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    posted a message on ace options table error
    This embarrassing issue was reported and fixed in Hermes by the way :)
    Posted in: Lua Code Discussion
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    posted a message on LibInspect ?
    Quote from scotepi
    The reason I say saved variables is to save the unitGUID and corresponding name for INSPECT_NOTIFY.



    Quote from egingell »
    the information would be out of date the next time you query that unit and you'd have to refresh the table's data anyway.


    ^^^

    People are constantly changing specs, glyphs, gear, gems, whatever. Storing it is pointless unless you want to know what they were at some point to compare to some future point.

    Maybe you just mean that you want to keep a table around for names (but not actually written to saved variables).
    Posted in: Addon Ideas
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    posted a message on Addon comms changes
    Quote from Morgalm

    self:RegisterComm("MorgDKP2MorgBid", "OnMorgBidCommReceive")

    I assume acecomm3 is registering with blizz so I don't have to manually use RegisterAddonMessagePrefix() myself.

    If I do a /dump GetRegisteredAddonMessagePrefixes() I am showing my mod as registered.


    Hmm, what is AceComm doing with RegisterComm? I went through the trouble already of calling the RegisterAddonMessagePrefix myself. I didn't assume AceComm would. Guess I'll have to research this a bit closer as who know which versions of Ace people are running and I might need to test with newer versions.
    Posted in: Lua Code Discussion
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    posted a message on font shadows
    Let me clarify a few things that might help you out.

    1. You're concerned with Shadows, not Outlines. They are two different things.
    2. Therefore the API methods you're interested in are:

    FontInstance:SetShadowColor(shadowR, shadowG, shadowB, shadowAlpha)
    FontInstance:SetShadowOffset(xOffset, yOffset)


    3. It's not completely correct that BLizzard defaults all built in font strings to have Shadows. This file contains the base fonts that almost all default game fonts ultimately inherit from: http://wowprogramming.com/utils/xmlbrowser/test/FrameXML/Fonts.xml. So if you see a "Shadow" entry in there with values other than zero, then it does in fact default to have a drop shadow set.

    So, if the font in question (not sure what all addons you're looking at) happen to inherit from one of these fonts that has the Shadow set, then the way to remove it is to manually call the API's mentioned above against the addons copy of the font (hopefully they are making copies!)

    This is why we are saying that it's up to the addon developer to support this. The addon developer needs to explicitly call those API methods if they want to guarantee control over the shadows.

    Just as an example, I use in one of my addons GameFontWhite. Here is it's definition as made by BLizzard:

    <Font name="GameFontWhite" inherits="GameFontBlack" virtual="true">
            <Color r="1.0" g="1.0" b="1.0"/>
        </Font>


    It inherits GameFontBlack:

    <Font name="GameFontBlack" inherits="SystemFont_Med1" virtual="true">
            <Color r="0" g="0" b="0"/>
        </Font>


    Which inherits SystemFont_Med1:

    <Font name="SystemFont_Med1" font="Fonts\FRIZQT__.TTF" virtual="true">
            <FontHeight>
                <AbsValue val="12"/>
            </FontHeight>
        </Font>


    Therefore, by default, GameFontWhite does NOT have a drop shadow. If we wanted to add the ability to change it, we'd use the API's mentioned.

    On the other hand, I also use in my addon a default font called GameFontNormalSmall:

    <Font name="GameFontNormalSmall" inherits="SystemFont_Shadow_Small" virtual="true">
            <Color r="1.0" g="0.82" b="0"/>
        </Font>


    Which inherits SystemFont_Shadow_Small:
    <Font name="SystemFont_Shadow_Small" font="Fonts\FRIZQT__.TTF" virtual="true">
            <Shadow>
                <Offset>
                    <AbsDimension x="1" y="-1"/>
                </Offset>
                <Color r="0" g="0" b="0"/>
            </Shadow>
            <FontHeight>
                <AbsValue val="10"/>
            </FontHeight>
        </Font>


    Aha! This one by default has a drop shadow. If I want to disable the drop shadow and still use this font I'll need to explicitly call the API's mentioned above.

    I hope this clears things up! If not, then probably something less obvious is going on inside the addon, ****OR**** some other addon is incorrectly modifying the drop shadows on the built in blizz fonts (it's entirely possible). Maybe try turning off all mods but the one you're messing around with and see if the problem goes away? At this point I am suspecting it could be another addon modifying the global font properties and not making a copy of it before modifying it.
    Posted in: Lua Code Discussion
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    posted a message on font shadows
    The point is that the addon developer has to handle this. So send them a feature request. They can choose to handle it any number of ways.
    Posted in: Lua Code Discussion
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    posted a message on Hermes: The great messenger of your raid's cooldowns
    It's been a long time since I posted. I haven't needed to make many updates but did a few recently worth noting:

    1. Improved how Soulstones are tracked so that it meets user expectations.
    2. Tic-Tacs show the remaining time for each player now.
    3. Easy to reload spell defaults in case you deleted a bunch or upgraded and want to grab newly added ones (upgrades don't add them by default)
    4. Added some more defaults for Cataclysm spells.

