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    posted a message on ZOMGBuffs Official Thread
    Interface\AddOns\ZOMGBuffs\ZOMGBuffs.lua:2089: attempt to index local 'cell' (a nil value)
    Count: 99

    Call Stack:
    Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:368: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:345>
    Posted in: General AddOns
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    posted a message on Grid
    Quote from Pastamancer »

    If your computer is too slow, reduce the frequency of the range check.

    My point was the difference between the latest release on curse and the latest WAU Version. I don?t use any added feature and have to lower the range check frequency now.

    I will just continue to use an earlier version (or use sRaidframes if I can live with the look).
    Posted in: Grid & Grid2
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    posted a message on Grid
    No third party modules. They would have been listed by themselfes if activated however. No other ace addons at all.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Pastamancer »

    Also, the profile-switching related problems should be fixed in GridStatusRange now. I'm going to give it a week and then put it up on Curse/WoWI


    Am I the only one experiencing an increase CPU usage from the latest Grid builds. Using the latest Grid from Curse it was already kind of huge compared to other raidframes but the new changes increased it once again. I only use the 40yrd range check with a 0.5s update rate(the other ranges are disabled).. sRaidframes has the same setting for rangechecking in the screen no settings were altered after I did the reload UI. I just played for a while and then looked at the summed up CPU time all addons used. Libs were external.



    I love Grid for the features it offers but just recently found out that sRaidframes has a lot of the features in regards to status indicators. All adititional gimmicks like low mana warning are disabled by me anyway. The look is not nearly as nice as that of Grid although. :) But nothing Grid does in addition can justfiy a 50x greater cpu usage in raids I would think.

    Grid creates a noticable fps loss in AV for me wihtout CPU profiling turned on. With CPU profiling it gets almost unplayable. It is the only addon which creates this kind of lag/stuttering. If I?m not a aware of other differences between the 2 addons tell me so. My solution for the moment is the screen below. Although it is not anywere near as good looking as my grid setup. :)

    Posted in: Grid & Grid2
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    posted a message on Efficiency of Unit Frame Addons
    So can someone give me a hint on how to change this? Its not a question of features in my opionion since pUF and sRaidframes covers most of it even if it is not shown. A reload UI was made before the fights startet and no options whatsoever where changed after that. Grid spikes at 100 CPU/s in fights.

    @Ragnor
    When you refer to other posts you should check what features are included in to Mods. As it is I will definitly use oUF for the moment. If I could create a grid style look for sRaidframes i would porbably do that. :) It has really all features just the look and space it takes is not what I want.



    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Ragnor »

    That's the funny part by the time you add back in all the features a typical healer or tank needs (hp deficit, agro coloring, range fading, inc damage/heal text, class colors, clear aura separation, party targets etc) you have to wonder how different will the performance be compared to traditional unit frame mods?

    Now if I played a ranged dps class or something I'd run bare bones and be loving it.


    Thats not true at all. Get Optionhouse and compare GRID with things like sRaidframes or x-Perl(raidframes + core + helper only). The difference is puzzling for me at least. They have essentially the same features and only a different look.

    I have to admit that my comparison with GRID running the double amount the latest oUF was way off(looking at grid last night it was looking more like 10 times). I have to apologize to haste also since raidframes were not spawned in the recent versions. Also buffs are shown on raidfrmaes which coud be part of the reason why pUF has slightly less CPU usage.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    You could always turn off the rangecheck.

    And pUF has never been released as buff check, its always been after the inspectrange check updated once every second.


    I definitly want a range check but 1 s is more than enough.

    p.s. just found it http://moon.pastey.net/83347 (workes like a charm without increasing CPU load or anything) Not having a 40y range check as healer in an BG/raid is actually quite annoying. :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts


    The latest oUF core has an increased CPU load which would be expected with the addition of the rangecheck. Double the CPU time of oUF again and I?m running with a monster like grid again. Actually oUF more than tripled its average CPU/s with the latest release.

    It seems everyone is looking at memory for their Interface but CPU load is not that important. Is this a misception on my side that I am looking for mods that have the power of addons like grid but do it with a lot less CPU load. Actually the latest pUF with a spell based rangecheck is pretty close to what I need when raiding. Frames being marked with reagrd to debuff type or Debuffs being filtered and shwon in a corner is the only thing missing. A 1s rangecheck is more than enough for healing in a raid situation.

