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    posted a message on BigWigs
    Quote from Ammo »

    http://svn.wowace.com/wowace/trunk/BigWigs_Debugger/

    It can log just about anything BigWigs does. That combined with Transcriptor should give a good overview.

    -Ammo


    Thank you, I wasn't aware of this mod. I'll run them both next time at 4HM and see what that brings up.
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Quote from Tal »

    Quote from Mist »

    We're probably gonna be at 4HM tonight again, if there's anything I could do to help debugging I'd be more than willing to help.

    I think if you run that transcriptor mod it helps!


    True, but Transcriptor logs only the boss abilities and how the raid is affected, plus the BigWigs local messages. I might be wrong, but the quirks people report are mostly related with synchronizing, and I don't think is possible to debug synchronization issues with only that info.
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Quote from Razag »

    Quote from dranor »

    Void Zones are out of sync also, Blaumeux tanks keep complaining about VZ being cast 6 secs before


    voidzones are not exactly timed, neither are the other boss abilites. its about 10-14sec and the timer goes for 12sec. that means the longer the fight, the bigger the chances are that the timer will be completely off.


    This is not true, BigWigs starts a 12 seconds depleting bar whenever a horseman uses his special ability, hence the timers should not be less precise 5 minutes into the fight than they were when the fight started. Of course, the horseman doesn't normally use the ability just as the bar finishes, but something is wrong when an ability is cast when the timer bar is halway through (ability should be on cooldown at that point).

    I wouldn't go as far as saying to disable ability timer bars, from my own experience they are right in 95% cases or more, but using WitchHunt is a good idea. I use both BigWigs and WitchHunt, and each time the horseman I'm attacking uses his special, I check Bigwigs bar to see if it started a new one. If it did, then I can trust it for the next 12 seconds, but still WitchHunt is the one that tells me when I should move at Blaumeux etc.

    I had reported before in this thread about weirdness of timers and mark counts, and the following time we were at 4HM we took special care that everybody had the most recent version of BigWigs (even had people logout to install the newest, which was 15313 at the time). Everything worked better, but still experienced some small synchronization quirks, though none of them encounter-breaking. Very hard to say exactly what, since it's not a particular issue that consistently fails, more like mark timer bar is off at 1 mark, or an ability timer is off one time.

    I wonder if BigWigs (or maybe the libraries it relies on like AceEvent) have difficulties keeping up when many in raid use it? A shot in the dark, we had 32 people using it in raid, so I don't know, would it be possible that too many sync events make BigWigs fail from time to time? Or if someone uses some message throttling mod (I don't even know if there is one around) and sends the sync messages too late?

    There's always the possibility of human error (someone believes he's checking the Meteor timer when he's in fact looking at Holy Wrath bar, could be one example), but in my opinion, at least some of the problems reported are genuine and not due to outdated BigWigs either.

    We're probably gonna be at 4HM tonight again, if there's anything I could do to help debugging I'd be more than willing to help.

    Posted in: Raid AddOns
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Plork »

    My own suggestion is ....

    Like with Ora2 MTs and PTs the possibility to turn of the tooltips on the frames. With clickheal and raidframes this would be REALLY awesome ....


    You can do this by using a tooltip addon, like TinyTip for example. Either remove them completely or anchor them in a different place so they won't hide part of the raid frames.
    Posted in: Unit Frames
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    posted a message on BigWigs
    Quote from doone »

    1st thanks for the excellent mod.
    2nd, I'd like to make a request that an option be added to the Loatheb module that allows for the new spore spawns count to wrap around at 8. This way, the spore count # would correspond to each of the possible group numbers. This would help avoid some confusion for us by making explicitly obvious (without having to do the math in your head) as to which group is up next for the spore - at a glance. This is, after all, in the spirit of what is the beauty of the status bars methodology that Big Wigs uses. It's the fact that you can look up at any time and know exactly what's coming up soon. But as it is, it's not explicitly obvious, using our strat, to know what to do next when you look up and see that spore number 17, for example, is about to be spawned.

    "Should I go now or should I not? Ok, so 17 modulo 8 is what, again? Dammit I missed it!"

    Thanks for your consideration.


    BigWigs_HealbotAssist (http://www.wowace.com/forums/index.php?topic=2164.0) has this feature. Its main purpose is to help with the healer rotation, but I guess you can turn the healer part off and use just the spore rotation announces.

    Posted in: Raid AddOns
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    posted a message on PyroTastic
    I just stumbled upon this thread, I don't play a mage, but I did something for the mages in my guild a while ago. It's only for the fire vulnerability debuff, no ignite. Basically it creates a bar that shows the number of stacks and time left, and it refreshes the timer with each Scorch (checks for resists too).

