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    posted a message on Proximo 2.0 - Simple Arena Unit Frames
    I see that someone has already requested spec information similar to what CowTip is displaying. I second this for sure. I always mouseover the enemies in the arena to quickly determine specs and choose a kill order.
    Posted in: General AddOns
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    posted a message on FuBar - QuestsFu
    I'm getting two errors with QuestFu regarding Quixote. It makes it so the Quest Tracker doesn't appear.

    [2007/12/19 13:03:46-346-x1]: FuBar_QuestsFu-r56997\Tracker\Tracker.lua:144: Quixote-1.0: Bad argument #2 to `GetQuest' (string or number expected, got boolean)
    Quixote-1.0-56996 (Quixote):187: in function <Interface\AddOns\Quixote\Quixote-1.0\Quixote-1.0.lua:184>
    <in C code>: ?
    AceEvent-2.0-56171 (Ace2):263: in function `TriggerEvent'
    AceEvent-2.0-56171 (Ace2):929: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:927>
    <in C code>: ?
    AceEvent-2.0-56171 (Ace2):267: in function `TriggerEvent'
    AceEvent-2.0-56171 (Ace2):914: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:907>


    [2007/12/19 13:03:46-346-x1]: FuBar_QuestsFu-r56997\Tracker\Tracker.lua:340: Quixote-1.0: Bad argument #2 to `GetQuestByName' (string expected, got boolean)
    Quixote-1.0-56996 (Quixote):187: in function <Interface\AddOns\Quixote\Quixote-1.0\Quixote-1.0.lua:184>
    <in C code>: ?
    AceEvent-2.0-56171 (Ace2):263: in function `TriggerEvent'
    AceEvent-2.0-56171 (Ace2):929: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:927>
    <in C code>: ?
    AceEvent-2.0-56171 (Ace2):267: in function `TriggerEvent'
    AceEvent-2.0-56171 (Ace2):914: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:907>
    Posted in: FuBar AddOns
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    posted a message on 2.4 change - Unique identifiers for units of the same name?
    I know an issue that has always existed in threat meters and damage meters in the past was that they couldn't tell the difference between two targets with the same name. Looks like in 2.4, there may be some unique identifiers in combat log parsing to get beyond this hurdle:

    Significant Changes
    * The combat logging mechanism is completely overhauled with explicit data instead of text strings delivered to the UI.
    See slouken's post below for a sneak-peak at some of the current details.
    Highlights include detailed flags indicating relationship of involved units to player, unique identifiers for units with the same name within the combat log -- great for log analysis. 


    I may be totally misinterpreting it, but I thought it sounded interesting. Just giving you guys the heads up.

    (source)
    Posted in: Addon Ideas
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    posted a message on Improving gathering database storage efficienty
    I would imagine that this is something that has been brought up before, but I'll bring it up anyways. I have been taking a look at the database storage method for gathering nodes and have some suggestions. This applies to all the gather/finding skills (Mining, Herbs, and Treasure) but I'll use Mining as an example:

    As I run around mining I notice quite often that most veins have the ability to spawn as multiple types of nodes. For example, some random Iron Vein might sometimes spawn as a Gold Vein or Silver Vein.

    When I am running around looking for veins, I will see these nodes on Cartographer (using some big imported database like everyone else). Almost always, the nodes are not directly on top of each other. Their coordinate locations are just slightly different from each other (no doubt because the database information is from a variety of users I guess). So anyways, moving on... When I take a look at the mining database I might see something like this:

    ["Terokkar Forest"] = {
    		[28708160] = "Fel Iron Deposit",
    		[28658152] = "Adamantite Deposit",
    		[29310120] = "Fel Iron Deposit",
    		[29300113] = "Rich Adamantite Deposit",
    		etc...


    (On a side note, I'm not sure how those numbers correlate with coordinates in the game. I am assuming 28708160 is x=28.70, y=81.60)

    So when I look at this database I see the first two nodes are ALMOST right on top of each other. Same thing with the last two nodes. Ideally, the coordinates should be EXACTLY the same, cause they are the same vein in the game.

    So finally to my suggestion... there are some things that could be done to use less storage memory to store the information:

    1. First of all, Cartographer_Mining should be smart enough, when creating a new node, to look at other nearby nodes and if it finds one that is within, say 1yd of the new node that is being created, then treat them as the same node. Don't place the new node 1yd from the other one. Because we all know, they really are in the exact same location in the game.

    2. Second, I work with relational databases a lot, where storage the same information twice is a waste of memory and cycles. So instead of storing the data like this:

    [12345678] = "Fel Iron Vein",
    [12345678] = "Rich Adamantite Vein",
    [12345678] = "Khorium Vein",


    Do it something like this:

    [12345678] = "Fel Iron Vein,Rich Adamantite Vein,Khorium Vein",


    This combines all nodes into a single coordinate. More efficient (at least at first glance. I understand the names of the Veins would have to be parsed out... which leads me to my next suggestion...)

    3. I'm not sure how Cartographer_Mining is determining the name of the Vein to display. I assume its directly from the database. But another good way to save space would be to just use id numbers matched with Vein types. So for example:

    id = "Vein Name"
    
    0 = "Copper Vein"
    1 = "Tin Vein"
    2 = "Iron Vein"
    3 = "Silver Vein"
    4 = "Gold Vein"
    5 = "Mithril Vein"
    etc...


    so now, the database would look like this:

    [12345678] = "2,3,4",


    So that would mean you would find a vein at that location that could be either an Iron Vein, Silver Vein, or Gold Vein.

