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    posted a message on Grid2 - What it is, and what it's not
    I set up the new Grid2, went to debugging and reset everything since i got a black box, but i can't seem to change indicators.. i was trying to add debuff-disease, poison, etc. as indicators for Border, but whenever i check them, they don't actually show up above as an option.

    *Nvm, a 2nd reset fixed it. my bad
    Posted in: Grid & Grid2
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    posted a message on PitBull 4.0
    Is it possible to enlarge dispellable enemy buffs? I saw someone's video with xperl running this, and it looks very useful for me as a priest/shaman pvp'er, but I can't figure out how to do this with pitbull.
    Posted in: Unit Frames
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    posted a message on Grid2 - What it is, and what it's not
    interestingly enough, phishgradient bar texture works fine now after 3.3.5, without any updates to Grid2. I'm quite a bit perplexed, but happy enough. I still wish changing the threat indicator colors wouldn't break grid, and that stacks of a buff or debuff would show up the way they did in Grid 1 (not overlapping with omnicc timers), but overall I still like Grid2 a lot and will continue to use it, hoping for a few fixes here and there.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Also, just a suggestion to perhaps have GridStatusRaiddebuff show stacks the way Grid does, with X2 for instance next to it. (I think that's how it was handled in Grid1). It's because the current stack text is extremely hard to read, especially with Omnicc layered on top of it (which is also useful and not something I'd want to turn off for certain raid debuffs, such as plague sickness, unbound plague, just to name a few).
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    I noticed that changing the coloring of the Threat status (which is currently white, light blue, and red for different types of threat levels) breaks the Threat status. I tried resetting and just changing the colors, still nothing. Can't see threat on the bottom left indicator, border, anything. all i did was change colors from the defaults to yellow, orange, and Red.

    ETA: sorry, meant to post it in the general Grid2 thread.. i guess it doesn't belong as well here.
    Posted in: Grid & Grid2
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    posted a message on Grid2 Defaults
    A quick question about the defaults: basically the first thing I do every time I have to reset my variables is remove the PVP settings for border and text-down. Trying to think of a reason why I would want to see such information on my raid frames.. can anyone enlighten me? Also, I think it might be preferable to remove dead from "alpha" since there's already multiple ways to tell when someone is dead (the SKULL icon), the health bar going black. Having Dead be part of the "alpha" indicator means that you can't tell when someone's body is within range to Rez.

    Also, can anyone tel me what are the settings that make someone who is charmed fade out on my raid frames? It's a lot easier to tell who's mind controlled on Deathwhisper, for instance, if my raid frames don't make their alpha so low that I have to squint (yes, I know I can turn up the alpha settings for range.. but it doesn't make sense to me that "charmed' is part of "range"). I removed everything but range from alpha, but I still had people who were charmed go down in opacity.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Hmm, for some reason a reset just now fixed the issue. Which is weird, because I've reset my variables at least 1-2 times a day since I installed, and it never fixed before, but texture for health bar was never the first option I changed. (I still get the weird black box issue on some characters-reset, and changing indicator type from text to square or etc basically breaks Grid, so I've ended up having to start over quite a bit.. it's worth it so far though, really love Grid2.) Completely, utterly confused as to why the texture now works.

    ETA: I just changed the frame width settings (which I hadn't changed before, but I had changed things like font) and the texture reverted to the old "glitched" state of zoomed in. I don't know why, but I guess messing with certain options related to the frame maybe seems to mess up how the texture is displayed? Any thoughts still would be great.... I am still testing out what options do this, exactly, but I have no idea how to fix the issue.

    ** I found out that any change in the health bar basically breaks the texture. It worked fine changing things like font, but, for instance, gaining more health as a result of casting Power Word: Fortitude, or changing frame height, etc. immediately makes the texture 'zoom in' to the glitched state. A new Reset fixes the texture until something like losing health occurs..
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    I found an aesthetic issue that may be a little silly to report, but it bothers me quite a bit, so I tried digging through lua to see if I could fix it, but any help would be wonderful.

    Basically, I like using a texture from phishr's media pack called phishgradient. It adds sort of a rainbow hue to each color that I absolutely adore. i used it on Grid and Skada fine, but when I apply it to Grid2's health bar, Grid2 seems to only take a very small portion of the texture, which completely ruins the effect of the texture. See, for example:



    Uploaded with ImageShack.us

    The left box is Grid, the right one is Grid2, and below it is Pitbull with portraits removed to show the texture in a larger form. (Ignore vuhdo, I can't set it to phishgradient because it hardcaps the number of textures available at 100).

    After some fiddling, I found out that the problem is that Grid2 only takes that small portion of the texture, instead of the whole texture, for the statusbar. See, for example, the texture "Rain" applied to Grid, Grid2, and Vuhdo:



    Uploaded with ImageShack.us

    Grid and Vuhdo take a lot of the "rain" texture, and Grid2 only takes a very small corner of it, basically zooming in on the texture. "rain" actually looks better in Grid2, but most textures, say ones with flowers, circles, dragons, the other phishgradient ones, just do not look good with Grid2 because it doesn't capture the fully intended effect of the texture.

