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  • 0

    posted a message on State of the community: SVN for end-users too
    Random possibilities:

    1) All author work done in branches only, trunk is automated, overwrites any author changes, trunk autofills with only projects tagged for release (requires annoying reconfiguration hassles).

    2) Changes to WAU
    updateflag = 0
    updates = 0
    
    if updateflag == 0 then
      updateflag = 1
      updates = updates + 1
      updatefiles()
    else
      error("Don't be an inconsiderate a**. You've already tried updating " + updates + " times today.")
      updates = updates + 1
    end


    Posted in: General Chat
  • 0

    posted a message on State of the community: SVN for end-users too
    Quote from HunterZ »

    And then testers will no longer test anything but the stable releases because they won't bother to go to 100+ individual google code repositories to grab the latest development versions of their addons.

    Reread OrionShock's response.

    Each author has their own googlecode (or personal or whatever) repository.

    Each author provides WoWAce with generated links to stable and beta releases of their addons (like how the link for Grid points to files.wowace.com/Grid/Grid.zip which is actually (as of this post) Grid-r52266.zip)

    files.wowace.com hosts the links along with all the other generated information it currently provides, so using the above example, the link for Grid, instead of pointing to files.wowace.com/Grid/Grid.zip would have two links:
    Grid-stable pointing to code.google.com/griddevteam/downloads/grid-stable.zip
    Grid-beta pointing to code.google.com/griddevteam/downloads/grid-beta.zip

    Advantage of this system is that, as long as the links are stable, each author can use their own revision control system, cvs, svn, git, none, etc, etc, etc.

    Users still head off to files.wowace.com for all their latest goodies, but they now have a clear choice of stable or beta releases to play with.
    Posted in: General Chat
  • 0

    posted a message on TourGuide officially beta
    Quote from tekkub »
    TG's horde guide is based off Joana's [...] yes the sequence he gives is nice, but the writing? /barf

    Joana's sequence is nice ... if you're a hunter or warlock, for the rest of the classes, things can get a little dicey ...

    Posted in: General AddOns
  • 0

    posted a message on TourGuide officially beta
    Quote from tekkub »
    I may move the provided guides out into their own addon later if people feel the need to publish guides that are direct ripoffs of the other guides, but I will not be putting those guides in TG.

    I think eventually some sort of user-created overlay system is going to be necessary because every guide writer thinks they know the best way to proceed through the levels (which quests are worthwhile (Lazy Peons), which quests should be skipped because of being a pain in the butt (Prodigal Lich)). And some of us may create guides that we don't want to or can't share with others (ie. owners of joana's creating a personal tour guide).

    I don't know the best answer to this. The only thing that comes to mind is drawing an analogy with FuBar: TourGuide focuses on just being the best tour engine out there (a leaner, cleaner, meaner version of iDemise's modified MetaMap). And the user guides become separate plugins: TG_Horde and TG_Alliance are officially packaged with TourGuide and focus on completeness. And anyone who thinks they have a better quest path or a faster leveling method can release their own plugins ...

    I do think some method of dealing with multiple kill quests is going to be one of the more requested features since that type of quest is so common.
    Posted in: General AddOns
  • 0

    posted a message on Performance + Latency
    Quote from JaedxRapture »

    Some valid points but the issue could always be as simple as a bad network card, a bad connection, bad high-speed modem, ISP problems.

    Or it could just be Blizz's fault.

    There's several large threads on the WoW forums complaining about latency issues, lag spikes, etc. most noticeable since 2.2.3 went live, and a lot of players are beginning to think it's related to Blizz's implementation of voice chat ...

    If the issue is addon related, about the only way to check things is the classic binary sort, turn off half of your addons, if issue goes away, then it was in that half, else it was in the other half. Now turn off half of the addons in the half that included your issue. Repeat until problem addon located.

