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Oct 2, 2009Calling the FontString:SetFont() method with an empty string as the first argument will crash the current 3.3 PTR client. I've reported this bug to Blizzard, but if it doesn't get fixed in the next few months before 3.3 goes live, you will need to change the behavior in ChocolateBar to avoid doing this.Posted in: Data Broker AddOns
Oct 2, 2009The world map is changing significantly in patch 3.3.0 to include quest information as additional panels within the full screen map frame. The actual quest functionality doesn't appear to be added yet in this build, but placeholder frames are there. (Mapster is actually still working decently with the world map so far, except that the place Mapster puts its button on the world map now conflicts with the position of a placeholder checkbox in the default UI.)Posted in: Map/Minimap AddOns
Sep 27, 2009Unless the addon's license allows you to modify it and redistribute it, you shouldn't be removing localizations or making any changes to the addon's files. If it's not absolutely clear to you from the addon's license whether you may do this, you should ask the author.Posted in: General Chat
Sep 26, 2009Posted in: General AddOnsQuote from flyg2what file does it store my debuff blacklist? just thought it would be easier to manage them that way as I end up with way too many to add using in game interface. (checked saved variables etc, swear it wasnt in there! unless its in there as a spell ID or something)
The blacklist is indeed in your SavedVariabls. Look in WTF\AccountName\SavedVariables\ElkBuffBars.lua. Look for the key named "names_exclude".
Sep 25, 2009Your 32bpp TGA files (and indeed even compressed textures) don't look as sharp and clean because they go through at least two (and possibly four or more; it's hard to know without Blizzard telling us exactly) discrete scaling steps before they are splatted onto the UI plane in the rendering process. Your video card may perform a number of different filtering techniques on the texture at each of these steps in the process.Posted in: General Chat
If you are very careful with your UI scale settings and always play in full screen mode (or in windowed mode with resizing disabled), it's possible to get nearly "pixel-perfect" output of your texture, where one pixel in the supplied texture maps almost exactly to one screen pixel of the same red, green, blue, and alpha values.
I say almost exactly, because WoW (and your video card) use limited-precision floating point numbers to express texture, frame, and game window coordinates. Even at WoW's "default" rendering resolution of 1024x768, the height of the game window is slightly less than 768 pixels. In fact, the only "exact" dimension at any resolution is the game window width of 1024.0 pixels at 1024x768. This is particularly vexing because every other resolution has a constant game window height of approximately 768 pixels.
Wow, that really didn't answer your question at all, but it might still be interesting so I'll leave it there.
To answer your actual question: Your 32bpp TGA textures do remain at 32bpp throughout the processing pipeline, unless you force WoW to run at a lower bit depth. (Even at the lower bit depth, they may remain at 32bpp internally until their final output to the rendered scene. My graphics card doesn't support lower bit depths so I can't test this.)
Sep 25, 2009Posted in: General Chat
Because the information in the thread is still relevant, I suppose.Quote from SeerahWhy keep bumping a thread that's almost a year old? ;)
If you are using large textures, you may wish to use DXT1, DXT3, or DXT5 format for them, which cannot be encapsulated in the TGA container. These compressed formats require only 1/8 (DXT1) or 1/4 (DXT3 and DXT5) of the video memory as their corresponding 32bpp TGA equivalents.Quote from SlakahWhy would you want to, WoW can handle TGA files.
Additionally, these textures can remain compressed both in the video card's texture cache and shader operations can work on them directly in most video hardware. This results in a substantial savings of bus bandwidth and memory usage. If you're only using a few textures, or are using mostly small textures, the difference won't be as noticeable.
If a texture can be represented with the desired level of fidelity using compression, why take 4 to 8 times more memory and bus bandwidth to do it?
Sep 25, 2009I too had always moved the WorldStateAlwaysUpFrame to one side of my screen or the other, but the intuitive display of these data has convinced me to to move it back to the middle. I actually find myself more situationally aware now, since I don't have to glance over to the side of my screen, especially now that I'm using a widescreen monitor.Posted in: General AddOns
Sep 25, 2009It appears Blizzard may have taken certain "efficiencies" in their overlay drawing code for both the worldmap and the minimap that ignore scaling and/or sizing. I did a lot of investigation of the minimap on the PTR, and have come to the conclusion that many shortcuts were taken.Posted in: Map/Minimap AddOns
For example, upon creating a second Minimap frame, even at identical size and scale to the existing minimap, the player arrow (which is no longer a model and can no longer be changed) is actually drawn at the dimensions of the texture file itself and is not scaled in any way.