    So, is there any way to "zoom out" of the texture? I really would love to use Phishgradient, and I would really love to use Grid2. Unfortunately, the two don't work well together at the moment. Even just any suggestions would be great.. I've compared Grid and Grid2 lua for mentions of statusbar or sharedmedia. Looking at GridFrame in both, Grid2 doesn't really define bar background, etc. I don't know if this could be called a "bug" and I hate to bother you guys over something purely cosmetic, but I would really appreciate it if anyone could maybe look into it.
    Posted in: Grid & Grid2
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    posted a message on [Grid2] The three threat colors.
    Is there a way to disable the blinking effect of the threat indicator? I find it really distracting (in a negative way) when the square itself was enough. i couldn't find anywhere to set blink for Threat though.
    ETA: it would be ok if it just blinked when someone pulled aggro, but it blinks even for tanks for me. Is this normal behavior? I've reset my settings as well.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    ok, I only tested it while in a 10man where I was showing both. Thank you for the clarification, that would work fine.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Sorry to double post, but I had a quick question separate of my random musings on Grid2. I find that when players enter Vehicles, instead of their player box being replaced with pet, and having the player showing up as a "pet" in the pet part of my frames. the original grid as well as most raid frames seem to treat it the old way, which was convenient when you don't show pets (for instance, I don't show pets in my 25man layout) and you need to heal the vehicle (think Eye of Eternity 25man). Any fixes?
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Really loving Grid2. I've used Grid for years, and couldn't live without it, but I was recently experimenting with Vuhdo because of a lot of users' claims that it is more efficient/better performance-wise. I didn't find that to be the case at all, nor do I find the config any easier to understand, but it does have some really nifty features. (I mainly fell in love with the hot bar indicators, the inner border indicator separate from "outer border", and the way you could assign all debuffs to show up as an icon in an icon bar instead of just debuff types or specified debuffs.) I didn't like the handling of raid debuffs, though, as the list was just not as comprehensive as Grid, nor could I assign indicators to cover the center as in Grid (I don't always need to be able to see unit name). But the biggest reason I decided to give Grid2 a try despite my hesitation because of its "alpha" status was that Vuhdo did not really use much less memory, nor was its CPU usage any lighter than Grid's when I checked with Option House. I do want to add, though, that Vuhdo's creator, Iza, is an incredible human being and I really appreciate how quick he is to respond to concerns, questions, feature requests. Not to say that Grid isn't the same way, but Iza really is superhuman.

    Grid2 works perfectly, although I sorely miss the Mana Bars option, and GridControlPipes, which was an amazing way to make Grid incredibly versatile (show things only in combat, or pipe hot duration to ManaBars to show up as a hot bar like in Vuhdo, etc.). I would also love to see SharedMedia support again some day, but that's not urgent, of course. Better yet, Grid2 uses significantly less memory, and significantly less CPU according to OH (although I know there's a bunch of caveats to using OH to measure anything). It actually really amazed me, because I expect raid frames to take up a lot of memory/cpu after Grid and Vuhdo, and Grid2 is taking up a minimal amount compared to some of my other addons. I really love the feel of Grid2, and hope it will continue to be developed, and that there will be plugins like ManaBars and ControlPipes some day.

    *and thank goodness there are raid debuffs included, or else I could not use Grid2 over Grid.. Gridstatusraiddebuff is what sets Grid apart to be amazing (being able to give it center location, not having to add in each debuff individually).

    P.S. Nevermind, found the Texture option that uses sharedMedia.

    Also wanted to add that I like the default settings for Grid2, very well thought-out for each class. I like the inclusion of two icons other than center icon in the center for each debuff type the class can dispel. I personalyl disabled the Death part of Alpha, since I like knowing when a corpse is in range for Rez, but the default settings are really very good for someone who just wants to go straight from the install.

    I hope Grid2 gets more attention, and that more people give it a try. Need some of those cool plugin authors to start working on Grid2!
    Posted in: Grid & Grid2
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    posted a message on Skada: a damage meter
    Quote from Phanx
    You could use the same approach as Omen to detect tanks: check for Frost Presence on a DK, (Dire) Bear Form on a druid, Righteous Fury on a paladin, or Defensive Stance on a warrior. My guild doesn't set Blizzard tanks, nor has any PUG raid I've ever been in.


    Yeah, that would be the problem. I never set Main Tank, but I guess I could do that. I liked that Omen did not require that setting though. Thank you Zarnivoop and Phanx for clarifying what the problem is. I was really stumped as people I'd asked who used Skada were not having the same problem.
    Posted in: General AddOns
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    posted a message on PitBull 4.0
    thank you for the answers. I really appreciate how active you are in responding to questions, many of which I'm sure are repeats, and repeats, and repeats. (I'm wading through several LuaTexts threads now).
    Posted in: Unit Frames
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    posted a message on Possible to make a Clique like mod that selectively allows mouseover keybindings?
    thank you for the detailed reponse. I had a suspicion that would be the case, it's too bad though. I need to invest in a mouse with more buttons.
    Posted in: Addon Ideas
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