    If it's related to voice chat, some possible fixes proposed from the forums include one of: disabling "Checksum Offload" on your NIC, gxFixLag in config.wtf, and (for SoundBlaster card users) editing your registry to turn off the card's Turbo feature.
    Posted in: General Chat
  • 0

    posted a message on agUF: Interrupt casting shows as green, not red
    Posted this on agUF's bug page, but in the meantime, if anyone has a fix or a workaround, I'd love to know. Thanks.
    Posted in: Unit Frames
  • 0

    posted a message on Standard for UI sharing?
    1) You shouldn't be using a compilation until you already understand how to download, install, and configure single addons.

    2) Downloading, installing, and configuring single addons is NOT rocket science. Modifying addons might be a little harder, but yeesh, even I could figure out how to do that.

    3) Your UI is a very personal thing, something you've put together to meet both your and your character's specific needs over time. How using someone else's pre-configured UI could not be an intensely uncomfortable experience is beyond me.

    4) The whole point of screenshots is not (or should not be) advertisements for someone else's UI, but is (or should be) bragging rights about either your aesthetic sensibilities or showing how (through a specific combination of addons or lua scripting) you've solved some specific problem (ex. rdji's CML fits both cases).

    5) Again, creating the UI is an intensely personal experience and we've already had one of the " target="" data-ensure-absolute>great sites shut down and several UI creators promise to never release another compilation because of the way they were treated by users demanding compilation releases and you want to make it easier for these people to keep demanding UI creators release their compilations?
    Posted in: General Chat
  • 0

    posted a message on Standard for UI sharing?
    "Here's a list of my addons. Here's a screenshot. Configure them yourself, you lazy ****."

    [note: cerement does not have many friends]

    Posted in: General Chat
  • 0

    posted a message on WAU needs a new feature
    Quote from idle »

    hello
    i think that the WAU needs a new feature to see which addons are new in the repository.
    the same thing is nice for files.wowace.com.


    For WAU, let them know in their forums.

    For files.wowace.com, just sort by Revision descending.

    Posted in: General Chat
  • 0

    posted a message on Requesting help regarding WAU
    Quote from Rithrade »

    ISn't this WAU forums???

    Nope, this is the general forum. Updaters forum is two blocks down ...
    Posted in: General Chat
  • 0

    posted a message on Textures
    Quote from Moon Witch »
    The key is to have dimensions AND divisible by 8 AND a power of 2.

    Found out a long time ago, valid numbers are:
    8, 16, 32, 64, 128, 256, 512

    Anything under 8 and anything over 512 gives you ... "interesting" results (and usually without errors also)
    Posted in: Lua Code Discussion
  • 0

    posted a message on Setting GameTooltipStatusBarTexture
    Bah, my bad ...

    The first line works just fine (don't even need the "OnShow"), it was TinyTip that was interfering ...

    Posted in: Lua Code Discussion
  • 0

    posted a message on Setting GameTooltipStatusBarTexture
    Is there someway to change the texture of the healthbar on GameTooltip? I've tried both of the following, and neither one gives any errors, but neither one actually changes the texture.

    GameTooltipStatusBar:SetStatusBarTexture("Interface\\AddOns\\cr_misc\\Industrial.tga")


    GameTooltipStatusBar:SetScript("OnShow", function()
    	GameTooltipStatusBar:SetStatusBarTexture("Interface\\AddOns\\cr_misc\\Industrial.tga")
    end)

    Posted in: Lua Code Discussion
  • 0

    posted a message on [Updated] Looking for critique
    Quote from OrionShock »

    also you should add an additional Check to the code to account for the frame allready existing, but this might be redundant as i think wow overwrites the frame namespace if it's defined again.

    Um ... would that be something like changing:
    local m = CreateFrame("Frame", "crcflFPSLatFrame", crcflFrame)
    to
    local m = crcflFPSLatFrame or CreateFrame("Frame", "crcflFPSLatFrame", crcflFrame)
    ?
    Posted in: Lua Code Discussion
  • 0

    posted a message on [Updated] Looking for critique
    Thanks for the input everyone.

