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    posted a message on QuestHubber Help!
    Quote from iTzFEAR
    I'm Horde in the Ghostlands. Yeah I understand that it might not have the data, I just thought I was doing something wrong...Yes I'm on enUS.


    Yeah, I just made a new Horde character and I can see pins on multiple zones. Make sure you download the latest alpha, as I've been updating it with tons of new quests every day from Wowhead. Additionally, I'd like to note that because I haven't compressed the data yet, the addon will take a few seconds to load after you log in so not to lock up the client. Make sure you wait a bit before giving up. If you're still having problems, enable Lua errors and reload your interface to see what comes up.
    Posted in: AddOn HELP!
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    posted a message on QuestHubber Help!
    I somehow stumbled upon this thread via Google.

    Going to quote Phanx here in what you should do:

    Quote from Phanx
    4. Check for Lua errors by installing BugSack and !BugGrabber.


    Also, letting me know whether you are Horde or Alliance and which zone maps you are checking would be helpful. Wowhead still does not have a lot of data for quest NPCs so my script can't pick up the starting coordinates for a handful of zones yet. Edit: Also, if you are in a locale other than enUS, let me know that as well.
    Posted in: AddOn HELP!
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    posted a message on Tables and garbage memory
    Quote from Xchg
    How does one measure one's memory usage?


    http://wowprogramming.com/docs/api_categories#debug
    http://wowprogramming.com/docs/api/GetAddOnMemoryUsage

    Or, if you're looking for an actual addon to do it for you, there are probably a hundred out there, but I use OptionHouse which still seems to be working.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    Quote from lorelye
    SexyMap has both of those modes available. I downloaded TexBrowser, which lets you see Blizz's graphics in-game, to apply to Sexymap. All the modes work in there, and it was recently on beta that I did this. However, I agree that these modes are not really useful. I am, however, interested to try out SetGradientAlpha, which I had not before, as I was using vertex color.

    I use SexyMap on live, but I never played with any of the settings. I downloaded the latest version, installed it on Beta with no other addons, and opened up the Borders editor. It had all 5 options to pick from to apply as a Blend mode, but just as I had observed in my tests: Blend (normal), Alpha Key (1-bit alpha), and Disable (opaque) ALL turned out with the exact same effect. I did all my previous testing documented in this thread on Beta as well, and though I would test it out on Live real quick to see if it does the same thing, the servers are down so I will have to check that later. I would feel amazingly stupid if it was really just some Beta quirk.

    Elsia, most of what you posted I feel like I have a very thorough understanding of, at least since I started this thread. The wiki link was very informative though. It just comes down to the fact that I cannot produce a test case where ALPHAKEY and DISABLE actually do anything different than BLEND.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    I did before, and they actually only use BLEND and ADD. Thanks for looking into things with me. For now, I'm going to assume that's the case unless anyone ends up finding an addon where they do use DISABLE or ALPHAKEY. And since I already figured a while ago that it wasn't what I was looking for to help my personal situation, my workaround was to simply make a few .tga files of the inner/outer circle ratios that I need.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    test2.tga was what I posted back here:
    http://forums.wowace.com/showpost.php?p=309628&postcount=9

    test.tga with the :SetGradientAlpha() done the right way (r,g,b being 1,1,1 on both ends, since it's a filter) gives the same results as shown in the above post. Though it's not easy to compare to the wiki since the backgrounds are different, I do believe the ADD and MOD are the same as the wiki's screenshots, and the BLEND is obviously the same. Which is why I am now considering the possibility that ALPHAKEY and DISABLE are just... deactivated? I know they are still valid, as putting in an invalid mode will throw an error, but I can't seem to ever get them to work. Even with something as simple as this:

