I have what I think could be a bug in the Curse Client. However, when I try to report via the Curse Client built-in bug report mechanism, I receive the perma-error: "Your bug report could not be processed at this time. Please try again in a few moments" (consistent with Curse's perennial policy of implementing vacuous/useless error reporting combined with problems that never get addressed).
Curse has discontinued its forums. As far as I can tell, there is no alternate defect reporting mechanism for Client problems (no online ticket system, no email address). Curse seems to have completely cut itself off from its Client user community...
Can anyone suggest a workaround?
- Registered User
Member for 13 years and 26 days
Last active Fri, Oct, 4 2013 14:29:53
- 0 Followers
- 61 Total Posts
- 0 Thanks
Sep 29, 2013Having a terrible problem.Posted in: AddOn HELP!
I can't find a way to turn off debuffs, on the FocusTarget, PetTarget, and TargetTargetTarget frames. See the attached image. The FocusTarget frame is circled in the upper left. The TargetTargetTarget frame is circled below and to the right. Debuffs associated with both frames are underlined.
In all cases, the number of debuffs is so large (a whole raid's worth), the display of them runs off the edge of the screen. I would like to simply disable them, but I cannot find any options for doing that (options for disabling *buffs* are available for these frames, and suitable options exists for other frames, but *debuffs* seem to be "hardcoded" ON for these frames).
Nov 7, 2011paradoxically, searching for "Aloft" (via the WoWAce addon search) does not yield the page for Aloft... but it does (now, suddenly, via behavior that seems to have changed in the last day or so) yield the page for TagCompiler-2.0.Posted in: AddOn HELP!
does WoWAce archive content "offline", and resurrect/"online" it automatically if/when accessed? i worked on a mass storage project like that many years ago...
Nov 6, 2011yes, thank you! could swear i tried that SVN URL (and variations), but obviously i did something wrong. and alas, a WoWAce addon search of even abandoned projects (via "LibTagCompiler-2.0" and variations) does not seem to turn up anything.Posted in: AddOn HELP!
anyway, the link is a big help. this does seem to exist, and i can find it now. thanks again.
Nov 5, 2011i am gearing up to re-establish a current version of Aloft at WoWAce/Curse (so that the folks using that updater can get access to the addon).Posted in: AddOn HELP!
i have control of the Aloft project here at WoWAce. however, one of Aloft's dependencies (along with Ace3, pieces of LibBabble, and etc) is TagCompiler-2.0. i know that TagCompiler-2.0 was once a WoWAce project, but it doesn't seem to exist any more.
very old Aloft depended on TagCompiler-1.0. but, while i can find the SVN repository for TagCompiler-1.0, i cannot find one for TagCompiler-2.0.
is there anyone out there with more complete (than mine) "browse" access to the WoWAce SVN repository who could provide a repository URL for TagCompiler-2.0 (or verify that indeed it no longer exists)?
p.s. failing that, i believe Aloft is/was the only user of TagCompiler-X, ever, so personally i don't think it really needs to be maintained separately and configured as a dependency. Aloft currently bundles it as a "library" purely for historical reasons.
Jan 2, 2011Posted in: AddOn HELP!Quote from PhanxIn the very bottom-right corner of the project page is a red triangle with an exclamation point on it. It's positioned relative to your browser viewport, not the page, so it's always there no matter where you've scrolled to. Click it to report the project for moderator review.
aha, i see it. thanks. not mentioned in the documentation (as far as i can see)...
anyway, i am making my "report" to the moderators now. thanks again.
Jan 2, 2011Specifically, Aloft. I am already listed as an author here at WoWAce, but I don't seem to have any control over the project (can't update WoWAce site pages, for instance). I have been maintaining it at WoWInterface, but my users want to be able to update it directly via the Curse client, and I don't see a way to just upload a ZIP to Curse, so here I am.Posted in: AddOn HELP!
The original author (Roartindon) disappeared long ago (years), but did return long enough to bless my takeover, on the official thread here at WoWAce.
Many months ago, another person, known as "DWSR" (also listed as an author) wanted to help by setting things up here at WoWAce, but at this point they have also disappeared.
