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    posted a message on Cartographer
    Quote from Konqueror »

    Quote from Lichbane »

    I'm getting a strange problem in Darkshore where the icons on the minimap seem to be "bunched up" and move with me. The map itself is fine, but the minimap is stuffed. It's the only zone this happens with (that I've found so far). Anyone else noticed this?


    Yes, very annoying problem.. :-(



    This error has nothing to do with Cartographer. TouristLib-2.0 has an error in it.

    If you open up Cartographer/libs/Tourist-2.0/Tourist-2.0.lua, go to line 1534, and change it from "width=..." to "yards=..." Darkshore will work again.

    I'm reporting the error on Tourist, if it hasn't been fixed already.

    -x
    Posted in: Map/Minimap AddOns
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    posted a message on Cartographer
    Feature request, I guess?

    Karago,
    If this is possible already, sorry, I tried to figure out how, but couldn't.

    I'd like to be able to set a "waypoint" concept...specifically, I'd like to be able to set a note as "the place I want to go" and have an arrow point in the direction of it on the minimap, even if it's too far away to show up on the map.

    Perhaps something like :SetWaypoint(zone,x,y), and you can only have 1 waypoint per zone? Then you get a little arrow that stays a (settable) distance from the center of the minimap, pointing in the direction of the waypoint?

    I tried to figure out how to do that in my own mod, but I wasn't very successful with the minimap button kinda stuff, I figured you probably already have the API and could add that as a feature in ten seconds.

    Of course, adding in all the proper GUIs for setting any given note to be a waypoint is a whole other deal... but if the feature was there, even just programatically, it'd be SO useful to me. :) Thanks a bunch! Let me know if you reject the idea, too, 'cause I'll keep persuing how to make my own addon do it, but please consider it, I think it'd be super awesome.

    THanks.

    -x
    Posted in: Map/Minimap AddOns
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    posted a message on ArkInventory
    okay okay, this is the last one, I promise.

    Ark -
    what are your feelings on showing items in multiple groups?

    Specifically, I have grown used to using Advanced Bags Plus. I've wanted a replacement for a long time, because ABP is full of bugs, is never updated, and is highly inefficient. However, one of the things I really loved about it was the ability to set up a custom group and call it "fire resistance" and put in every piece of my FR kit. Then make one called "front resistance" and put in every piece of my FrR kit. And then one for each other resistance. Then one for +healing, and one for +damage (I'm a priest and I pvp and raid :P)... Obviously, a lot of items show up in multiple groups. And I like it that way. Now, I wouldn't want *everything* to show up in multiple groups, or at least, I'd want a way to remove something from certain groups, so I could have a "potions I use" and "other potions" groups...

    Anyway. As far as I can tell right now, everything shows up in exactly one category, period. If I mis-understood that, I'm sorry about this post, and if I didn't, I'm just wondering what your thoughts are on the multiple-category-grouping.

    Thanks. :)

    -x
    Posted in: General AddOns
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    posted a message on ArkInventory
    One more post in my series!

    I remember you saying somewhere that you are trying to make the saved variables file smaller, but that you need all that information.

    One way to make saved variables significantly smaller (and load way faster) is to use nil defaults...

    For instance, I have
    loc.1.bag.1.slot.# = {
     ["q"] = 0,
     ["name"] = "",
     ["id"] = "0.0.0.0",
     ["cat"] = 2,
     ["count"] = 0,
    },

    about 50 times on any given character. Every empty bank slot or inventory slot ends up with that.
    If instead, you just had
    loc.1.bag.1.slot.# = nil

    IMPLY the empty bag, and do proper checking in your code (ex:
    if loc.1.bag.1.slot.3 then
     -- code to access bag
    end

    instead of assuming it's always set, you will save huge amounts of SavedVariable space, since chances are people have alts that have empty bag spots, and even their main will usually have at least 20-30...gotta be able to loot *something*, right? :)

    You could also have "count=1" be a nil default. Only use count if it is >1. A 0-count means the slot should be nil, a 1-count means count is nil. It makes your code ever so slightly larger, but makes your memory imprint hugely less. Instead of:
     loc.1.bag.1.slot.3.count

    you can use it like:
     (loc.1.bag.1.slot.3.count or 1)

    (not sure what your experience with Lua is, but the result of OR and AND comparisons always returns the value that caused it to make the decision, so:)
     (myBooleanValue and "YES YES OH YES" or "aww no :(")

    will very efficiently (cpu-cycles-wise) return "YES YES OH YES" if your boolean value is true, and "aww no :(" if it isn't. so you can do this mid-string, or anywhere.

