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    posted a message on RBM not Official Thread
    I went and read the source post for the original quote, which came from the Risen forums, and was definately aimed towards end users. I've never used DBM myself, so I can't speak on that. I have used BigWigs quite extensively and I can attest that RBM is definately more powerful in regards to features. It reminds me of something like comparing SCT and Parrot; SCT has pretty much every configuration option most people would want, but Parrot can do practically anything, and was a bit confusing to setup! RBM is the same way: you can make a bunch of frames for different purposes, have bars travel from one frame to another at different times and with different styles, setup custom sounds for events, and some other stuff I never even messed with.

    RBM is also more than just for boss modules. It has support for adding other modules that use bars, like the cooldown tracker I mentioned, a debuff tracking module, and I was hoping to see a (Scorchio! style) fire vulnerability tracking module added for us mages. I seem to recall mention of a totem tracking module also, but I'm not sure if that has made it in.

    I was really excited about RBM back when I still raided, and I think it has some great potential. I am glad you decided to take up the project Apoco.
    Posted in: Raid AddOns
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    posted a message on RBM not Official Thread
    First off, to say that these forums are a developer only community is just plain wrong. That might have been the intention, and perhaps still is, but there are definately a large number of end users (like myself) who visit these forums to find out about new addons, their old favorites and to offer feedback to help make them better. Perhaps I missed something that was grievously offensive in the original post, and has since been removed, but the response so far has seemed overly hostile. Requesting more substantial information is one thing, but criticizing someone for trying to appeal to a general audience seems unnecessary.

    Now, having some decent experience using RBM (and BA3 before it), perhaps I can help clarify some of the benefits from an end user perspective:

    As stated in the original description, the major feature in RBM is that only one person needs to be running the boss module for everyone else in the raid using RBM. The advantage to this is that you can have someone update the module on the fly, which has come in very handy when you're going up against a new encounter and a boss module hasn't been added/updated for that encounter. I'm not sure on this point, but I would think that this would help conserve system resources for those with older computers. The drawback to this is that the person(s) running the module need to be able to parse the information to synchronize it, so it is not useful in every situation (Kalecgos comes to mind).

    Another feature I utilized very often was the module for cooldown synchronization. We used a counterspell rotation for a few encounters, and RBM allowed us to keep track of this rotation in a bar frame.

    A number of people used the RBM module to keep track of their personal cooldowns also.

    It has your basic boss module features like bars, announcements, sounds, ect. as well.
    Posted in: Raid AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    The new Ogri'la potions seem to be missing - crystal mana/healing potions.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    For now the conjuring is a separate button. It will remain that way until I make same changes to buttons to have custom settings for this.
    Ok lets fix this as its a real hole in the current scheme. I want to use this on Toadkiller as well. I am starting to populate the following 3 PT3 sets:
    Consumable.Recovery.Other.*
    Consumable.Recovery.Potion.*
    Consumable.Recovery.Stone.*

    For now the potion one is just the regular potion section as I assume most of them are not on stone cooldown.

    I have the demonic runes on their own since I have know idea if they have a cooldown or not or who they share it with.
    Warlock stones & the BE stone thingy are going into stone for now as is Dreamless Sleep.

    I will make buttons that break it out this way for the next release & people will need to report what is missing / misclassified.


    I'm pretty sure that demonic runes and dark runes both share the healthstone/mana stone cooldown, so they should probably be grouped with mana stones. The jewel crafting healing statues also share this cooldown, so they should probably be grouped with healthstones.

    I'm not sure about Dreamless Sleep potions, but I would imagine they share the potion cooldown. You might consider grouping these seperately along with rejuvination potions and that new mad alchemists' potion (coming in 2.3), since they all recover health and mana, similar to the Food Combo button now.

    I think the ideal setup would be 5 catagories:
    Health Potion
    Power Potion
    Combo Potion
    Health Stone
    Power Stone
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Couple things I noticed about 2.02.03.19 beta (53543)...

    -It keeps spitting out some RefreshStyle button table stuff into the general chat window, one for every button it seems. Using Dreamlayout if that makes a difference.
    -Dreamlayout isn't working in the popup bar again.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    I was wondering if you could add separate buttons for health potions, mana potions, healthstones and mana gems. I prefer to have them separated since they're on different cooldowns and it makes it easier to use them both fast if I need to.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    Great I will add soulstones.
    I do not see this with conjure button on my mage. There is no reason for mage & warlock to have different behaviour here. Could you do a profile reset, then reload (/rl) or relog, then try it again pls? Or if you use cyCircled please dl the new cyCircled.


