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    posted a message on PitBull 4.0
    Quote from vangual
    The units in question are the ones marked with a * at the end of their name in the unit selectboxes


    This should be documented somehow on that screen, so people can learn it themselves.

    Thanks for the explanation. I appreciate it. I guess all unit frame addons are affected? I can probably do without those frames -- I'll at least experiment to see whether there's a difference!
    Posted in: Unit Frames
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    posted a message on Blue Screen with wow client : memory allocation error
    I got the "block too big" error sometimes upon logging back in after I had logged out with a HUGE amount of data recorded in Recount. That was one of the reasons I decided to switch to Skada.
    Posted in: AddOn HELP!
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    posted a message on LuaTexts Official Thread
    Quote from Shefki
    And have the formatting tat would normally happen in the Short() function happen upstream in compiled code instead of in Lua (which avoids garbage creationn). If you pass true as the 2nd parameter it tells Short() or VeryShort to do the formatting itself for you. This produces garbage.


    Shefki, can you add this information to the LuaTexts documentation page please? The current description does not explain why I would want to do it one way or the other.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Ok, I have been using PitBull4 for a while now. I've also been unhappy with my raid framerate for a while. I just learned that DogTag texts are a CPU hog thanks to gamemaster128's post above. I guess I should have taken the hint when that revision a while ago switched the default to LuaTexts, but oh well. Started the process of switching last night.

    Now I just read a random post on a random forum that said there was a huge performance penalty associated with using any of the "-of-target" frames, such as target-of-target or target-of-pet. Is that still the case? Why (very curious about the technical reason, so lay it on me)? Will it be fixed?
    Posted in: Unit Frames
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    posted a message on Difficulty getting testers nowadays
    Quote from Phanx
    Any kind of in-game nag, though, I would find extremely annoying. :(

    I said I would like an in-game "test this" message of some kind, but I also agree with Phanx et al. Something like a broker feed that addons could hook into with testing plans would be pretty neat. Keep it out of the way, so those who want to test can find it easily, but it's not popping up in your face.

    Either way, technological solutions are a pain and have their own problems. I think your best bet is including a note in the changelogs when you need something tested, e.g. "made widget A manipulate the samophlange (please verify this works and comment in the thread)". The kind of technical users who are likely to be good bug reporters are probably the same people who read the changelogs regularly.
    Posted in: General Chat
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    posted a message on Deus Vox Encounters
    I don't want to see a counter for every alert. It's one more thing I don't need to spend brainpower on parsing during a fight.
    Posted in: Raid AddOns
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    posted a message on Difficulty getting testers nowadays
    Yeah, after thinking about it for a while, I agree that informing the user in-game about features that need testing is a good idea. As usual, this would probably benefit from standardization and some kind of unified interface ;)
    Posted in: General Chat
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    posted a message on Difficulty getting testers nowadays
    Elsia, what specifically have you tried to encourage alpha/beta testing, and to what extent did it work (or not)? I think it would help the brainstorming to hear some more specifics of your experience.
    Posted in: General Chat
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    posted a message on Difficulty getting testers nowadays
    I'm a developer by trade, so I'm extremely tolerant of misbehaving addons and willing to debug, file tickets, and generally be a good tester.

    However, I don't have time to follow the dozens and dozens of pages of comments that are posted on the forums here for each addon. If there were a different channel of communication for testing, maybe it would work better? Something like a wowace-testing mailing list, for example, with post privileges for developers only. Alternatively, you could adopt a more conversational style for at least part of your addon's project page here at wowace.com. I do check project pages and read changelogs for new builds of addons I'm interested in fairly regularly, so if I were to see a blurb at the top of the page that said, "Alpha r57 is out, please test that feature X works and you get the expected result Y, thanks!" I'd be very likely to try that and report back.

    In other words, mixing tester organization in with the general end-user forum chatter isn't very effective. Any other ideas for how to improve this aspect of communication?
    Posted in: General Chat
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    posted a message on Deus Vox Encounters
    Still really loving this mod. Plan to pitch it to my guild as soon as that YouTube video is available for demonstration.

