycle upon losing the Cat Form buff -- should fix the tick times getting screwed up on shapeshifts (thanks for the bug report folks, I don't have a druid that I play regularly).

    0.4
    * Added right click menu for configuration while unlocked.
    * Added option to reset bar position to default.
    * Completely reworked the averaging code -- we now maintain a running average (mean) and running standard deviation, and throw away outliers (bad values which will screw up the average).
    * Added handling of a few circumstances which it was unable to deal with in the past: it more intelligently handles the final tick in a sequence of ticks, it tracks user energy usage to ensure that a 20 energy gain from a 2 charge Arcane Torrent is not misinterpreted as an energy tick, etc.
    * Added an option to manually set the tick offset value (can easily reset it back to 0).
    * Had druid functionality tested and confirmed happy.

    0.3
    * Add option for when to show the bar.
    * Add more bar textures.
    * Show only when in cat form for druids.
    * Use a weighted average for the tick time to attempt to compensate for latency.

    0.2
    * Updated to no longer rely upon SupplyAndDemand for loading (no longer a LoadOnDemad addon) to avoid confusion.

    0.1
    * Initial version.
    Posted in: General AddOns
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    posted a message on Talented, a Talent template editor !
    This addon looks great indeed. I was hoping someone was going to do one like this, so I wouldn't have to (hooray laziness). Please keep (if you implement it) viewing of other classes data and adjusted tooltips in a seperate addon, an acemodule perhaps, considering how much additional data you'd have to store :) Keep the core nice and basic. Sending/receiving builds via acecomm, at least for just your class, should be pretty painless to implement, however. Nice job on this, jerry :)
    Posted in: General AddOns
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    posted a message on Addon to move PVP objectives.
    I modified my local version of Capping to have an option to move the objectives display, if anyone would find that useful.
    Posted in: General AddOns
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    posted a message on Cartographer
    Quote from Phanx »

    1. All notes from all modules are shown all the time. It would be nice, for example, to only show herbalism notes if the character I'm currently on has herbalism and not mining, or vice versa.


    This is a bad example. If your character does not have herbalism, the herbalism addon will never even be loaded at all, much less "show herbalism notes".
    Posted in: Map/Minimap AddOns
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