In addition, the rotating arrows are no longer drawn using their models, bur rather with the textures directly. They fail to size with the minimap, although they will scale with it, whether using the original minimap or hiding it or using a new Minimap frame. Also, the rotating arrow texture paths have been hardcoded to load textures directly from the MPQ archives, unlike the filesystem fallback method we have been accustomed to for UI model and texture loading all these years.
Pings also stopped using model frames back around patch 3.1 I believe. Now in 3.2.2, in order to improve their animation efficiency, the developers have forgotten to update the ping's position as the player's position changes. Now pings always display at a constant offset from the player, regardless of changes to the minimap's movement and zoom levels. This is clearly a bug that even effects Blizzard's default UI and was reported with every single PTR build, yet was not corrected by release.
These are only the three most obvious shortcuts the devs have taken with the minimap in the name of efficiency.
I didn't get very far into worldmap investigation, but one thing I did notice is that the texture:SetRotation() API, which is only used by Blizzard on the worldmap to display vehicles, has been changed to scale the texture as well, such that a rotated square texture is reduced to a scale that would fit within the square bounds of the original texture's size. (They are moving corner points along the inscribed circle of the sides of the existing square, rather than along a circumscribed circle around the corners of the existing square. Don't even bother trying this with a texture that isn't square.) Thus, this API is not really "a shorthand for the appropriate 8 argument SetTexCoord rotation (in C++ so it's fast)" unless your rotation also involves adding the same scaling affine transform Blizzard wants to use for its worldmap textures.
My guess is that Blizzard is taking some shortcut for drawing child regions of the worldmap in order to speed it up slightly. This shortcut fails to take into account the possible usage of their own API for changing the worldmap. Since around patch 3.1, it has appeared to me that Blizzard has had the "farm team" working on UI development. The coding (and commenting) style in Blizzard's Lua is notably different for features introduced since that time, and reflects some unfamiliarity with the way things have been done in the past and why they were done that way.
Sep 24, 2009Posted in: Map/Minimap AddOns
Moving (clicking and dragging) the map should temporarily restore the scale, size, and offsets of all POIs drawn on the map. You can also zoom out to a continent map and back in to the current zone.Quote from CivrockAny ideas how to fix this one yet? Any workarounds or manual edits?
Sep 22, 2009Posted in: General AddOnsQuote from RiddellRJust to ask again; How would I go about creating conditions to: Hide bar UNLESS possessing?
To reiterate, I want the bar to be hidden (because it has 1,2,3,4,5 etc bound to it and I don't need to see them as I have them memorized) but show up for let's say jousting in ToC; thus Hide UNLESS possessing.
I have absolutely no idea if this will work, but you might try the following conditional: [nobonusbar:5]. A few other macro guides list [bonusbar:5] as the conditional that is true when you are posessing.
Sep 21, 2009Posted in: General AddOnsQuote from AmmoI can probably do that for Arathi for instance, but in AV there is no such thing.
Even just doing it in AB would be great! I think IoC might have names in the assault messages, too. I'll try to double check this later today.
Sep 20, 2009Normally I have a deep philosophical opposition to these types of addons. But in this case I commend you for simply organizing existing data in a way that facilitates easier decision making.Posted in: General AddOns
Thank you for not falling into the trap of trying to "rate" or "score" or "measure" players using your own scale. :)
Sep 19, 2009I have a feature request. Could you catch from the chat message the name of the player who assaulted each landmark (when applicable) and display that in its timer tooltip?Posted in: General AddOns
That way I can more easily chastise people who assault a POI and then run off leaving it unguarded. :)
Sep 18, 2009Posted in: Updaters
http://www.curseforge.com/projects/curse-client-v4-windows/tickets/560-clearing-unused-files-sv-cleaner/Quote from TyrionnWhat happened to the ability to delete the variable files?
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