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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from OrionShock »

    please contune this discussion in another thread as it is off topic.


    But it's ok when you do it, huh?

    Quote from OrionShock »

    im sorry this is a delusion, and .... it's also false. Get Over IT, if something isn't broken, don't fix it, don't update it, don't futz with it.

    ...but as always let the people have their delusions.


    Sorry to be dragging this out, but was any decision reached about putting the official version back onto the SVN? I'd do it myself but I don't have SVN access.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Right, of course - I know that, perhaps I phrased it incorrectly. Obviously what I mean is "available to be selected/updated from the SVN via WAU" :)

    I just don't see the downside, and I see several upsides, so I don't really understand why there is argument here.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Lewzephyr »

    Because this is not needed.


    I'll try and approach this from another angle, because this isn't really the place to get into the old "The SVN is for developers only vs The SVN is used by people to download production mods" as there have been plenty of other threads on the subject :)

    I completely agree that there exists a perfectly valid point of view which says the SVN is strictly for developer use and normal users should not use it to get their actual usable mods from.

    However, I don't see how renaming the new version of Autobar to Autobar2 - or even, as I suggested, putting a renamed version of the original Autobar back on the SVN - prevents the SVN from being used in that way. Toadkiller would be able to carry on working on the current beta exactly as he does at present, and those that either wish to be at the bleeding edge or want to help with QA as you mention could still do so - but additionally, the people on the other side of the argument that do use WAU to update their live mods could continue to use the old version as they have been to date.

    There is even additional benefit to doing this - in the future, should any changes be required to the "old" Autobar (which remains the current official version), this could be done on the SVN without impacting the new beta version in any way. Those updates wouldn't necessarily need to come from Toadkiller, either, if he doesn't want to have to maintain two codebases.

    I don't see anything wrong with empowering users and giving them greater freedom of choice in this instance. If the original mod is available elsewhere anyway, and there is a possibility that it might need to be updated in the future - even if it's just a simple TOC change - why not keep it on the SVN?

    To put it another way - it's obvious that the new version should be on the SVN. However what benefit is there to removing the old version?
    Posted in: General AddOns
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    posted a message on Automaton
    You seen the Patch notes for 2.3 and the references to removing gossip screens on some NPCs? Might be able to ditch a module or two, you never know ;)
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Just another thought then; if Toadkiller is *really* against this, perhaps someone should just do a new commit of the old version of Autobar and call it something else like "Autobar-Old" or whatever, much as was done with Cartographer/Fubar etc?
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from tekkub »

    If you have useful feedback, post it.


    I don't know if this counts as "useful", per se, but I'd like to add my 2p on the "why not call it Autobar2" argument.

    I can't see any possible disadvantage to this, and it would have kept all sides of the "WAU is for devs/I use WAU to update my production mods" argument happy.
    Posted in: General AddOns
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    posted a message on Idea for an addon - zeppelin alerts?
    That's very cool, thanks Fin, I'll give that a look :)
    Posted in: General AddOns
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    posted a message on Idea for an addon - zeppelin alerts?
    Apologies if someone has already suggested this. I'm no modder or I might take a look at doing this myself, so I just thought I'd make the suggestion....

    With the latest patch (2.2), Zeppelin masters now announce the arrival of their zeppelin with a yell - e.g. "The Zeppelin for Grom'gol has arrived! All aboard for Stranglethorn Vale!". Now I don't know about anyone else, but when I'm waiting for a zeppelin, I quite often tab out and check various forums, and that's been the result of numerous missed zeppelins in the past.

    Given that there is now a fixed event that I would imagine we can detect on the arrival of a zeppelin, how difficult would it be to create a mod that detects the yell and plays an audible alert, so if you have background sound turned on you can hear the alert while you are tabbed out?

    Just an idea.
    Posted in: General AddOns
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    posted a message on Rock GUI & Niagara GUI integration?
    Quote from Tuller »

    Also, the rock minimap button is there to reduce the need for other addon buttons.