Went on IRC to try to dialog on this, but got no response.
The WoWAce docs indicate that I should make a "report" on the addon (which I can do), and "file a ticket" for "moderator review", but it is not clear to me whether I should file a ticket for the addon I want to take over, or in some other fashion. Can anyone clarify?
Sep 18, 2009Posted in: LibrariesQuote from NevcairielPorting DewDrop to LibStub is not the way to advance forward. Finishing and polishing the new dropdown library is the right goal, and if you want to help with that, sure, any help is appreciated - as i've said, its already half-done.
been a while since this was mentioned. has there been any progress in the interim?
if so, can anyone point me to an example of use (test code, an addon using it, whatever) that could serve as some form of "documentation"?
Jan 7, 2009Posted in: AddOn HELP!Quote from HunterZWowAce is now flagging projects not touched in several months as abandoned. They're still there, but don't show up on searches.
IMO there needs to be a way to search abandoned projects.
yeah, makes sense. no objection here.
i should try constructing a URL "by example", and see if i can browse to them directly.
if all else fails, a single big digest page with simple links to abandoned projects by name would be better than nothing. some sort of advanced search with a checkbox enabling inclusion of abandoned projects would be even better.
thanks for the response.
Jan 7, 2009a project search cannot find it, neither here nor at curse/curseforge. is it hosted anywhere, or is it now "obsolete" enough that it has been zapped?Posted in: AddOn HELP!
i guess the same would go for TagCompiler-1.0 as well.
looks like WoWAce and/or Curse cleaned house?
Nov 2, 2008Posted in: General AddOnsQuote from TauranuillionI would like class icons very much as well. Is this in Aloft (yet)? I haven't been able to find the option for it.
i don't think Aloft does this. it does boss icons and raid target assignment icons, but not class icons.
having said that, this should be very doable, a straightforward clone of the functionality for one of the other icon modules. just need to dig the paths to the icons out of Blizzard's MPQ gobbledigook. i will put this in my list of features to add.
Nov 2, 2008Posted in: General AddOnsQuote from lilsparkycool, so it sounds like you've figure out some controls to help eliminate the haphazard layout feel, yeah?
also, i was doing some pve the other day and i had this weird threat glow bar thing show up at what seemed like it might have been the original blizzard scale (much larger than mine). it was yellowish (which is consistent with my threat glow color) so it might have been mine mis-scaled or it might have been a different element that i hadn't configured yet... it seemed to go away after a few seconds -- either because threat status had changed or because it was a blizzard frame that realized it shouldn't be on...
yeah, Aloft supplies glow textures, and the default Aloft settings are designed to lay these glow textures out around healthbars in a clean way.
but if you have customized Aloft at all (changed healthbar size, etc), the settings won't necessarily match everything up any more. you will need to re-adjust these glow textures. play with the size/position options under "Nameplate Glow" and if you have threat bars enabled, also under "Threat Bar>Threat Flash" as well.
Oct 26, 2008Posted in: General AddOnsQuote from acapelapacking height/width would make sense... but i have not noticed that it helps.
actually, the original poster is quite correct. packing height/width (under "Frame" options) does indeed very effectively alter how the game tiles nameplates.
it also appears that making the healthbar itself smaller has an effect, until the healthbar area is reduced to dimensions similar to that of the underlying native Blizzard bar-style nameplate, at which point further healthbar area reduction has no additional effect (i.e. empty space is appears between tightly tiled nameplates).
a packing height/width of 0 will allow the game to tile nameplate healthbar areas immediately next to each other. negative values will permit the game to make healthbar areas overlap. a small packing height/width will permit a little space around the nameplate, so that any text or other elements that appear outside the healthbar will have some room to display without being overlapped by the healthbars of other nameplates.
the plain height/width settings under "Frame" options affect the extent of the background/border region, as it extends beyond the healthbar area. this background/border region appears to overlap freely with other nameplates, independently of the packing dimensions.
under "Frame" options, i am going to tweak "my" version of Aloft to permit small negative values for the packing options (so that some overlap can be enabled, if desired), and small negative values for the plain height/width settings (so that borders can be inset slightly, leaving no empty space between the inner edge of the border and the outer edge of the healthbar area, if desired).