    It also syncs with other mages in raid, though is not smart enough to know who has 3/3 Imp. Scorch, so only fire mages should have it enabled. There's an option to see the casting bars of the other mages in raid, but only when they cast Scorch.

    It doesn't distinguish between targets when they have same name, since it was made for bosses, though it probably works fine in many cases.

    I don't use it myself, since I don't play a mage, but mages in my guild have used it for the last 2 months or so, and I didn't hear complaints back, so I guess it works. :)

    If you wanna give it a try, you can grab it here. I mainly robbed things from here and there, it was my first attempt to make an addon. I don't plan to add anything to it, but if someone wants to take the code and use it or add to it, feel free to do that.



    Posted in: Addon Ideas
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    posted a message on SCT 6.0 / SCTD 3.0
    Thanks for the quick reply!

    True what you say about too much information on screen making it more like the combat log. I just find the way SCT shows data to be much nicer to follow, and I only use combat log as a history of events to check after the fight is finished.

    I'll look into using custom events to do it then.
    Posted in: General AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    Hello Grayhoof,

    Using latest SCT/SCTD, is it possible to:
    - optionally show skill and attacker name along with the incoming damage
    - show when the target resists my spells in a different way than normal SCTD damage (different colour, or maybe as a crit, or message).

    I've been playing with the options, but I couldn't make either of those show.

    I'm not sure how easy this would be to implement or how it affects performance, but I'd like to see the option to use different font sizes for different types of damage (for example show DoT damage in a smaller font, having Corruption on a few different targets really spams the screen).

    Thanks in advance. :)
    Posted in: General AddOns
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    posted a message on agUF - RFC on Auras
    Quote from PProvost »

    Not sure if this has been mentioned yet on this thread, but I again want to ask for timers on the aura tooltip for "player".

    I hide my various buff bars and depend on the tooltip to know how long things still have to go. Timers on other players would be nice too, but I'm not sure it can be done.


    Maybe this is possible with Buffalo, if you hide auras on your player frame in agUF, make Buffalo's icons small and move them in same position as your agUF auras were. I don't know how good Buffalo's scaling is, but it's worth a shot.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from alcaras »


    Maybe I'm blind, but I don't see the gray box you mention. :)


    It's in this screenshot, on the health bar for Tigresse:


    OK, I see it now, I was blind indeed. :)

    Well, I'm not much experienced with themes, but I'd hazard a guess and say the name label is the culprit. A few things I would try:
    - set Hidden = true for NameBackground
    - attach NameLabel to SELF_UNITFRAME instead of HealthBar
    - decrease the width of NameLabel

    I don't know if any of those would make a difference, but that's all I can think of now, I hope something's gonna come out of it. :)
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from alcaras »

    I could use a little help in designing a new layout -- I've attached what I'm trying thus far, but I'm a bit confused about a few things.

    I looked around for documentation of creating new layouts but couldn't find any -- if there is some somewhere, please point me at it :)

    Specifically I don't understand what FrameHeight and FrameWidth are spposed to be doing. If I set them to the size I want, then only part of my window is clickable ... the values in the attached files were ones I arrived at through trial and error so that the health bar is clickable.

    Next, I sometimes get this error (the gray box), and I don't know what causes it. It only happens with my custom unit frames:

    /console reloadui fixes the problem :-/

    I'd appreciate if anyone could take a look and lend me a hand! Thanks!


    There is some limited documentation at http://www.wowace.com/wiki/Ag_UnitFrame_Themes, it's not much but it might help for some things.

    As I understand, FrameHeight and FrameWidth define the rectangle that is your unit frame, and that's the part that's clickable. You should fit all the elements inside it (HealthBar_BG for example), otherwise clicking them won't have any effect, I guess that's what happened in your case.

    Maybe I'm blind, but I don't see the gray box you mention. :)

    As a side note, something I found useful when messing around with frames is making changes "live", i.e. without doing /console reloadui after each modification. Say for example you want to change the font size for the name:

    /script aUF.Layouts.AlcUICompact.ThemeData.all.NameLabel.FontSize=12


    This changes the font size to 12. Then to apply the changes to player frame you can do:

    /script aUF:CallUnitMethods("ApplyTheme",nil,"player","type");aUF:CallUnitMethods("UpdateName",true,"player","type")


    Using an ingame editor like LuaSlinger makes this quite easy. The changes are not saved on relog/reload UI, but when you're happy with the results you can modify the theme text file. You don't have to remember all the changes you're doing, you can use tekProber to inspect the contents of the theme table (aUF.Layouts.AlcUICompact) so you know what to write in the text file.

    I know this is not strictly related to your post and it's a bit hackish, but I thought I'd share it in case you find it useful. I was quite frustrated with /console reloadui when I was trying out different theme-related things in agUF. :)
    Posted in: Unit Frames
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    posted a message on tekSupport?

