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    posted a message on Cooldown Count
    well, OminCC is by the author of Bongos and recommended by him right on the Bongos page on WoWInterface ...
    Posted in: General Chat
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    posted a message on SystemTray
    Quote from Carpone »

    Quote from cerement »

    Gonna add my support to this. Would definately like to have a nice clean line of buttons to move around rather than the barnacle clutter encrusting the minimap.


    Hmm, possible name for the mod? :)

    Would stick with either "SystemTray" or go for "DryDock" (after all, you're trying to get rid of the barnacle clutter on the minimap ...)
    Posted in: Addon Ideas
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    posted a message on Cooldown Count
    Well, aside from ag_Unitframes being a unit frame mod, not an action bar mod ...

    The two most popular:

    OmniCC by tuller -- places counts on the buttons and on inventory items, and

    oCD (or otravi_CoolDowns) by haste/otravi -- pretty little bars on screen giving the cooldowns
    Posted in: General Chat
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    posted a message on Building SVN Only UI...
    Well, first they've been trying to limit SVN access to developers only -- seems us WoWAce fans got a little eager after patch day and pretty much killed wowace.com's bandwidth ...

    But anyways:

    Public Access

    Release versions are in the Ace section of WoWInterface

    Developer versions are available in the files section of WoWAce SVN (sorted in descending order by date) - anytime a dev makes a change in one of their files in trunk, the directory gets zipped up, a changelog added, and released in the files section.

    Probably just as importantly, these forums serve as one of the primary news sources for developers and users to meet each other and let people know what's wrong, what's getting fixed, etc. It's nowhere near as organized or as useful as Flyspray that the developers keep trying to get us to use, but the forums are far more comfortable ;P

    Developer Access

    tags *appears* to be getting phased out, what with the switch to using the files section for developer versions and WowInterface for releases, tags is looking relatively empty nowaways

    trunk is the primary developer playground and where the authors commit changes to their addons (and again, anytime they commit a change, it gets zipped up, changelog added, and posted to files)

    branches is as you said, friendly tweaks, optional changes, bugfixes while the author is on vacation, etc.
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!
    And a couple more details back on page 11 of this thread:
    http://www.wowace.com/forums/index.php/topic,1764.msg38617.html#msg38617
    Posted in: General Chat
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    posted a message on SystemTray
    Gonna add my support to this. Would definately like to have a nice clean line of buttons to move around rather than the barnacle clutter encrusting the minimap.
    Posted in: Addon Ideas
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    posted a message on oSkin
    Quote from tbartels »
    What are you using to do the black bars on the top and bottom?  I assume it is using something that does an actual cropping of the redered area, the only one I know of is a CT mod(CT_Viewport), is there an Ace solution?


    Not an Ace solution, and not a user-friendly solution, but here's the writeup I promised:
    http://www.wowace.com/forums/index.php/topic,2056.0.html
    Posted in: General AddOns
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    posted a message on cr_Viewport (or Viewports the Hard Way)
    Before there were nifty menu configs, there was /console reloadui ;P cr_Viewport is nothing more than stripping out all of the configuration from CT_Viewport, hardcoding in the values you want, and reducing 302 lines of lua and 590 lines of XML down to a measly 7 lines of lua.

    A viewport in general is simply a way of resizing a special frame called WorldFrame. The WorldFrame is where all of the 3D game rendering is actually done. Resizing the WorldFrame provides an aesthetic letterboxed look on non-widescreen monitors, takes a tiny bit of the load off of your video card, and provides space to place interface elements where they won't cover up the game view.

    Start off with two files:

    World of Warcraft\Interface\AddOns\cr_Viewport\cr_Viewport.toc
    ## Interface: 11200
    ## Title: cr_Viewport
    ## Author: cerement
    ## Notes: Simple, hardcoded version of CT_Viewport
    cr_Viewport.lua


    World of Warcraft\Interface\AddOns\cr_Viewport\cr_Viewport.lua
    ViewportOverlay = WorldFrame:CreateTexture(nil, "BACKGROUND")
    ViewportOverlay:SetTexture(0, 0, 0, 1)
    ViewportOverlay:SetPoint("TOPLEFT", UIParent, "TOPLEFT", -1, 1)
    ViewportOverlay:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", 1, -1)
    
    WorldFrame:SetPoint("TOPLEFT", 0, -128)
    WorldFrame:SetPoint("BOTTOMRIGHT", 0, 128)


    The four lines for ViewportOverlay create a black backdrop behind the WorldFrame. Because of a combination of anti-aliasing and glow, without this backdrop, instead of a nice black background, you start getting really nasty acidic glows outside of the viewport. The important lines are the last two and are in the form:
    WorldFrame:SetPoint("TOPLEFT", leftinset, -topinset)
    WorldFrame:SetPoint("BOTTOMRIGHT", -rightinset, bottominset)

    WoW creates the zero point in the bottom left corner of the screen with X increasing going right and Y increasing going up. The topinset must be a negative value because you're moving it down, the rightinset must be a negative value because you're moving it to the left.

