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    posted a message on PitBull 4.0
    In terms of maximum configurability versus performance, PitBull4 beats everyone hands down. You pretty much have total control over everything, and you don't suffer too much in terms of CPU usage (compared to other addons).

    Arena frames are pretty much the only noticably absent feature (not that I personally do any PvP). Once that's in this'll be the unitframes to rule them all. :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Yeah, I had the exact same problem with those sliders. For months I was manually editting my WTF file with the precise X Y values I wanted. Maybe if that input box has a border or something to make it more obviously user-configurable. But that's an argument for the Ace3 forums, not here. :P
    Posted in: Unit Frames
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    posted a message on The New Curse Client
    Quote from Torhal
    I'd rather not install an entire operating system to update addons. That's a bit overkill.

    Why not? The only reason I have a desktop computer at all is so I can play WoW. :P
    Posted in: Updaters
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    posted a message on The New Curse Client
    Before I started developing my own addons (and experienced the nudging towards Curse and the Curse Client), I used to maintain my own set of Bash scripts that handled the updating for me. Of course, back then files.wowace.com still worked and I basically downloaded several HTML pages, compared version strings and then extracted the URLs I needed to grab. Not elegant but it did the job. I even caught the disembedding bug and started hacking out bits of XML files and what have you.

    Regarding Linux, I imagine we're between a rock and a hard place right now. The Curse team can't very well release the details required to author a new client, seeing as they are beseiged by WowMatrix and the like. And they just don't have the resources to produce a Linux-compatible client. Perhaps if someone were willing to sign an NDA or something for closed access to the site's API? Who knows? And who has the time?
    Posted in: Updaters
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    posted a message on The New Curse Client
    While I understand that the MacOS X port is probably written in a different language (Objective C?), I imagine alot of the logic and effort is shared between the two ports.

    I'm sure that the design decisions made were based on the available resources and technologies, and with the dreams and desires of our most hallowed membership taken to heart.

    There you go Kaelten, now pony up the Curse award points you promised me. :P
    Posted in: Updaters
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    posted a message on The New Curse Client
    Maybe if you /puppydogeyes at them, Torhal, they'll make a nice TCL+TK version for you. :)
    Posted in: Updaters
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    posted a message on Rock and Patch 3.2
    I'm currently using TipTac for my tooltip addon instead of CowTip.

    What I'd really love to see is a tooltip addon that is based on Shefki's LuaTexts idea (which replaces DogTags in PitBull4). For those of us that really like to get our hands dirty and spend hours configuring individual addons. :)
    Posted in: Rock
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    posted a message on PitBull 4.0
    Nice one, Shefki. I would describe myself as a seasoned PitBull4 user, and even I occasionally make this mistake when I'm rushing through settings in-between raid bosses. :)

    Another usability concern which we thankfully don't get many questions about now is the ability to toggle frame-snap on and off with a checkbox. The secret "hold shift" feature used to mystify (and preoccupy) many on these forums.

    I'm planning on making a really cool and really minimal layout but PitBull4 is currently missing a key ingredient: hiding bars on cast. I've got a wicked idea for a Power bars that turn into Cast bars when the unit is casting, saving tonnes of real estate and looking awesome. Since I don't care about Power at all on my Focus frame, I'd be doing this with the Health bar instead there and in other squishier places. Is this a really complex thing that could go wrong if I try adding it in myself (and submitting a patch)? Or should I just plow on ahead? :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Zebbik, you've discovered one of the most awesome features in PitBull4.

    Basically, each "group" is named however you like. These appear in the "Current Group" drop-down list. You can Enable these individually.
    You link each of these to an actual "Unit group" based on what you need to appear. And the "Layout" drop-down is just like for individual units, allowing you to easily select your visual design for that group.
    Then you tick the corresponding "Show when in" checkboxes, and make sure each "group" only shows units as per your "Filter type" and "Filter group".

    I typically have a single "group" per Raid sub-group. This way I can position each group perfectly and keep sub-groups separate. I actually have once set of "groups" that are only visible in 25-man and 40-man raids. And I have another set of "groups" that are a bit larger and only appear in 10-man raids. And I have one more set of "groups" for my Party and PartyPets and they only appear when I'm in a 5-man, and they are even larger still. So no matter what size raid/party I am in, the same area of my screen is used. It's quite swish. :)
    Posted in: Unit Frames
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    posted a message on EggTimer - Official Thread
    I've release v0.4 "Release". There are still a few minor issues, but I felt very strongly that there had been far too much time since my last "Release" and that it was very important that everyone have access to the improved item handling code. Expiries no longer cause other (non-expired) items to be forgotten and the addon is just generally better.

    Unless of course you are a die-hard FuBar user, in which case I apologise.

    As usual, let me know either through these forums or via tickets if there are any issues.
    Posted in: General AddOns
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    posted a message on 3.2 Changes
    Thanks for the heads up Tris. I make extensive use of GetSavedInstanceInfo so I suppose I'm going to have to start figuring out what to do with all the extra data. That, and I've hardcoded difficulty 1 to "Normal" and 2 to "Heroic", which might not be a good idea now.

    Any idea what the difficulty numbers mean? I figure 1 = Normal, 2 = Heroic, 3 = Normal (Hard) and 4 = Heroic (Hard) ?
    Posted in: General Chat
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    posted a message on EggTimer - Official Thread
    Okay, so after a very long time without updates or fixes, I've gone and released a few beta versions.

    FuBar is out. The FuBar parts of my addon were always hacked in, and it was an increasingly heavy burden to get it working. It's so very easy for people to run Broker2FuBar, or just plain get with the times and use a Broker display addon.

    That silly bug with one expiry wiping too much information from the DB should be fixed now. I'm a few days away from being able to verify this with my own 2 toons, yay!

    The saved variables file format has changed significantly, so your current information will be lost. That said, this new format is very easily upgradable, and I don't foresee losing your data again. At least not for a very long time.

    I'm tinkering with getting Consortium stuff working at the moment, but I'm running into a very strange bug with it. It isn't harmful or anything, but we might not see this feature working in the next "Release" version.

    The Darkmoon Faire frog will be next on the list, as well as adding a few tradeskills perhaps. These features are very easy to add in now, I just need to set aside the time. The format shift has made new features a much smaller headache than they used to be.
    Posted in: General AddOns
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    posted a message on 3.2 Changes
    I LOLed IRL. Awesome alli-oop there.
    Posted in: General Chat
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    posted a message on 3.2 Changes
    Any word if GetItemStats() will yield item duration information (for items that expire)? This would make EggTimer a bazillion times easier to manage.
    Posted in: General Chat
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    posted a message on SavedInstances
    I know that open source projects with multiple maintainers often have a rule that all commits have to include working code or no compiler errors or whatever. As far as I know, the packager does do a basic Lua compliance check, but I often do these commits right before going to bed or otherwise leaving my desk for a while.

    Besides, I'm currently the only maintainer. I appreciate that my users might want a sneak peek at the cutting edge of my process or whatever, but that's what Beta is for. :P
    Posted in: Raid AddOns
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