    It's loaded on demand, either you use a mod like Supply and Demand, or type this whenever you want to use it:

    /ace2 load tekSupport

    Posted in: General Chat
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    posted a message on BigWigs
    I noticed weird behaviour today at the Horsemen too, sometimes the abilities timers were off, so for example a meteor would come while the ability timer was still counting down. Other times my local mark counter was out of sync with the one the raid leader (running BigWigs) broadcasted by 1 mark, they would both start from 1 and show discrepancies after some marks. I think I saw the mark announce being sometimes a couple of seconds off, but I'm not 100% sure.

    I was running version 15313, the raid leader was running 14097, and 30 more people in raid were running BigWigs, various different versions. For next time we'll hopefully have everybody running the latest version, you think there might be some incompatibility with versions?


    Posted in: Raid AddOns
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    posted a message on agUF - RFC on Auras
    Quote from Miles »

    The AuraPosition system is quite nice for buffs layout, and it doesn't add runtime overhead, but I think we'll need a *lot* of profiles to keep everyone happy.

    Anchor: top, bottom, right
    Size: 2x10, 3x10, 2x8, 3x8, 2x12, 3x12 (x12 is also countable, forth debuffs on second row = full)

    I'll play around with it and see how to generate those settings on demand. I hope you don't mind if I reuse some of your code for it.


    Note: I won't commit these changes to svn, yet. And if I do, it will be in an test branch, it's way too experimental.


    Yeah, there are lots of combinations, that's the downside of such a system, when I implemented it I didn't think about how complex the positioning becomes.

    Afterwards I thought about adding options allowing the user to create a subset of aura placements with a Dewdrop menu (Buffalo-like) The current way of editing text files to add a custom theme would still be valid, for those who want to overcome the limitations a GUI always imposes.

    This could also be kept as a separate addon since agUF menus already have enough entries, and add the custom placements to aUF.AuraPositions when loaded. Pretty much how custom themes, like Sairen's aUF_Stylist, interact with agUF.

    But, since editing text files was good enough for me, I slipped into lazy mode. :P

    Regarding the code, I don't mind at all, please use anything you want, and let me know if there's anything I could do to help.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Quote from Miles »

    The new uber 5-point Aura System will need some time to work out, complicated specs...

    Till then, I suggest a minor adjustment on the current one line / two lines system, based on mYriTh's suggestion:

    - Converting the auras to 3 lines x 8 columns, for easy debuff counting.
    - A shared line / seperate line option.
    - Friendly: Buffs first. Hostile: Debuffs first.

    Shared line + low buff count is basically the same as now, except that everything is a little bit larger.

    http://elektron.its.tudelft.nl/~chkwok30/oekaboe/aUF-auras.png

    (The size will be adjusted to frame width, don't worry, just didn't want to waste too much time editing it :P)


    Well, this would certainly satisfy those who asked for lines of 8 auras, but what about those who like the current 10-aura lines? :P I prefer 10-aura lines myself, bar that I'd rather go to 16 than 8, too much screen space taken by 3 lines of auras with each icon being larger than it is now.

    I hope I don't sound like blowing my own horn, but if you're looking for a temporary solution until the new aura system is ready, you could take the aura system from my version, it can do most of what people asked in this thread, it's simple and easy to add to. There are more things I changed, but the aura positioning by itself is a small enough change.

    For each aura style you define the positions of Aura1..AuraN in a separate file in AuraPositions, which means you can have 2x10 lines like in agUF now, but you can also have 3x8, 2x16, 2x8 buffs above 2x8 debuffs below, and pretty much any combination you want because each aura is individually placed. You could place them in a pyramid or write "WoW" with buffs on top of the unit frame if you wish to do so. :)

    Once an aura placement is defined, it shows in the agUF configuration menu, so adding new styles and changing between them is easy.

    The issue of shared or separate line is solved by setting Show Buffs and Show Debuffs to the appropriate values. For example, to mimic how agUF does it now, Show Buffs = 20 and Show Debuffs = 16. If you want 2x10 lines with separate buff/debuff lines, Show Buffs = 10 and Show Debuffs = 10. Or in a 3x8 placement, you can have Show Buffs = 16 and Show Debuffs = 8 to keep buffs and debuffs on separate lines.

    It may be too customizable to be user friendly, but if you choose to use this idea, you can restrict the choices through the agUF menu.

    Aura scale can also be set for each frame, so you don't need to contain the auras to the frame width if you don't want to.

    I don't have anything in the code to account for friendly/hostile target, but that can be easily done and place buffs in debuff slots and debuffs in buff slots.

    Posted in: Unit Frames
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