    I'm actually a mage also. This seems to have fixed it though, thanks.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    3) For warlocks it should have healthstone & firestone. How does soulstone work? Does it creat a stone that you then target on someone? If so I can add soulstones as well.


    Soulstone conjures an item into your bag, which you click on with someone targeted to cast it on them.

    -I'm having a different problem with the conjure catagory. I keep trying to unenable it, but every time I log in I find it enabled again. (2.02.03.11 beta 52346)
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    2.02.03.07 r51952

    -Using Dreamlayout, the style looks like borderless icons and default popup buttons when I log in. If I change the style to default, and then back to Dreamlayout, the all bar and popup bar icons are proper Dreamlayout style. They break again every time I relog or reload though.

    edit: This only seems to be happening on my mage. Works fine on my alts.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    - Icons for items summoned aren't displayed in the popup bar unless you reload. There is just a blank button, which shows the current tooltip if you mouse over it.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    The SVN finally let me download r51776 this morning (It wasn't letting me update anything for a day or so there). Seems like all of the cosmetic problems I was having with r51685 are working now, except that style changes aren't applying to popup bars. Trying to configure it more to my taste:

    - I tried to dock to my Bartender Bar4, with no result even after a reload.

    - I removed some of the buttons that I don't want. The appearance of the bar changed instantly, but functional location of the bars and popup bars didn't change until I reloaded.

    - I tried to rearrange the order the buttons appeared in. This didn't go too well at all. Even if I managed to get a button to the position I wanted (which didn't even correspond with the number it should have) , it would jumble up all of the other buttons in the process. When I tried to get another button into the position I wanted, it would jumble all of the other buttons again, including the first one. Again changes were cosmetic only until a reload, but a reload didn't seem to help with the buttons getting all jumbled.

    - I reset the profile to use the basic button order for now. Had to reload to take effect.

    Some questions/suggestions:

    - Would it be possible to turn the summoning aspect off for the food/water buttons? I prefer to use Bartender buttons for summoning, and would like to eat/drink on AutoBar with either mouse button.

    - Will we be able to make our own custom bars at some point?
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Kal »

    I don't know if this counts as "useful", per se, but I'd like to add my 2p on the "why not call it Autobar2" argument.

    I can't see any possible disadvantage to this, and it would have kept all sides of the "WAU is for devs/I use WAU to update my production mods" argument happy.


    Not only that, but I find that it is a lot easier to help test an addon that is getting a total overhaul when you can have both a working and developing version installed at the same time. That way you can easily switch between them by turning one on and the other off in the addon tab. You also don't need to worry about your settings files when you're switching back and forth, because each version would have it's own.

    The goal here is to get QA on the new version, and I understand that these things can take awhile to perfect (hopefully not as long as Buffalo2!), so making it easier on the tester seems like it would be to everyones advantage.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    First off I'd like to say that this new version seems very nice and I'm excited to see it flesh out. I also don't mind helping QA. :)


    I haven't had much of a chance to play with it, but I did notice a few cosmetic problems:

    -Alignment of the main bar and the text on items (count and macro) and the positions of the popup bars doesn't adjust according when changing the padding, row/column configuration. The only thing I found that it would adjust with was scale, and I had a good 20-30 second FREEZE UP whenever adjusting the scale.

    -Padding doesn't seem to do anything at all in Dreamlayout. I tried reloading the UI after adjusting it, with still no result.

    -The Dreamlayout border is missing. I think that this was the case in the old version of Autobar also? The plain icon style that it currently has is close, but Dreamlayout should have thick transparent black border (which looks similar to the default chat window background). If you use Bartender, you should be able to see what I'm refering to.

    -Style changes don't apply to the popup bars.

    -Alpha, Fade Out, Button Width, Button Height doesn't seem to do anything to any style.


    I will play around it in more depth tommorow and see what I find.
    Posted in: General AddOns
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    posted a message on Violation
    Violation is coming along great! One feature that I would like to see added would be an option to have the window automatically open when joining a group and then close when you leave the group.
    Posted in: General AddOns
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    posted a message on [Old] PitBull - official topic
    I have been using the oUF Layout because it matches the Dreamlayout style of my other addons.

    There are a few things that I don't like about the oUF layout, however...

    - You can't change the aura positions, but are limited to only having the auras displayed below the frame. It would be nice to be able to position auras on top or on the sides of a frame, like every other layout.

    - The icons are all smaller and are in different locations than every other layout. I would prefer to have the icons in the standard locations and be the same size that every other layout uses.
    Posted in: Unit Frames
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