    I am in a 25 man guild and we have about 15 to 18 people who run Hermes on a regular basis. It's pretty solid. Been using it since initial Cataclysm release and we're 4/12 into hardmodes. It hasn't caused any issues or reasons for concern.
    Posted in: General AddOns
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    posted a message on LF an Addon - Debuff/Buff Tracker
    FullThrottle does this as well but the addon isn't very popular/used.
    Posted in: AddOn HELP!
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    posted a message on Officially stumped
    Quote from myrroddin
    @ inthedrops:

    1. The way it is now is how I've seen it in other addons
    2. I will append the sender to both hashes, thus making it unique
    3. Good catch!
    @Starinnia: Nope. At least not in development version. Throws the error I posted above :(


    This is my AceComm event handler for Hermes, I inserted a print statement, and the output when sending a message to myself was "Paperplate" (the name of my toon). I don't know if it ever gets sent as "player" but if it does I've never seen it that way.

    function Hermes:OnReceiverComm(prefix, serialized, channel, sender)
    	print(tostring(sender))
    	if(prefix == HERMES_RECEIVE_COMM) then
    		local success, msg = self:Deserialize(serialized)
    		if(success) then
    			local msgEnum = msg[1]
    			local msgContent = msg[2]
    			local msgName = MESSAGE_ENUM[msgEnum]
    			
    			if(msgName and msgName == "INITIALIZE_SENDER") then
    				local classEnum = msgContent
    				self:ProcessMessage_INITIALIZE_SENDER(sender, classEnum, channel)
    				
    			elseif(msgName and msgName == "UPDATE_SPELLS") then
    				local classEnum = msgContent[1]
    				local trackerUpdates = msgContent[2]
    				self:ProcessMessage_UPDATE_SPELLS(sender, classEnum, trackerUpdates, channel)
    			end
    		else
    			error("Error deserializing message")
    		end
    	end
    end
    Posted in: Lua Code Discussion
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    posted a message on Officially stumped
    Couple quick things.

    1. I think the "sender" in OnCommReceived is going to be the real name of the player, not "player. So in line 41 of your pasty make compare against your toon name instead of player.

    2. I didn't look too closely, but it looks like you're declaring "recHash" locally inside of OnCommReceived. Each message received will be a separate call to OnCommReceived so recHash will never be remembered. You'll need to remember the recHash outside the scope of that function in order to later compare it. Don't forget it's possible that someone else could send a message in between the hash and the value so you'll need to account for that. In other words, don't assume that the very next message following HASH message is the corresponding UPDATE value. But it is safe to assume that that message order is received the same way it was sent from each person who sent them.

    3. Big typo on line 95 I couldn't help but notice. You'll be nilling out your bank table. "lib.guildBank = deserialed_data" should probably be "lib.guildBank = deserialized_data"

    I'm not sure how those compression tools work so no help from me.
    Posted in: Lua Code Discussion
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    posted a message on Officially stumped
    Quote from Morgalm
    Have you been thinking about any possible better way to track lock stones? If the lock doesn't have a stone in their inventory we can't track their CD. And they tend to forget lol


    Hi Morgalm, I'm guessing you meant this for Hermes. I've had this in the back of my head but no answers right now.
    Posted in: Lua Code Discussion
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    posted a message on Officially stumped
    Seems odd to serialize and compress twice. What does it look like after line three in your latest code snippet above?

    Is there a reason you're serializing twice?

    serializedString = libSerial:Serialize(lib.guildBank)
    compressed_data = libc:Compress(serializedString, err)
    ...
    local reSerialize = libSerial:Serialize(compressed_data) -- ????
    Posted in: Lua Code Discussion
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    posted a message on Hermes: The great messenger of your raid's cooldowns
    Just a quick update to say that Hermes has really been coming along nicely and the feedback has been positive. Slowly but surely I'm hacking away at the bugs and making new bugs with new features :)

    Some recent highlights include:
    1. Significant CPU reduction by eliminating unnecessary table sorting.
    2. Significant Message frequency reduction during initial handshaking using multiple techniques. Especially when first joining a raid with 25 others using Hermes.
    3. Small features here and there such as color coded button borders and integration with 3rd party combat text addons (such as Parrot, SCT, and MikScrollingBattleText).
    4. Tweaked the tooltip a bit to reduce intermittant display jitter from some colspan issues.

    At this point I'm extremely happy with the CPU and memory performance. CPU is so insignificant that it's great. And with all the tweaks I've made to the messaging system I feel like I've made a lot of positive ground there as well. I feel very strongly about the stability Hermes offers.

    There seems to be a decent user base over at dual-boxing.com. I've been trying to accommodate their needs when possible but the priority remains raiding.
    Posted in: General AddOns
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    posted a message on AceConfig options: Widescreen GUI
    Great! I was already playing around with showing you the differences but since you're happy I'll stop :)
    Posted in: Ace3
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    posted a message on AceConfig options: Widescreen GUI
    Thanks Nevcairiel.

    Ketho, would you like some samples to show how to solve your problem? I could modify your addon a couple differert ways, post some screenshots, and then show you the code that gets it done.

    There are two approaches that are worth considering. One is the workaround I mentioned earlier with the "spacer". The other is to group things up in an inline group.
    Posted in: Ace3
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    posted a message on AceConfig options: Widescreen GUI
    Ketho I'm the one that got things off track. My apologies to you.

    I thought the concern was about the width of the frame causing layout changes, not the transparency. I honestly have no clue what changes the transparency.

    You don't need any addons to be able to resize an AceConfigDialog depending on how you load it. If you load it manually (via LIB_AceConfigDialog:Open(AddonName)) then you'll be able to resize the "standalone" frame.

    But if you only show it in the BlizzOptions window then it'll be fixed size there (assuming no addons are changing this of course).

    Ketho, in what ways do you show your config dialog? Do you only show it in the Blizz options frame or do you make use of AceConfigDialog:Open?

    Screenshot showing the differences of the two:


    I just looked at the wowinterface forums for your problem. And the user in question is using sexymap. So they probably do have something allowing the resizing of the options window.
    Posted in: Ace3
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