    function core:Test4(x, y, s, a, mode)
    	local frame = CreateFrame("Frame");
    	frame:SetWidth(s);
    	frame:SetHeight(s);
    	frame:ClearAllPoints();
    	frame:SetPoint("TOPLEFT", UIParent, "TOPLEFT", x, -y);
    	frame:Show();
    	local texture = frame:CreateTexture();
    	texture:SetAllPoints();
    	texture:SetTexture(1, 0, 0, a/100);
    	if (mode) then
    		texture:SetBlendMode(mode);
    	end
    end
    
    function core:OnInitialize()
    	local s = 100;
    	self:Test4(000, 200, s, 50);
    	self:Test4(100, 200, s, 50, "DISABLE");
    	self:Test4(200, 200, s, 50, "BLEND");
    	self:Test4(300, 200, s, 50, "ALPHAKEY");
    	self:Test4(400, 200, s, 50, "ADD");
    	self:Test4(500, 200, s, 50, "MOD");
    end


    You would expect different results from the first three, but they are the same.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    They're over the size limit, so I just uploaded them to some personal space:

    http://www.nca-guild.com/chira/GradientTextures.zip (532kb)

    test.tga is the opaque gradient, and test2.tga is the same gradient with an alpha gradient in the opposite direction.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    The far left (and incidentally the next three) is the exact .tga file that I am using. In GIMP:



    Edit: This can also be duplicated by using an opaque copy of the image above and using
    > texture:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 1, 1, 1, 1, 0);
    as I just realized SetGradientAlpha acts as a filter like SetVertexColor(). I don't think there is a way to do both the rgb gradient and alpha gradient on the same texture though.


    Edit again: Something tells me that ALPHAKEY and DISABLED were just completely removed. It would make sense, since BLEND is the default and ADD and MOD are the only other two that actually produced any effect in my tests. In all the addons I've looked at, I haven't seen any use of either the former two mentioned.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    Although I felt that was true, I am still determined to figure out what is going on in the article, so I experimented a little more.

    I tried doing away with the thought of it being done entirely in the WoW API, so I created a simple gradient square in the GIMP and used that as my texture. It looks just like the original, but if I try to apply :SetGradientAlpha() to the texture, it actually overwrites the imported texture and just uses the new gradient, even if I pass nil as the different colors.

    Next, I went back to the GIMP, and applied a mask to the image in the same style that the article did, so what I got in GIMP itself was a copy of the BLEND example. I imported this .tga and made 5 frames, each with the different alphaMode properties and got the following:



    (In order: No mode set, "DISABLE", "BLEND", "ALPHAKEY", "ADD", "MOD")

    Here is the code I used to produce that:

    function core:OnInitialize()
    	self:Test3(000, 200, s);
    	self:Test3(100, 200, s, "DISABLE");
    	self:Test3(200, 200, s, "BLEND");
    	self:Test3(300, 200, s, "ALPHAKEY");
    	self:Test3(400, 200, s, "ADD");
    	self:Test3(500, 200, s, "MOD");
    end
    function core:Test3(x, y, s, mode)
    	local frame = CreateFrame("Frame");
    	frame:SetWidth(s);
    	frame:SetHeight(s);
    	frame:ClearAllPoints();
    	frame:SetPoint("TOPLEFT", UIParent, "TOPLEFT", x, -y);
    	frame:Show();
    	local texture = frame:CreateTexture();
    	texture:SetAllPoints();
    	if (mode) then
    		-- texture:SetGradientAlpha("VERTICAL", nil, nil, nil, 1, nil, nil, nil, 0);
    		texture:SetBlendMode(mode);
    	end
    	texture:SetTexture("Interface\\AddOns\\Test\\Textures\\test.tga");
    end


    Obviously this wasn't his solution either. I'm still going to experiment a bit, but I still feel like there's something big that I'm missing.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    See, for the WoWWiki article, I was under the impression that he created a frame and texture and used SetGradientAlpha to make a square like that and then used some other layer (with a vertical gradient) to act as a "mask" and control the alpha of the first layer.

