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    posted a message on Getting current MiniMap tiles.
    Thanks for the hint Phanx.
    That was not exactly what I am looking for (though I am still waiting for a reply from the author). The problem is that MapsterEnhanced uses hardcoded reduced size textures. However I would like to have the high detail textures from the game.
    They used to be somewhere like "textures\Minimap\" .. mapData .. ".blp" where mapData is an md5 hash. They seem gone (I get green rectangles now.)
    They are probably somewhere different now, but I am pretty sure they are still there, after all that is the textures displayed by the minimap.
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    Wow. Its getting too late. I was so sure I had already tried Mapster and decided it was not what I look for. Obviously it is.

    Thank you very much, especially for pointing out my mistake.
    Posted in: Lua Code Discussion
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    posted a message on Daily quest tracker
    Some of the existing addons (atleast SOCD) remember which you have done.
    So does EveryQuest2. Of course thats not the format you would like.
    Posted in: Addon Ideas
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    posted a message on Getting current MiniMap tiles.
    Obviously I need to rephrase this again. I am not looking for a Minimap addon, nor do I want to modify the minimap.

    I am looking for something like Yatlas:



    What I am missing is some sane way to get these textures from the game.
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    Either you misunderstood me, or I misunderstood you know. What I am looking for is the actual "landscape" data displayed in the minimap, not the art used to make the minimap frames. I could not find this in the extracted files.

    Thanks for the tip anyway, I learned something interesting.
    Posted in: Lua Code Discussion
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    posted a message on Getting current MiniMap tiles.
    I am trying to create a "google earth" style map addon.
    What I am looking for is an expanded view of the minimap tiles.

    I used Yatlas years ago. I also used Cartographer (3 I think) which had this feature.

    I had some code working some time ago, but that was some expansions ago and hence does not work anymore.
    What I would need is some way to get a mapping of (tileX,tileY) -> texture name.

    I think there was an automated way to do so in Cartographer3 then...

    Thats what I have:
    1. a "md5translate.trs" file, most likely outdated.
    2. a "world.lua" file which translates this into the needed format

    Im pretty sure I will need to adapt the "world.lua" script for the new continents.

    But the real question is: How can I get an updated "md5translate.trs"?

    Edit: here is the file I have http://www.wowace.com/paste/6363/
    Posted in: Lua Code Discussion
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    posted a message on Addon for text resizing
    This will not affect the text in the 3D world, right? In particular unit names (without nameplates)?
    Posted in: Addon Ideas
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    posted a message on Moving the MainMenuBar
    Most of these bar addons, in fact I think all you mentioned, use LibJostle-3.0.
    Maybe you should have a look at this?
    Posted in: AddOn HELP!
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    posted a message on FactionID and index
    Tanks for your suggestions.
    Some questions though:
    Is there some particular reason for an upper bound of 2000? Or is it just some large number?

    I have not yet found a suitable event for new factions besides CHAT_MSG_COMBAT_FACTION_CHANGE and UPDATE_FACTION.
    The first one would require me to parse the combat log for a string I do not yet know.
    The second fires everytime something changes. Probably an overhead but might be worth.
    Posted in: Lua Code Discussion
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    posted a message on FactionID and index
    Situation:
    There are two functions for retrieving faction information:
    GetFactionInfo and GetFactionInfoByID
    The first one uses an index in the reputation window, which (I assume) can change anytime a player discovers a new faction. The second uses a unique ID which won't change.

    Problem
    Both functions return exactly the same results, however I fail to find a (good) way to convert an index to a factionID.
    Obviously I can iterate all indices and factionIDs to do so.
    But is there any better way?

    Motivation (Or: What I want to do)
    In an addon I develop I want to track faction reputation. Obviously storing those by the index is risky, as that may change. Storing by name would be an option, but this is ugly (in particular if someone changes client language as I tend to do sometimes), If some factions have the same name (unlikely), or get renamed (unlikely aswell).
    Posted in: Lua Code Discussion
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    posted a message on MoonScript
    Generally I think that using another language to create WoW addons is a nice idea.
    However this always has a tradeoff: If your langueage is simpler than lua, it is usually also weaker, in which case you would lose flexibility. On the other hand, if it is not simpler than lua, why even bother?

    Besides, this is only usable, if you have a reliable way to translate lua erros back to errors in your code, as was already pointed out.

    "To cut out the middle man" however seems a wrong argument, as this would imply that writting in C and then compile to PCode is bad, as one could write in PCode directly.
    Posted in: Lua Code Discussion
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    posted a message on Vacation Mode
    Quote from Phanx
    Why not? It takes all of 10 seconds for you to send the author a PM asking for permission. Almost none of my addons are "open source" or public domain, but if I ever decided I was done with WoW forever (and didn't already have someone lined up to maintain my addons) I would be happy to give permission to someone who contacted me about maintaining them.


    You are right, I would of course try to contact the author/owner first, but in the case, that there would be no reply, I would not fix it.
    Posted in: General Chat
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    posted a message on Help with first addon
    So the error happens in line 2 of the following snippet?
    (Btw: these are CODE tags, they impove readability)
    function MyAddon:SetFont(Object, Font, Size, Style)
        Object:SetFont(Font, Size, Style)
    end


    And it is called from this function?
    function MyAddon:SetCurrentFont()
        local FontFace = LSM:Fetch("font", self.db.profile.FontFace)
        local FontSize = self.db.profile.FontSize
        local FontOutline = self.db.profile.FontOutline
        local FontGroup = self.db.profile.FontGroup
    
        self:SetFont (FontGroup, FontFace, FontSize, FontOutline)
    


    The error tells you that "Object" is nil, which would translate to that "FontGroup" is nil in the lower function.
    That means that self.db.profile.FontGroup is nil.
    For whatever reason.

    If these are your SavedVariables then I suggest to safe the name of the fontgroup instead of the fontgroup itself.
    Could you explain us where you assign self.db.profile.FontGroup?
    Posted in: Lua Code Discussion
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    posted a message on Help with first addon
    Suggestion: Use code tags for sourcecode. Helps others helping you.
    Also it might be helpful to know the exact line which caused the error (including a sensible stacktrace)

    I have no idea if you can add a shadow to the font ingame, but you could always create a font with a shadow outgame and use this font ingame. Not sure if this would look nice.
    Posted in: Lua Code Discussion
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    posted a message on Vacation Mode
    You might consider changing the license of your addons, where applicable.
    In particular I would never fix a "All rights reserved" addon.
    Of course this would require permission from all copyright holders.
    Posted in: General Chat
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