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    posted a message on Dewdrop-2.0 without excessive table creation/deletion
    Quote from Shadowed »

    Stop while you're ahead, get a real configuration thats not a menu monster configuration. You're better off using a GUI library like AceGUI3, or just making your own instead of using menu configurations for that.

    The menu configuration sounds complicated, but in practice, the actual interface is easy to navigate and logical. The benefit of a menu config is that there is a 1:1 between menu commands and /slash commands. Ace3's console implementation seemed pretty basic ATM. I guess I could go with a GUI configuration but I don't think that is needed. Big GUI configs are a mess to change in combat and provide little correlation to /slash command structure.

    For example, once you have the Groups/Debuffs/Spells/Unions established, you can configure the debuff appearance by right clicking on the icon, which just provides a Dewdrop for "config" (mentioned above) for that specific debuff.

    I'm just looking for the proper way to have one config template (instead of one-per debuff) that saves its settings based on the parent menu item.

    Quote from OrionShock »

    could do what i did for ace3's gui options table, i found that 90% of all the options where generic setups..

    change your get/set functions to generic functions that use pass values to figure out what option it's looking at, then use a function that returns a table that just changes the display name each time then make it LOD, so it can recycle the tables .. check out SickOfClickingDailies on the svn


    Ah that is cool. That would save me a ton of code. Ace3's option format provides far more powerful passValues; I'll give this a shot.

    Edit: although, now that I think of it, this still doesn't solve the problem of having a million copies of the config menu. I basically want a (type = "group") that is built via validate, yet the sub items are also groups, which correspond to 1 config table and get a passValue from the parent menu item.
    Posted in: Lua Code Discussion
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    posted a message on Dewdrop-2.0 without excessive table creation/deletion
    The interface for my mod has extensive menu configuration. I've been trying to avoid excessive table creation, but keeping the options/configuration menu is sync is nearly impossible with my understanding of Dewdrop/AceConsole.

    A lot of the interface is of this structure: [some menu] -> [some id] -> [options tree]

    Where,
    [some menu] would be "Groups" (also could be Unions, Spells, or Debuffs)
    [some id] would be like "Group W" (also could be "Union X", "Spell Y", "Debuff Z" depending on [some menu])
    [options tree] would be 1-3 levels of configuration, that is the same for every element, but is stored according to [some id] for [some menu].

    For example,
    "Groups" -> "Increased Damage" -> "Sunder Armor" -> config
    "Groups" -> "Physical Damage" -> "Mangle (Bear)" -> config

    Where both config's provide the same features, but get/set to "Sunder Armor" or "Mangle (Bear)".

    Currently, I have a separate config for every single debuff, yet they all look the same except that they save to a different key (the key of the parent menu).

    Is there anyway I can do this without having a zillion configs? I can explain more of my description isn't clear enough.

    Here are a few pictures of my mod, it's called DebuffGrid:
    http://oldschoolwow.com/FeralKitDebuffGrid2.jpg
    http://oldschoolwow.com/FeralKitDebuffGrid3.jpg

    From that picture, you can see the submenu structure. Currently, its a bit more advanced after I generalized it from Feral debuffs to all debuffs and allowed in-game debuff unions (like putting Mangle (Bear) and Mangle (Cat) together) and more extensive configuration options.
    Posted in: Lua Code Discussion
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    posted a message on [Pitbull] Lag Issue When Raid Member Joins/Leaves
    Looks like the issue is gone with 2.4.2.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Has any of the Pitbull developers looked at the thread:

    [Pitbull] Lag Issue When Raid Member Joins/Leaves
    http://www.wowace.com/forums/index.php?topic=12499.0

    This hiccup lag that occurs on join/leave/disconnect/connect/move while in a raid is extremely annoying.
    Posted in: Unit Frames
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    posted a message on [Pitbull] Lag Issue When Raid Member Joins/Leaves
    Whatever this bug is, it's driving me crazy. Any disconnect/connect and some random combinations of join/leave/move while in a raid cause hiccups. Have any of the Pitbull or Grid developers looked at this thread/issue and checked for potential conflicts?
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Not sure when this occurred (but sometime recently) -- Pitbull is truncating text at about 50% the frame width (for example Default Name and Health texts). Is there anyway I can turn this off? (And then manually handle it with DogTag if needed?)

    My Name text used to show guild and server name and a few other things -- and at 50%, it's "..."-truncating everything.

    Edit: nm! I forgot I attached my Combat text to my Health bar.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Zilas »

    I decided to try PitBull (r61196) for the first time but got the following error on launch:
    "...\AddOns\Batrender3\libs\AceOO-2.0\AceOO-2.0lua:734: AceComm-2.0:AceComm-2.0 requires AceEvent-2.0"

    I disabled Bartender and another addon generated the same error:
    "...\AddOns\BigWigs\libs\AceOO-2.0\AceOO-2.0lua:734: AceComm-2.0:AceComm-2.0 requires AceEvent-2.0"

    I stopped there since I figured all my addons would generate the same error.

    I tried to config pitbull by typing "/pitbull" but that gave this error:
    "LibRockConfig-1.0: Bad return from function "args" for `PitBull'. Expected "table", got "string" ("@cache")."

    Is there something I need to do to get pitbull up and running? I noticed a newer version of pitbull is available now (61290).


    I've been having this problem for the last few weeks. I just spent about an hour, logging in and out, going through my mods trying to find the culprit.

    Pitbull is definitely the cause of this error: there is something wrong with the Ace includes; probably something getting messed up with LibRock + Ace.

    I was able to fix the problem by removing the Ace includes from the embed.xml (since they're already present in virtually every other mod I have) and that fixed the problem immediately.
    Posted in: Unit Frames
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