    My overall goal is to use one single filledcircle.tga file, and place it on the screen twice. Once to create a fully filled circle, and a second time to create a concentric circle of lesser radius, and have that circle basically "cut" from the first one, making the result a donut shaped object.
    Posted in: Lua Code Discussion
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    posted a message on SetBlendMode confusion
    I've been working on a new project, and this one makes use of some textures, which I am pretty new to. I am fairly sure that what I am trying to accomplish requires some knowledge of how Texture:SetBlendMode(mode) works, but I cannot seem to grasp exactly how it works. I've been doing a ton of tests over the past few hours, and most of them show no difference between the 5 modes, so I know I must be doing something wrong.

    I have been referencing this constantly:
    http://www.wowwiki.com/AlphaMode

    If I had the source that produced those 5 images, I do not think I would need to post this, but I can't seem to duplicate those effects. The biggest problem for me is that I don't know how this is set up. It looks to me like he has two textures: one with a horizontal gradient and one with a vertical gradient, and is somehow mixing them together with different modes. If I am correct so far, I can't tell if they're in different frames, if they are on specific layers, or if there's some other property that I don't know about.

    I guess I could state that the effect that I am trying to achieve is a dynamically-sized solid circle with a center hole taken out of it, also of variable size. Overall, though, I'm more interested in figuring out how this WoWWiki page was put together. Any other references or pointers would be very much appreciated.
    Posted in: Lua Code Discussion
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    posted a message on Working around FrameXML Bug
    And once again, another case of "didn't read enough documentation before posting." This should work.

    frame.animOut:GetAnimations():GetScript("OnFinished")
    Posted in: Lua Code Discussion
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    posted a message on Working around FrameXML Bug
    Here's a snippet from SpellActivationOverlay.xml:11 as of the latest Beta build:

    <AnimationGroup name="$parentAnimIn" parentKey="animIn">
    	[b]<Alpha change="1" duration="0.2"/>[/b]
    	<Scripts>
    		<OnPlay function="SpellActivationOverlayTexture_OnFadeInPlay"/>
    		<OnFinished function="SpellActivationOverlayTexture_OnFadeInFinished"/>
    	</Scripts>
    </AnimationGroup>
    <AnimationGroup name="$parentAnimOut" parentKey="animOut">
    	[b]<Alpha change="-1" duration="0.1">
    		<Scripts>
    			<OnFinished function="SpellActivationOverlayTexture_OnFadeOutFinished"/>
    		</Scripts>
    	</Alpha>[/b]
    </AnimationGroup>


    Notice the Alpha tags are different in these two animations. I am assuming that one of these is not the correct way of doing it, and I am also assuming it is the latter, as when I try frame.animOut:GetScript("OnFinished"), I get nil, but frame.animIn:GetScript("OnFinished") returns the function. I can confirm that the function does still execute on animOut, as I need to replace it to prevent a Lua error later in the execution path. I'm not too experienced with working with actual frame elements, but I know :GetChildren() did not work, so I am unsure how to get access to that script handler.
    Posted in: Lua Code Discussion
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    posted a message on Trouble Understanding Packaging
    Well, shit, I am completely retarded. I cannot fathom why I changed that in the first place. That should do it though, thanks.
    Posted in: Need Help?
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    posted a message on Trouble Understanding Packaging
    So, first off, I'll admit this is the first time I'm using both WowAce and SVN. I have a fairly decent understanding of VCS now, I think, but I can't figure out why my project isn't packaging. I created two new addons on the site, and they were approved a few days ago. Now, I committed my addon to the /trunk, and I also used the "Tag Repository" function on the addon page to tag it as "v1.0". I did the same process for my second addon, and within a half hour it was packaged and ready for download. The first one is still not packaged a day later, so I assume that something is wrong. I also tried Branch/Tag into /tags/v1.0.1, and nothing happened. Here's the SVN url of the addon that is not packaging:
    svn://svn.wowace.com/wow/raidinfo/mainline/trunk

    Any help or guidance that can be provided would be appreciated.
    Posted in: Need Help?
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