• 0

    posted a message on putting back the art in game
    Quote from Anotherhero »

    The dimensions are 1024x256

    Edit: Ok got it to work, it seems that the max width of a texture is 512 and 1024 is not supported
    So I just sliced it in 2 and it worked!


    I'll confirm this, some graphics cards can not deal with larger textures. 1024 would crash me every time, but 512 worked. I never made textures for other people's use so I don't know the limits of other people's graphic's cards.
    Posted in: Addon Ideas
  • 0

    posted a message on FuXPFu - (As inspired by Bant)
    There are a few Experience tracking fubar modules. I have mine sitting in the middle of the bar. I think it works very well in this respect.
    Posted in: FuBar AddOns
  • 0

    posted a message on FuXPFu - (As inspired by Bant)
    Ooo.. I love it. One suggestion, maybe an option to thicken it a few pixels?
    Posted in: FuBar AddOns
  • 0

    posted a message on A tradeskill addon that allows you to drag single crafting skills...

    I've been using Inventory Hawk as a reverse of this idea. It is an inventory tracker that saves trade skill information about certain items. For example, I have it set up so if I right-click on the amount of Runecloth I'm carrying, it will start crafting heavy runecloth bandages. You might want to look at the skill-saving code it uses for inspiration.

    Posted in: Addon Ideas
  • 0

    posted a message on One function vs Many.
    Right.. I was just thinking about that. The failovers are going to get me if I don't prep for them now. Things like battle-ground specific food/bandages, or conjured items. There are a few ideas that I'll play with, maybe I'll end up with one I like.
    Posted in: Lua Code Discussion
  • 0

    posted a message on One function vs Many.
    To me.. pickAndUseBandage() is the same as pickAndUse(bandage), but I can see your point of view on that.

    Breaking it up by process might help as well. Really, the only main one is target or no target. Everything checks /something/ (which I have stashed in another subroutine anyway.)... ooo.. unless i want to add buff-food.. and check to see if it has that buff already.. hrm... something to consider.

    Posted in: Lua Code Discussion
  • 0

    posted a message on One function vs Many.
    I've been toying with my first add-on, a bandage/potion/food/drink chooser, and had a question about function efficiency. (BestInShow on the SVN. Warning, it's scary to look at right now.)

    Tekkub tossed up 'PotHead' on the SVN, in which every item type has it's own function. I've been building on the concept that, as the process is the mostly the same, it can be a single function. However, that leaves me with conditionals as I sort out the differences. (Bandages can be applied to target, some items check health, others mana, etc.)

    In the interest of making things as tight as possible, are there good guidlines on where someone should draw the line when it comes to conditionals versus seperate functions?

    Posted in: Lua Code Discussion
  • 0

    posted a message on Paper, Rock, Scissors
    Well, as I see it, there are at least two ways:

    1. Elimination. You can continue as long as you "win" over someone else. While not good for large groups, smalls groups might like this varient. As it can keep going with everyone in, but when people start dropping off, then the chances are higher that someone else will get bumped off faster.

    2. Keeping Score. Gain one point for every "Win", take away one point for every "loss". Winner is the highest after N rounds, or first to N points. (N == number of players might be a good default.)
    Posted in: Addon Ideas
  • 0

    posted a message on Paper, Rock, Scissors
    Ooo.. Tell me its going to be called RoShamBo! :)

    I did have one thought, if someone is going to do that, there are other variants to consider and code for. I had to go find them again, but I thought it would be funny to bring up in this discussion. :)

    http://www.umop.com/rps.htm

    Also, will it handle tournaments, overtime, or other elimination techniques? (Imagine a raid leader announcing "Roshamo for the Epic")
    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    I actually may go the otherway, take elements from pothead to fix newbie-ish problems I've been having. If you don't mind? :)

    And Yes, I was thinking about an SVN account as I don't really have a place to put up alpha/beta code without "releasing" it to one of the major sites. I wanted to have something to show for it first.
    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    Oooo.. I see that tekkub put his version, "PotHead" on the SVN. I was making this way more complex then it needed to be. For function collections, is that really all that is needed? Well, it's been a good learning experience. :)

    Very Cool.

    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    Well, I kinda teased him into doing it. He went and posted questions and looked for help files. I wanted to give him a chance to put out what he was doing so I didn't steal any thunder here.

    Hypothetically, there is not much else needed, as PT does all the hard work now. Right? Some target checking/saving code for when you are using bandages, but everything else is just using the object in question. Hrm....



    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    Hey DD, are you still working on this? How is it going?

    You may want to look at the SVN version of PeriodicTable. He has gone and added a new function that will come in very handy in this application.
    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    Heh, that's cool. Just asking.

    I see you asking for the tutorials, so are you going to run with it? That is the best way to learn.
    Posted in: Addon Ideas
  • 0

    posted a message on SmartMedic
    Quote from DiabolicalDestiny »

    xactly PLEASE MAKE IT.. :P


    Well, since you asked so nicely. :P

    You do happen to notice you have a higher post count. Why don't you make it? :)

    As an aside, if someone was thinking about this, and was tempted to use KCI as the back-end counter/item finder, and he was having problems finding a nice place for documentation on it, Where should he look? Or should he continue to look at the KCI code and other mods? KCI's inventory data structure did not seem to have an item-based index, so he would still have to search for the specific bag slot of the item in question. Is there another/better/different inventory cache somewhere that stores that info instead?
    Posted in: Addon Ideas
  • To post a comment, please or register a new account.