    I like having lots of addon buttons; I prefer them on my fubar, not on the minimap, but I'd rather have them than not. That way I only usually need to look in one place (Fubar) to find the correct configuration menu for the mod in question, and occasionally I need to look in a 2nd (Niagara.) Now I have a third place to look, and that's less efficient (for me).

    It would be nice if it was possible to have each of the Rock-GUI based mods retain the ability to have their own Fubar icon, even if all it did was open the Rock GUI into the correct context for that mod.
    Posted in: Libraries
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    posted a message on Waterfall-1.0
    Same error as Otto and Enaya, happening in nearly all addons with a Waterfall menu - I've checked Niagara, Omen, Prat, BigWigs, ItemValue. Interestingly, Baggins still works, but it's the only one I've found so far.
    Posted in: Libraries
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    posted a message on ItemValue
    I don't know if this is the appropriate place to ask, but if not could someone point me in the right direction? This mod looks fantastic, and I have set up baseline statsets for my Warlock that I'm very happy with. There are two things I'm struggling with a bit however.

    Firstly, my wife wants me to set it up for her Rogue and Druid, and while I used to play a Rogue, I'm struggling to get my head around the math this time around. Is there anywhere I can get help with the numbers? (Can anyone here help?)

    Secondly, I'm not using DrDamage sets (yet). I remember back in my rogue days I used to use my own spreadsheet based off of Shadowpanthers layout, where I would input the current stats of my rogue based on his actual gear and hence get more accurate numbers for him. If I've understood it correctly, this is the intention of the DrDamage sets too. I'm struggling to remember how these things work, but I'm sure I could be getting more out of this mod. Again, is there anywhere I can get help with this?

    Many thanks!
    Posted in: General AddOns
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    posted a message on Possible to move configuration back to dropdown menu?
    Quote from OrionShock »

    i guess im one of those users that configure something and then leave it alone.


    Right; and that's completely fair enough and I'm sure there are a lot of other people like you too.

    HOWEVER:

    There are also a lot of people, who, for certain mods, find they need to change settings a lot. For example, I find the "treasure" module to be ugly and make my map difficult to read, for the most part (I have many treasure nodes mapped.) Generally then, I leave it disabled. However in certain situations, I find it very useful (hunting for Netherwing eggs, anyone?), and so when I'm doing that I turn it on. That's just one example, there are a lot of other situations where I find I need to change the settings on the fly. Perm is obviously another of these, and I think what you and others of your ilk, Orion, need to recognise, is that the way we use the mod is just as reasonable as the way you do, neither is "right", neither is "wrong", they are just different.

    For me, dewdrop was much more suitable than rock - I'll put it bluntly, for me, rock in cartographer is a noticeable downgrade. Covering the map with an additional frame while configuration occurs is not optimal for my usage.

    Unhelpful, knee-jerk comments about how we are somehow "using it wrong" or "should just revert" are exactly that - unhelpful. Yes, we know we can revert, I am still considering it. However I'd rather provide feedback to the mod's author and let him know that I, personally, dislike the rock configurator in this mod specifically. If he chooses not to do anything about it then as you point out, it's his mod, he can do what he likes. We aren't demanding anything, just posting opinions and making suggestions. If we can't do that here, then where exactly can we do it?
    Posted in: Map/Minimap AddOns
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    posted a message on Possible to move configuration back to dropdown menu?
    I'd like to second this - for Cartographer, anyway, a dropdown made much more sense (at least to me.)
    Posted in: Map/Minimap AddOns
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    posted a message on PitBull 2.0
    Any way to get the rock configuration widget onto Fubar, instead of on the minimap? I don't see an option anywhere obvious.
    Posted in: Unit Frames
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    posted a message on Skinner
    Has one of my other mods broken it, or has the Baggins Bank skin broken? I'm getting my normal bags skinned, but the bank shows with the default textures.
    Posted in: General AddOns
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