Quote from LombraUsing 126.96.36.199 I noticed that, in the Visibility options, changing the "Friendly pets" option doesn't do anything, instead friendly pets go under the "Friendly NPCs" option. Also, critters' nameplates aren't hidden when disabling them, they are hidden if you disable "Neutral units", though.
yeah, this has been fixed. i beefed up data collection to insure that Aloft would be able to determine what constitutes a "pet".
with stuff like this, in some cases it can depend on an associated text tag (like "[IsPet]" or "[PetOwnersName]") being incorporated in a text field somewhere. otherwise, Aloft will consider the supporting data for these text tags to be "unused" and it won't bother collecting it (which can mean it is unavailable for other purposes as well).
in that case, as far as Aloft is concerned, pets would not be pets, they would be indistinguishable from generic NPCs and their visibility would be controlled as such.
anyway, its always possible there are defects in my "fix" to this... so try it out (strip any pet-related text tags out of your text fields, and see if things are properly controlled by "pet"-related visibility options.
Quote from TirdalI'm guessing that it's only possible to link in to the blizzard bar nameplates, rather than linking in to the name display (sorry, not sure what terms to use) which I use that isn't clickable, but does scale with camera distance and does not move in relation to the character model.
you know, i am not certain about this, specifically. i suspect there are at least *some* graphical elements present under "WorldFrames" that could probably be identified as parts of these purely textual nameplates.
my real concern, however, is in the runtime overhead of replacing all of these text nameplates, taking control over them in an addon, and engaging in all the processing effort required to scale them in real-time to generate a proper perspective effect, and so forth, via a LUA-based addon. even if this were "technically feasible", it would probably be fairly undesirable.
personally, i have a sneaking suspicion Blizzard already thought about this, in conjunction with their own native bar-style nameplate implementation, and steered clear (opting simply to limit the range at which the fixed-size bar-style nameplates appear).
the range of bar-style nameplates is fairly short, for instance, not really useful for ranged combat, and the user cannot control this range (as far as i know, not even by poking a WTF value into a file under the covers somewhere)... i think it is almost certain this is a result of "efficiency" concerns.
Oct 23, 2008Posted in: General AddOnsQuote from Tirdal...they're really just staying the same size while the environment around them is "growing". I'd love to have the options to *always* keep the bar in the same relative position to the mob, even if the bars have to overlap one another, and also have them scale with camera distance.
alas, all Aloft does is take over the underlying Blizzard bar-style nameplates and "tweak" them (in terms of texture/color, placement of visible elements relative to the underlying Blizzard nameplate anchor point, adding additional features in the form of mana/threat bars, text, etc).
all these idiosynchrasies of bar-style nameplate placement have their roots in that underlying Blizzard implementation.
and there is no "Nameplate API"... nameplates are just graphical elements created/destroyed/placed by the WoW client that Aloft has to extract from among the children of Blizzard's "WorldFrame" (essentially a big list of all currently active graphical elements). the nameplates themselves are in turn comprised purely of graphical elements (each nameplate is a pile of objects of type Frame/Texture/FontString hooked together in a particular way... raw Blizzard API stuff), and they have to be managed as such. Aloft even has to reverse-engineer which global graphical elements are nameplates by verifying the name of the texture used in a particular place on each nameplate (i.e. verify that the element is there, and then verify that the name of the associated texture is the expected one).
i have one word for all of this: bleah.
but i have always done best click-targeting off of nameplates (it has always been, for me personally, the quickest/easiest and most accurate way to manage the target process for myself). so, Aloft has always been a must-have for me... make those nameplates big and colorful, spread the associated text out where i can see it easily, and etc.
anyway, i am not certain how i would go about replacing nameplates completely, or even just managing those underlying anchor points in any meaningful way... in order to control placement on the screen relative to visible character models, and do it dynamically at runtime in a responsive way, etc.
- To post a comment, please login or register a new account.