    Anyways, this is the (slightly) updated version of the attachment I posted above. So far everything works just fine and in-game, I can use "/run crcfl:Disable()" and "/run crcfl:Enable()" and it hides then shows just fine.

    Still looking for any anything I can improve (clean up, make more efficient, etc). I am NOT a programmer (and I have very little experience coding -- which is why I started with something as simple as rdji's CML), so any input is greatly appreciated.

    --[[----------------------------------------------------------------------------
    --  cr_cfl
    --  Clock, fps, and latency. All props to "rdji".
    --  [url]http://www.wowace.com/forums/index.php?topic=1764.msg132395#msg132395[/url]
    --]]----------------------------------------------------------------------------
    
    crcfl = CreateFrame("Frame", "crcflFrame", UIParent)
    
    local updateInterval = 5 -- seconds
    local fontFace = "Fonts\\FRIZQT__.TTF"
    local sizeLarge = 29
    local sizeSmall = 11
    local posX = 40
    local posY = 70
    
    function crcfl:Enable()
    	self.nextUpdate = updateInterval
    	self:SetScript("OnUpdate", function(self, elapsed)
    		if (self.nextUpdate < 0) then
    			self.nextUpdate = updateInterval
    			self:UpdateText()
    		else
    			self.nextUpdate = self.nextUpdate - elapsed
    		end
    	end)
    	
    	self:CreateFrames()
    	
    	self:Show()
    end
    
    function crcfl:Disable()
    	self:Hide()
    end
    
    function crcfl:UpdateText()
    	local localTime = tonumber(date("%I"))..date(":%M")
    	local fps = floor(GetFramerate())
    	local _, _, lag = GetNetStats()
    	local xp = floor(100 * (UnitXP("player") / UnitXPMax("player")))
    
    	local xpFPSLat = "xp "..xp.."%\n\n"..fps.." fps "..lag.." ms"
    
    	crcflClock:SetText(localTime)
    	crcflFPSLat:SetText(xpFPSLat)
    end
    
    function crcfl:CreateFrames()
    	local c = CreateFrame("Frame", "crcflClockFrame", crcflFrame)
    	local m = CreateFrame("Frame", "crcflFPSLatFrame", crcflFrame)
    	local ct = c:CreateFontString("crcflClock", "Overlay")
    	local mt = m:CreateFontString("crcflFPSLat", "Overlay")
    
    	c:ClearAllPoints()
    	c:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -posX, posY)
    	c:SetFrameStrata("BACKGROUND")
    	c:SetFrameLevel(0)
    
    	m:ClearAllPoints()
    	m:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -posX, posY + 36)
    	m:SetFrameStrata("BACKGROUND")
    	m:SetFrameLevel(0)
    
    	ct:SetPoint("TOPRIGHT", c, "TOPRIGHT")
    	ct:SetFont(fontFace, sizeLarge)
    	ct:SetJustifyH("RIGHT")
    	ct:SetShadowOffset(1, -1)
    
    	mt:SetPoint("TOPRIGHT", m, "TOPRIGHT")
    	mt:SetFont(fontFace, sizeSmall)
    	mt:SetJustifyH("RIGHT")
    	mt:SetShadowOffset(1, -1)
    
    	c:SetHeight(ct:GetHeight())
    	c:SetWidth(ct:GetWidth())
    
    	m:SetHeight(mt:GetHeight())
    	m:SetWidth(mt:GetWidth())
    	
    	self:UpdateText()
    end
    
    crcfl:SetScript("OnEvent", function(self, event)
    	if event == "PLAYER_LOGIN" then
    		self:Enable()
    	elseif event == "PLAYER_LOGOUT" then
    		self:Disable()
    	end
    end)
    crcfl:RegisterEvent("PLAYER_LOGIN")
    crcfl:RegisterEvent("PLAYER_LOGOUT")

    Posted in: Lua Code Discussion
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