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    posted a message on Number format with commas
    Quote from Adirelle
    Moreover, in some language, digits were grouped by 2 or 4, not 3. There is some background information about this on wikipedia : http://en.wikipedia.org/wiki/Decimal_separator

    Looks like the simplest acceptable (if not always correct) compromise would be:
    local decimal = string.match(string.format("%.1f",1/5),"([^0-9])")
    local thousands = "\226\128\137"
    The WoW client allows decimal escaped Unicode sequences:
    U+2009 "THIN SPACE" ==> \226\128\137

    Of course, this is probably dependent on what fonts are available at the time :-\

    edit: clarification - none of the four base WoW client fonts have large character sets and even if there's no visible glyph, it would still have to be defined. Windows and Mac (and I assume Linux) have systems in place to borrow characters from other fonts to fill out Unicode ranges, but I have no idea whether the WoW client hooks into this system or not ... test first :-)

    edit: addendum - tried it out and the "thin space" is a no-go :-\ (the escape sequence above prints a zero-width question mark)

    On the other hand, most people playing with UIs are running their fonts at such small sizes that a normal space would probably work just as well, legibility wise ...
    Posted in: Lua Code Discussion
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    posted a message on Number format with commas
    Quote from Ketho
    Is this from Lua specifically and is there any doc/info about this "logic"?

    Apologies for maintaining the derailment but I enjoy this stuff ...

    This is Lua's approach to a much older programming concept, the ternary operator which dates back to at least ALGOL (yes, it's older than LISP). Most programmers are more familiar with it when it shows up in C as the "?:" operator. As you already found out, easiest way to deal with it is pretend it's an if-then-else shortcut ...

    "if a == true then x = b else x = c"
    Lua: x = a and b or c
    C: x = a ? b : c
    LISP: (setf x (if (a) b c))
    ALGOL: x := if a then b else c
    Posted in: Lua Code Discussion
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Aimath »

    What add You use for show your xp in chat in this form

    Basically just a slice-n-diced version of idExperience ... ah, what the heck, laugh at my coding skills, I went ahead and attached it.
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!
    Been playing an AoE Protadin lately. My current challenge has been to make artistic arrangements of multiple mobs.


    Posted in: General Chat
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    posted a message on Replacement for CT Viewport?
    cr_viewport still works ...
    Posted in: General AddOns
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    posted a message on ag_UnitFrames Status (What's going on?)
    Quote from Mist »
    Strange, I'm able to checkout the Ace3 branch without any password. I don't know what SVN client you use, but this command line works for me (in Linux, I hope same works in Windows)

    Using RapidSVN under Windows (can't stand the way TortoiseSVN makes my whole system run like a tortoise).

    When I try to checkout http://svn.wowace.com/wowace/branches/ag_UnitFrames/Ace3/ I get everything in the folder and most of the libs, but I get a user/pass request then a error message on:
    Error while performing action: PROPFIND request failed on '/wowace/trunk/LibStub'
    PROPFIND of '/wowace/trunk/LibStub': authorization failed ([url]http://dev.wowace.com[/url])

    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    Nice to hear.

    Only issue I currently had was with the casting bar, when a spell was interrupted, it was shown as green, not red (applied to trunk version and branches/ag_UnitFrames/andreasg last time I checked).

    If we're willing to play with beta code, should we be looking at branches/ag_UnitFrames/andreasg or branches/ag_UnitFrames/Ace3? (If it's the Ace3 branch, then checkout still requires dev access a couple of the libs -- ex. can't checkout LibStub without a password)
    Posted in: Unit Frames
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Firedancer »

    Here's my twisted reasoning (it works for me, YMMV hehe):

    1680*0.85714285714286 = 1440.0000000000048
    1050*0.85714285714286 = 900.000000000003

    If your UI scale works for you (elements and text are big enough), then don't sweat it. I don't really have a good reason why I do it, and I've been considering just finding a happy medium using Blizz's system and then making my image bigger so it will still run offscreen, since it has no defined left or right edge. I think blizz's approximation for mine (if I use the ingame slider) is 0.85999-something.

    From something I picked up off of WoWWiki a long time ago ...
    Blizzard's scaling is a bit odd, but what happens is that they always assume your screen is 768 pixels high (1024x768). When the UI scale is set to 1.0, the interface elements will always take up the same amount of space on the screen (ie. the default action bars go exactly from one side to another) (this also assumes that you're running at standard 4:3 ratio). To get things to show up at "actual pixel size", ie. to "unscale" things:
    unscale = 768 / current_Y_resolution

    Which explains why the most common uiscale is 0.75 ...
    0.75 = 768 / 1024 (ie. 1280x1024 resolution)

    For example, the *cough*ideal uiscale for 1440x900 would be 0.85 (or 0.8533333333 for the literalists)


    /em hands Industrial a [Capslock Unsticker]


    Posted in: General Chat
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    posted a message on ag_UnitFrames status?
    So ... anyways ... back to the original topic ...

    A) Where do I report bugs for ag_UnitFrames since the link given in the sticky above appears, for all intents and purposes, to have been abandoned.

    B) Or should I just switch over to oUF or PitBull?

    C) If I go for PitBull, have the issues with the PitBull auras lagging the UI been resolved?
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Alt-click to drag them to where you want them. And there's no configuration.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Quote from Valdeck »

    this is probably a dumb question but... after you check out oUF does the layout files work like a seperate addon? or do I combine the two

    The layout is a separate addon with a required dependency for oUF.
    And you will need a castbar addon (like Quartz) since oUF doesn't handle that sort of thing.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Quote from Seerah »

    By svn version do you mean from branches? Or from the files page/trunk?

    I mean the one from branches/andreasg (branches/ace3 requires dev access to check out the libs).

    Quote from Valdeck »
    did I miss some branch development of oUF?

    Haste has been quietly maintaining development of oUF on his own Google code site. Haste has separated the unitframe from layout, so oUF just handles the unitframe, you need a layout (like oUF_Industrial) to actually be able to see the unitframes. Currently the only layouts available I know of are Haste's oUF_ExampleLayout1, Industrial's oUF_Industrial, and Kyahx's oUF_Classic.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Well, checked out the svn version, looks just fine, but the casting bar spell interrupt still shows as green, not red.

    So, where do I go now to report a bug (since the google code link in the sticky above appears to be pretty well abandoned)?
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Quote from yoshimo »

    I don't have any problems with my ag_uf so far, do you?

    Just with the castbar, when you interrupt a spell (or a spell gets interrupted), the castbar fills with green instead of red. But it seems a lot of other people are having some sort of issue (and even if they happen to be invalid, they're not being marked as invalid).
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames status?
    Is ag_UnitFrames still being updated/maintained?

    I just had a quick look at the ag_UnitFrames Issues page on Google Code linked in the sticky above. Out of 129 "issues", 118 are still listed as "New" (and without an owner), the oldest dating back to 03 Dec 2006. The changelog for the zip on files.wowace.com is just a generic list of changed paths, updated externals, and localization updates.

    I really like agUF, but I'm wondering if I should be considering a switch to oUF or PitBull?
    Posted in: Unit Frames
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