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    posted a message on Policy on updating old addons
    The term "open source" is a bit misleading here: Sure, the source is "open" as in readable, but it is not free (as in freedom) as "open source" usually means.

    That particular addon is marked as "All rights reserved", which means you cannot create a copy of it without permission.

    Slightly off topic: "All rights reserved" is a completely stupid "license", as it is in fact a license allowing you nothing. If you would stress this, the license would even forbid you from using the addon. As Nevcairiel wrote you may not create a copy, that also would forbid downloading and installing it (which essentially creates a copy). Of course we usually assume that the author gives us an implicit license to use the addon.

    Back to topic: Unless you can contact the author you could wait until the copyright expires. But that will probably take longer than you will live. So probably you should look for another addon which does what you want or write your own one.
    Posted in: General Chat
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    posted a message on Quest map information
    Unfortunately the displayed blobs are neither children nor regions.
    In other words:
    WorldMapBlobFrame:GetRegions() returns only the background texture (WorldMapBlobFrameTexture). That texture seems to serve no purpose.
    Posted in: Lua Code Discussion
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    posted a message on Quest map information
    Sounds interesting, but you lost me.
    How do I "explore the WorldMapBlobFrame's regions in-game"?
    For me this seems to be difficult.
    Posted in: Lua Code Discussion
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    posted a message on Quest map information
    Okay, the word proper was probably not the proper word ;p
    My problem is, that using the method you described, I only get one POI for every quest instead of all. Also, I can not get the areas (or can I?). This results in some quest beeing very inaccurate. The stormwind cooking daily with the sugar comes to mind.
    Posted in: Lua Code Discussion
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    posted a message on Quest map information
    Jep. Did this. That resulted in my findings. I was wondering if there is any proper way to do this.
    Posted in: Lua Code Discussion
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    posted a message on Quest map information
    How do I get information on the objective positions?
    There are a couple of api functions which seem to do this, but they are hardly documented yet.

    One of the best I found is QuestPOIGetIconInfo, but that only works if I am in the right zone and only returns the nearest if there are many.
    Any suggestions for better an API or a library?

    Another feature is the "blobs" on the world map. They are created with the use of an instance of 'QuestPOIFrame'. While the frame can display the blobs, I would like get the data. Any ideas on that?
    Posted in: Lua Code Discussion
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    posted a message on Astrolabe, HandyNotes, zone phasing
    I did not look into Handynotes (or any plugin), but quoting from its page:
    HandyNotes plugin authors will need to be update their plugins to use Astrolabe-1.0 and its new API that has changed from using (C, Z) pairs to (mapID, level) pairs. HandyNotes has provided some additional functions to help with this (these functions will not work for instance and BG maps):

    HandyNotes:GetMapFiletoMapID(mapFile)
    HandyNotes:GetMapIDtoMapFile(mapID)
    HandyNotes:GetZoneToMapID(zone)

    Doesn't this do what you need?

    However, I do not see any public API function of Astrolabe that uses map file names. :confused:

    Edit: You could also just have a look at the MPQ and extract a list from there.
    Posted in: Lua Code Discussion
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    posted a message on Astrolabe, HandyNotes, zone phasing
    Curious what you are trying to do, as I might be able to use something similar.
    I currently use a hard coded list of mapID to minimap texture path. That might be a different path though.
    Unfotunately it seems that the internal file names have few to do with the names the players know (anyone been on hawaii recently?)
    Posted in: Lua Code Discussion
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    posted a message on errors with stacktrace in coroutine
    Thank you very much.
    Posted in: Lua Code Discussion
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    posted a message on afk/dnd pitbull lua question
    Copy+paste, replace unit by 'player'. Does this work?
    Posted in: Lua Code Discussion
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    posted a message on afk/dnd pitbull lua question
    A bit more context would be nice. What are you trying to do?
    1. Display afk/dnd messages of other players on your client?
    2. Make other players see your afk/dnd message in color?

    Jarod24 pointed out that 2 is not possible, however 1 should be doable.
    Posted in: Lua Code Discussion
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    posted a message on errors with stacktrace in coroutine
    I am using coroutine for some time expensive code. The code uses coroutine.yield() from time to time to let the client continue. That works fine.

    However I sometimes introduce bugs in the code which can happen inside the coroutine.

    coroutine.resume(cr) returns false, errormessage in this case. Thats great. Im currently using something like this:
    local errorFree, errorMessage = coroutine.resume(self.layoutCoroutine, self)
    assert(errorFree, errorMessage)
    


    Which does almost the right thing: If an error occurs in the coroutine, I get the error message, including the file and line. However I do not get the stacktrace of the error.

    Does anyone know how to get the actual stacktrace?
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    Thanks for all your help. I uploaded what I have done:
    http://www.wowace.com/addons/libmaptiledata-1-1/

    There is still a problem left:
    I need a way to translate the player (or any other) position to the tile indices.
    E.g. something like (485, 0.23, 0.71) -> (485, 22.4, 27.8)
    (485 ist he MapId of Northrend, that point is in Borean Tundra, Valliance Landing)

    I have not (yet) found anything in neither the api nor any library to do so. Maybe someone knows something I do not?
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    Good idea. Quite a bit of searching:

    I found:
    "world/Maps/Azeroth/" and similar folders containing .adt files.
    I think these are the actual terrain files, and not the minimap tiles.

    I also found in textures.mpq:
    World/Minimaps/Azeroth/mapXX_YY.blp.
    and similar. This looks great. And it also turns out to be much simpler than the old format.
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    Yes, I was. I unescaped it here for readability.
    Posted in: Lua Code Discussion
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