    :)
    Posted in: Raid AddOns
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    posted a message on Skada: a damage meter
    Thanks for the absorbs fix. Posted another ticket for an error I got tonight:
    http://www.wowace.com/addons/skada/tickets/81-error-viewing-deaths-module-when-combat-starts/
    Posted in: General AddOns
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    posted a message on Deus Vox Encounters
    Quote from Kollektiv
    I recommend turning off the alerts 'searing light on others' and 'gravity bomb on others'. It can be a little confusing having those on.

    That's a good suggestion for dps, but I find those alerts useful because I'm a healer, so when I see them I throw a PW:S on the gravity bomb target or know whether to throw my PoM + CoH on the melee or the casters. In fact, when I failed at gravity bomb, it was because it was put on me during Tantrum and I was tunnel-visioned on health bars trying to keep everybody alive, only to kill them when I exploded instead!

    I'll have to take a look at the encounter settings and test button. Thanks.
    Posted in: Raid AddOns
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    posted a message on Skada: a damage meter
    I just tried this mod out last night. I like it a lot for these reasons:

    - uses vastly less memory than Recount
    - subjectively, seems less CPU hungry than Recount
    - click-navigation design
    - easier to view how much damage each raid member did to a particular target during a fight
    - ability to save specific segments indefinitely
    - frame looks a little more minimal, easier to configure to match the rest of my UI :)

    However (you heard that "but..." coming a mile away, didn't you?), it lacks polish in some ways. A damage meter is a tremendously useful tool, especially to me as a healer, and I need to feel that I can rely on it. Seeing niggling issues like these undermine that, and I would love to see them cleaned up.

    - Often after a fight has ended, clicking into either of the Enemies modes displays a blank list. If I right-click back out to the top menu, click Current Fight and drill back down, the data re-appears.
    - In the death log, I observed a weird display bug where two lines continuously flipped back and forth with each other. I think it was a Warrior's Bloodthirst and a tick of Napalm in the Mimiron encounter, and they just kept swapping places in the list over and over again while I watched.
    - When viewing death logs, I need a way to view all deaths for each player during a segments, not merely the most recent one. If there is a way to do this, I could not find it.
    - Absorbs module is inaccurate (some detailed debugging suggestions in the ticket)
    - All heals are detected as crits (change to spell heal events in 3.2).
    - When logging off and logging in another character, sometimes the Skada window has moved slightly from where I left it. All other settings are retained, the window just moves a couple dozen pixels for no apparent reason.


    Thanks for the great mod, and I look forward to seeing it continue to improve :)
    Posted in: General AddOns
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    posted a message on Deus Vox Encounters
    The blocking feature worked perfectly last night.

    I have a philosophical question. Last night, on XT-002 Heartbreaker attempts, I screwed up a couple times on the Gravity Bomb because I just didn't notice DXE's warning. I've found this sorts itself out after a few attempts because I get accustomed DXE's alerts for that encounter and learn to recognize the important ones, but sometimes you can't afford to screw up a couple times just to "learn" a new boss mod.

    What do y'all do in this situation? Is there some way I can twiddle the priority or severity of a particular warning to make it more crazy flashing-screen in-my-face you're-gonna-die? Or do you turn off other warnings so the really bad thing is more prominent by comparison?
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Thanks a ton for the blocking options (I also hope it is a separate option for boss emotes and raid warnings?).

    I would not want to see 10 health bars for faction champions. In fact, while doing it last night, I didn't feel the need for a boss mod at all for this encounter.

    On a more general note, this mod is fantastic. I'm glad I went to the effort to try it myself instead of waiting to be convinced. You've done a tremendous job with the design of the alerts and health bars. I'm having a hard time quantifying what it is about the alerts that I like so much compared to DBM or BigWigs, but I know I find them paradoxically easier to read during the chaos of combat and less intrusive. The "run this way!" arrows are also phenomenal. Lastly, I had been using BigWigs because it was usually less buggy than DBM, but I really missed DBM's health bars for fights like Freya and Mimiron. DXE is the best of both worlds!

    Thanks again, and I encourage you to make a nice demonstration video, I think it will convince a lot more people to use your mod!
    Posted in: Raid AddOns
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