    Another idea, you could save SavedVariable space by not storing
    										 ["h"] = "|cffffffff|Hitem:5998:0:0:0:0:0:0:147008822|h[Stormpike's Request]|h|r",
     ["name"] = "Stormpike's Request",
     ["id"] = "5998.0.0.0",

    since a lot of the information is duplicated. If you only stored the "h" in the saved variables file, and parsed out the "name" and "id" when it was first needed, it wouldn't be noticable to the user (since one parsing on a tooltip-show or something is not anywhere near noticable), and it WOULD be noticably less loading during startup.

    Anyway. That's just a few ideas, obviously there's a lot more nil-default kinda saved variables saving you could do...

    -x
    Posted in: General AddOns
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    posted a message on ArkInventory
    Quote from Arkayenro »

    Wonder if we could get a "Quick Edit" mode whereby you simply hold a modifier key down (alt+ctrl maybe) and click (right/left, not sure) on an item and it would bring up the menu to set categories. I find myself picking bits and pieces up and wanting to toss them directly into a category but having to go into the full edit mode just to move them.
    probably not very soon, the items are actually using blizzards default xml so that i get secure functionality, so long as i don't play with the click handlers i'm ok, adding what you want would mean playing with that and probably tainting the code such that the client wont let it happen or would barf in combat.

    Not sure on this one, but you can hook PreClick and PostClick, and do whatever you want to do out of combat. If the "Quick Edit" mode was non-combat-only, I'm sure your users would understand... :)

    If PreClick did something along the lines of:
    Whatever you wanted it to do to your database, and IF IT DID ANYTHING, then change the "type" attribute of the button to "", then have the PostClick change the "type" attribute of the button back to whatever it was before... I don't have the details right now, but I can write up a mock of it, if you want. That'll give me an excuse to actually go finish up my inventory button hooking code for one of my mods...

    -x
    Posted in: General AddOns
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    posted a message on ArkInventory
    Quote from Isstai »

    Why add a FuBar plugin?
    The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.

    1. FuBar plugin support requires approximately 10 seconds of effort.
    2. FuBar plugins use hardly any additional resources, and will not adversely effect the bag update section of things.
    3. FuBar plugins provide an easy-to-use GUI for Ace-2 slash (/) commands with for free.
    4. FuBar plugin would allow modded interfaces that do not have (or would prefer not to have) a huge button (or 5 huge buttons) dedicated to just opening a bag to do exactly that.
    5. A FuBar plugin could replace the afore-mentioned huge button with a useful piece of information that, when clicked, opens your bags, such as how many bag slots you have free, or, hell, anything at all, like how many healing potions you have or how many soul shards or anything else, with a decent call to SetText('desc').
    6. Why *not* be a FuBar plugin? Even if the user doesn't use FuBar, being a FuBar plugin provides a free GUI to the /commands (again).

    I don't see why anyone makes an Ace2 mod and doesn't throw in the option to use it with FuBar, even if just as a click-to-use and /command accesser.

    -x
    Posted in: General AddOns
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    posted a message on ArkInventory
    Quote from Arkayenro »

    Quote from Malfeus »

    I think you might have said its on a low status for you but even with the blizzard hide option enabled the default bank ui still comes up. It is working with the bags at the ah/mailbox/etc just not the bank.
    the bags were simple as ai already has their functionality so just hiding the frames works but right now i have no idea how to hide the bank frame without it also closing the "vendor" as well (thus closing your bank). if anyone has any ideas on how to do that let me know.


    Set the bank bag location to -400, -400? Not sure on details of moving the bank bag, but I know that's a common way to force something that needs to be visible to appear invisible...

    -x
    Posted in: General AddOns
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    posted a message on Grid
    Quote from Mythik »

    Is there a way to configure the Out of Range distance? When I'm in AB, for example, Grid shows people at the farm say, as being in range, when I'm at the lumbermill. It's making it hard to tell who's really around me and who I need to dispel, etc.


    If it's doing that, it's not a mis-set out of range distance, it's a bug.