    On my file, my last two lines are a hair different:
    WorldFrame:SetPoint("TOPLEFT", 0, -(128 * 0.75))
    WorldFrame:SetPoint("BOTTOMRIGHT", 0, (128 * 0.75))

    The two values are multiplied by a scaling factor with the end result being that the top bar and bottom bar are actually 128 pixels each. WoW normalizes screen sizes as if they were 768 pixels high (1280x960 gets treated as 1024x768, 1280x1024 gets treated as 960x768). So, your current scaling factor would be 768 divided by your current Y resolution. The last two lines could be expanded to a more *cough*user-friendly*cough* form:
    local top = 128
    local bottom = 128
    local left = 0
    local right = 0
    local currentYResolution = <enter your current Y resolution here>
    
    local scaling = 768 / currentYResolution
    
    WorldFrame:SetPoint("TOPLEFT", (left * scaling), -(top * scaling))
    WorldFrame:SetPoint("BOTTOMRIGHT", -(right * scaling), (bottom * scaling))


    As for making changes in-game, Alt-Tab out to your editor, edit and save your changes, go back into the game, and issue a /console reloadui ;P

    [EDIT] Try adding a screenshot, duh! Can't even get the damn pet to look into the camera ...


    [EDIT] corrected a typo lacindas pointed out, seems I can't spell "resolution" ...
    Posted in: General Chat
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    posted a message on oSkin
    Quote from tbartels »
    What are you using to do the black bars on the top and bottom?  I assume it is using something that does an actual cropping of the redered area, the only one I know of is a CT mod(CT_Viewport), is there an Ace solution?

    I had originally been using CT_Viewport, but the screenshot shows my own cr_Viewport, it's a stripped down, hardcoded version that accomplishes the same thing in 6 lines. Remind me later and when I get off work I'll post it with instructions in the General forum. PProvost has it right, you have to create a black background otherwise you get acid glow effects.

    'cr' stands for '/console reloadui' ;P
    Posted in: General AddOns
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    posted a message on oSkin

    StaticPopup and EditBox shown ...

    [EDIT] The artifact in the middle of the EditBox is actually the detached tooltip for CorkFu -- which doesn't support Shaman weaponbuffs yet ... hint ... hint ;P
    Posted in: General AddOns
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    posted a message on oSkin
    Saw this pop up on SVN-Files today ( http://svn.wowace.com/files/oSkin-r9521.zip ) -- like it so far.

    So, haste, gonna tell us anything more about it? ;P
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!


    AceTimer (+ Timex)
    agUnitFrames (+ one TINY text color change), MobHealth3
    MyBags, AutoBuyout (by Silver), BulkMail, PackRat, PriceEach, QuickCompare
    Bartender2 (love the no borders + trimmed icons), EgoCast, OmniCC, RedRange
    DuctTape, StopTheLagness, MiniBlizzRaid, Minimalist
    FuBar (+ stuff)
    otravi_CastingBar
    simpleMiniMap (+ custom frame)
    TinyPad
    TinyTip (+ brackets around rank names)
    CT_Viewport
    WhiteLine (draws a white line)

    For the white line, using what seems to be a rather obtuse way, a 16x16 square texture tiled. There has to be a better way to do this?
    local f = CreateFrame("Frame", nil, WorldFrame)
    
    f:SetBackdrop{
        bgFile = "Interface\\AddOns\\WhiteLine\\WhiteLine.tga",
        edgeFile = nil,
        tile = true,  tileSize = 16, edgeSize = 0, 
        insets = {left=0, right=0, top=0, bottom=0}
    }
    
    f:SetBackdropColor(1.0, 1.0, 1.0, 1.0)
    f:SetWidth(1280)
    f:SetHeight(1)
    f:SetPoint("BOTTOM", 0, 0)


    [EDIT] Oh yeah, and which one of you jokers is responsible for "Grunt Debug"?
    Posted in: General Chat
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    posted a message on Bag Mods!
    /em walks in
    /1 don't forget about MyBags, also Aced ...
    /em walks back out
    Posted in: General Chat
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Miles -- from comments I've seen on other projects on the boards here, sounds like if you want to make things available through SVN, it would go under "branches" under addon name then a directory with your name, then let andreasg know when he gets back.
    ie. http://svn.wowace.com/root/branches/ag_UnitFrames/miles/
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Minor request: Some small indication of rare/elite/boss status -- just something as simple as adding a '+' mark after the level -- ex. "60+ Humanoid"

    Otherwise, keep up the great work!
    Posted in: Unit Frames
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