    Instead of listing out all the names, just use id numbers. And Cartographer_Mining would simply match the id numbers with their respective Vein names when it looks them up in the database.

    Anyways, sorry for the long post. I was just thinking about this tonight. The databases for Mining, Herbalism, etc are some of the largest databases of Ace stuff. I figured I'd throw this suggestion out there in case you guys ever needed to figure out how to trim down/speed up the database.
    Posted in: Map/Minimap AddOns
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    posted a message on SpellBinder - TBC Actionbar-Free Key Binds
    I was wondering, if Spellbinder was ever going to be improved upon? At it's core, its a fantastic addon, one that is not very well known in the Ace community buts its one of my essential mods.

    Some improvements I would recommend:
    1. I've never seen any type of FuBar plugin for it (or maybe Rock interface now)
    2. As far as I know there aren't command lines for it besides /spellbinder. Would be nice to at least have profiles.
    3. The ability to have different sets of keybindings and be able to swap between them on the fly (might not be possible in combat I'm not sure).

    Ya and fix the modifier bug too.
    Posted in: General AddOns
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    posted a message on Smart Queue - Does this Auto-Join BGs?
    I tried using this, it makes queuing for BGs easier, but it doesn't seem to auto-join a BG even though I have it set to do so. Is it broken or am I missing something?
    Posted in: General AddOns
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    posted a message on Necrosis - memory usage out of control? Memory leak?
    I'll check those out, thanks guys.
    Posted in: General Chat
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    posted a message on Necrosis - memory usage out of control? Memory leak?


    I've been using Necrosis for a long time now. But just recently started noticing this behavior over the past month. The memory usage seems to grow at a crazy rate, using even more memory that all Ace addons by far. I force garbage collection and it drops back down to normal, but 30 minutes later, its way up there again.

    I know its obviously not an Ace2 addon (its one of 3 non-Ace addons that I use), but since there are so many addon genius's around here I figured I'd see if anyone knows whats up with it. It's not like Necrosis has massive tables of information its trying to track and remember. Just like how many stupid Soul Shards you have and stuff like that. Like its a weird memory leak.

    Any thoughts?

    And before anyone asks, yes I've tried using Acolyte, but last I checked it wasn't able to automatically delete new soul shards once you reached a set number of them (see Improved Drain Soul in the Affliction Tree if you wonder 'why would anyone ever need that??').
    Posted in: General Chat
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    posted a message on Cartographer_Mining re-enables itself
    I see this problem as well. I have noticed the same behavior with Herbalism as well.

    When you do these mass imports of shared herbalism and mining data into Cartographer, you really end up with a LOT of nodes on your map screen. So its really nice to turn them on/off whenever you are or aren't using it. That's why I wish this feature worked.

    One really nice thing I would like, would be the option for Herbalism/Mining to be enabled only when you are 'tracking' them. So when you enable Herbalism tracking, the Cartographer Herbalism is enabled, otherwise its turned off. Same goes for mining. Does this sound like a reasonable request?
    Posted in: Map/Minimap AddOns
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    posted a message on Quartz: Modular Casting Bar
    Quote from dafire »

    I don't think that this is a bug. When you disable the focus bar it will only be hidden, but it's still there because it's not possible to remove a frame that was loaded once.

    When you relog the bar will never get created.. so nothing can get attached to it.


    Now that I think about it, that does make since.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    I've got a small bug to report.

    I have my focus casting bar disabled. I really don't care to see it. BUT I do have my focus buffs/debuffs enabled, and I have them set to be displayed above the focus bar.

    Now the issue is, whenever I exit WoW and restart, and I set something as my focus, their buffs/debuffs appear above my Player casting bar, instead of the focus casting bar (which is disabled). So I go into the options, quickly enable then disable the focus casting bar, and NOW the focus buffs/debuffs appear in the correct location.

    But once again, when I restart WoW again, the issue will be back until I do the enable/disable trick.
    Posted in: General AddOns
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    posted a message on CowTip - a tooltip addon - Official Topic
    This is a great mod. Very well done :)

    I have a small unique request for CowTip. I would be interested in an option to hide the tooltip when you mouseover a unit that you are currently targeting while you are in combat.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Is it a bug that the target casting bar is not allowed to be as wide as the player casting bar?
    Posted in: General AddOns
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    posted a message on RangeCheck
    Fyi you should probably rename either your RangeCheck mod or the lib, because right there they are both named the same thing, which can be a little confusing for people. I'd suggest changing the lib to RangeCheckLib.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    First of all, Quartz kicks ass. Super nice.

    One suggestion regarding the Global Cooldown and how you have to manually define a primary and backup global cooldown ability. I could be wrong, but just off the top of my head, I would think that every single different combination of class/race (even at level 1) would already have at least one (and maybe both) global cooldown abilities available. Mostly looking at the racial abilities I would think so at least. Any reason Quartz just doesn't automatically set its primary/secondary global cooldown abilities to these? I might be missing something here.
    Posted in: General AddOns
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