    What class are you? Does it do this anywhere else?

    Report a bug. Give as much info as you can.

    -x
    Posted in: Grid & Grid2
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    posted a message on Bag/Link Problem encountered
    Any mod that interacts with the inventory at all can cause this. It's a very standard, simple side-effect of making a seemingly-working modification to how bags work.

    Basically, before 2.0, you could easily hook the "use bag" and "split stack" etc, functions, but now, if you do, your code works, but all the default UI functionality that you are reporting breaks.

    So listing 50 mods and saying "there seems to be one of these mods that hasn't updated to proper 2.0 hooking yet" doesn't help us much. There's two situations that may happen:
    1. A mod author already knows about this and is trying to fix it.
    2. A mod author doesn't know about this, and isn't going to read through your list of mods and test for you.

    If you want to report that a mod is causing a problem, narrow it down to one mod. I know that about half the bag-touching mods released in 2.0 had this problem at the beginning. Any mod that lets you do *anything* with your bags. Sell items at the auction house (IgorsMassAuction), send mail easier (mail mods), sort your inventory (Mr.Plow), replace your inventory (OneBag, ABP, etc) could all be the culprite.

    If you can go disable half your mods, and see if that half causes it, then disable half again, and again, until you have exactly one mod that's causing it, you're a thousand times more likely to find hte problem.

    Also, if you just wait another couple days and update, you're also likely to get it fixed, 'cause most mod authors use their own mods, so they find obvious bugs like that. But not always.

    -x
    Posted in: General AddOns
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    posted a message on Grid
    Look at how Heal Incoming tracks for an incoming heal. It's not 100% accurate, but it's pretty good, especially if a lot of the raiders use Grid.

    Or you could just hook into CTRA's res monitor, and see what it says. I'm not sure on the layout of the CTRA code, so I can't help you there.

    -x
    Posted in: Grid & Grid2
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    posted a message on Grid
    PM'd. You know. In case you don't notice that sort of thing. I don't know how this stuff works. :)
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Pastamancer »

    http://www.wowace.com/wiki/Grid_User%27s_Documentation needs work.

    Send me a pm or talk to me on irc before making a commit unless it's something silly like I committed without testing (because I was at work) and forgot a ')'.

    Oops, too late! I added the "corners" section. Then I realized I wanted to talk to you about something, so here I am. I'll PM you.

    -x
    Posted in: Grid & Grid2
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    posted a message on Grid
    On the topic of a code freeze, feature freeze, and documentation:

    I read most of the wiki, and I didn't see a mention of a feature freeze for documentation writing.

    I read the first 5 pages and the last 5 pages when I started reading the Grid forum, but this (post on previous page) is the first I've heard of it.

    What do you need help with? I'm happy to work on the wiki or help write some documents if it'll help speed things along and allow Grid to start becoming more awesome.

    Also, if I find a small bug (such as the one-liner mistake on the string.find change in Lua 5.1), should I commit to the SVN? Not that I've been able to access the SVN lately, but if I could? Or should I post about the problem, and let you guys deal with it?

    -x
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from kas »

    This was asked once already but I couldn't find a response. How did you get your grid units to look like that? Rectangle instead of square, health deficit horizontal instead of vertical, etc.


    Right click "[]Grid" on your FuBar or the Grid Icon on your minimap.

    Set the width and height options. to different values.

    click the option that says something about swapping the axis.

    There aren't *THAT* many options in there. I spent ten minutes looking through the list, and I know what's possible with Grid. You probably could have set this up much easier than even scanning the forums for an answer to that question. :)
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Pastamancer »

    How about because I feel that's the wrong way to do it and that it's not worth the trouble? Anyone who feels differently is more than welcome to replace GridLayout with their own version.

    Works for me! Like I said, I'll happily accept that you don't want to do what they ask for. I just had a problem with saying it's not possible. Responding to requests for things with "No-Can-Do, the new Blizzard UI prevents it" when it doesn't was what I was talking about. "That's not what Grid does," "I don't care enough to spend the time," are both perfectly good answers. :)

    Quote from trankillity »

    xelepet: GridLayoutCustom already exists, nuff said.

    Then wouldn't the response to "Can I get X?" be "use GridLayoutCustom," instead of "can't be done." ?
    -x
    Posted in: Grid & Grid2
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