    On a sidenote I had found a working spell based range check for pUF in some pastey but don?t remember where it was. Does someone know where that could have been?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I?d like to see the banzai addition on your gcode. :)

    On a sidenote...any chance you will be including range check by spells? I was running some AVs and was surprised how well the Grid setup of pUF works. 40yrds range and debuffs I can click trough would make it almost perfect. I did increase the size of the debuffs and want to see 2 of them. If I click on the part where the debuffs are shown it will not target the raid member. Also sometimes debuffs seem to be hidden behind the healthbar.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Is it possible to spawn the raid groups individually now? I would start a new layout based on oUF-Lily and create a grid like setup myself if that is possible now. I want to see the actual raid groups even when a spot in one of the groups is empty.

    Also is it planned to include range and aggro checks to the oUF core itself? I would to be able to use oUF based raidframes instead of grid for my healer alt since Grid is still using the most CPU time when I raid and I?d like to replace it.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from sciet »

    Another point, as far as i can see, is that there is no possibility by just using SecureRaidGroupHeaderTemplate, to prevent it from filling a half full column before opening a new one. So, if there are 10 people in a raid, 3 in group1, 3 in group2 and 4 in group3, it will display 2 full columns with 5 members each.


    It is not possible to spawn individual raidgroups at the moment?

    This issue will come up a lot since in some Raid/BG situations groups are not full and everything would be kind of messed then. It?s not that uncommon that for some time during a raid for axample a melee group spot will be free until someone shows up.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Simple search in this thread leads me to the following link :) http://coldfury.pastey.net/80769 You may need some slight alterations since oUF has been updated rather heavily since.

    Edit: Ps. haste.. growth-x and y ... man I love you


    Working with this code I could not get this working. Problem for me is the same as with the aggro code form Coldfury. The line that creates an error message is in the update health part but the object is not defined or something.

    -- top of the file with other locals 
    2	--[[ Spell to use for Range Checker function.]] 
    3	local spell = "Arcane Intellect" 
    4	 
    5	 
    6	--the actual function. very simple. 
    7	--[[ Update Range function. Set to only check party and raid. ]] 
    8	local updateRange = function(self, unit) 
    9	  if (self:GetParent():GetName() == "oUF_Party") or (self:GetParent():GetName() == "oUF_Raid") then 
    10	    local inRange = IsSpellInRange(spell, unit) 
    11	    if inRange==1 then 
    12	      self:SetAlpha(1) 
    13	    else 
    14	      self:SetAlpha(0.2) 
    15	    end 
    16	  else 
    17	    self:SetAlpha(1) 
    18	  end 
    19	end 
    20	 
    21	 
    22	-- add in the gigantic function of doom 
    23	self.UpdateRange = updateRange 
    24	 
    25	-- add at the end of updatehealth/updatepower function 
    26	object:UpdateRange(unit) 


    Do I have to add something to other parts of the layout.lua or even the oUF core? I thin I can get the aggro code working too when I know what is missing here.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    But you could possibly know what to use instead of "object:UpdateRange(unit)" which seems to have worked for old versions of other layouts and now throws an error. :)

    This is what I made out of the last oUF_lily by pretty much taking all ideas from pUF. Party + Auras ist the only difference since I really like your Player/Target/ToT/Focus setup. :) The Party is normally hidden in raids.

    http://img79.imageshack.us/my.php?image=wowscrnshot022208134629mr7.jpg
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Simple search in this thread leads me to the following link :) http://coldfury.pastey.net/80769 You may need some slight alterations since oUF has been updated rather heavily since.

    Edit: Ps. haste.. growth-x and y ... man I love you

    I am not getting this to work. I tried to modify one of the latest oUF builds. I got it to look like p3lims frames with usable partyframes but am missing the rangecheck and aggro warning.

    -- add in the gigantic function of doom 
    self.UpdateRange = updateRange
    
    -- add at the end of updatehealth/updatepower function 
    object:UpdateRange(unit) 


    Throws an error for me I guess due to recent changes in oUF.
    Can somone tell me how to replace the "object" part.

    If someone could post a complete layout.lua with a working Rangecheck + Aggroalert for the new oUF I could extract everything myself despite my lack of coding knowledge.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from zypher »



    working on Caith[like] layout =D


    Would be great if you could upload this layout somewhere. Is there Aura code in it which allows to show buffs/debuffs on target and also in your party?

    P3lims layout is also great when raiding as a DD but even then I want the raidsframes excluded since I just need a rangefilter to know whats going on around me and will use grid for that matter. I got the raidframes to hide but wanted to know if they are still spawned and take up CPU time? I hide them by modifying the >25 raidattendes part. Do they still take ressources when doing so although hidden?
    Posted in: Unit Frames
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