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    posted a message on UnitActionBars
    Quote from Zuno »

    Quote from moniker »

    So I started commenting out the <*Texture...> lines in the ButtonTemplates.xml file until UAB didn't blow up, and the "offending" texture is the one that appears in the OVERLAY layer section. Of course, without this section, $panelBorder is not defined, so nothing actually works in UAB, but it doesn't bomb. Not knowing much about how this file is or should be used, I tried just copying the exact same section from Blizzard's ActionButtonTemplate.xml, renamed the "name" attribute to "$panelBorder" and UAB still blew up (I did this to try to eliminate positioning or graphic file issues, since UAB uses a custom texture). So there's something about the way UAB is using/positioning $panelBorder after the fact that causes the crash.


    I re-read this post and noticed that you referenced "$panelBorder" not "$parentBorder". Both the ButtonTemplates.xml file in UAB and the ActionButtonTemplate.xml file from Blizzard use "$parentBorder" so I'm not sure why you neeeded to rename the "name" attribute value.

    I will be posting an update later today that moves the texture creation into code, instead of in the XML file. If this changes nothing, the next step would be to comment out the creation of the texture, as well as the code that accesses the border texture (small set of changes), and see if things work any better. The border texture is just used to support UAB highlight effects.


    Yeah, sorry about that, I was typing from memory -- I actually mean $parentBorer not $panel... just search and replace $panel with $parent in my original message -- that's what I intended.

    As far st he coding changes -- great! I look forward to trying them out. Thanks for the extra effort!
    Posted in: General AddOns
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    posted a message on UnitActionBars
    Quote from Zuno »

    Quote from moniker »

    I *really* wish this mod didn't blow up on my Mac... appears to be related to the texture code in the ButtonTemplate.xml file, specifically in the Overlay layer, but I can't even get Blizz's example code to not blow up..

    ...sigh...


    I think you lost me... Is the problem with the xml file in UAB? That's what I thought from this post until the last part about Blizz's example code also blowing up. Does UAB cause the Blizz example code to blow up?


    Ok, it's specific to the way UAB is doing something, but I've not been able to isolate what.

    I get a WoW error report (complete client crash) when I try to do anything with buttons in UAB. If I try to drag a button from my spell book into the UAB configuration when setting up a new template, the error says something about a failure in the texture render (I'll try to get the exact error later today).

    So I started commenting out the <*Texture...> lines in the ButtonTemplates.xml file until UAB didn't blow up, and the "offending" texture is the one that appears in the OVERLAY layer section. Of course, without this section, $panelBorder is not defined, so nothing actually works in UAB, but it doesn't bomb. Not knowing much about how this file is or should be used, I tried just copying the exact same section from Blizzard's ActionButtonTemplate.xml, renamed the "name" attribute to "$panelBorder" and UAB still blew up (I did this to try to eliminate positioning or graphic file issues, since UAB uses a custom texture). So there's something about the way UAB is using/positioning $panelBorder after the fact that causes the crash.

    Hopefully that's more detail. ;) I do know that a user helped Ark fix an almost identical issue in ArkInventory by messing around with the positioning code some recently. He said Blizz only responded by saying that "Macs do more stringent checking on positioning" or something like that. Here's the comment by Ark from Blizz: http://www.wowace.com/forums/index.php?topic=6775.msg122608#msg122608

    And then his comment on the "fix": http://www.wowace.com/forums/index.php?topic=6775.msg123596#msg123596

    And the comments from WoWUI from the user that provided the "fix": http://wowui.incgamers.com/ui.php?id=4504 (search for ShinyToaster)

    Thanks, I hope someday to be able to use this mod! I loved it when it worked! ;)
    Posted in: General AddOns
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    posted a message on UnitActionBars
    I *really* wish this mod didn't blow up on my Mac... appears to be related to the texture code in the ButtonTemplate.xml file, specifically in the Overlay layer, but I can't even get Blizz's example code to not blow up..

    ...sigh...
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Kyouraku »

    Hey all, I'm moving from baggins over to Ark Inventory and for some reason I can't get the GUI to display itself. When I hit "b" my normal bags (OneBag) opens instead. Do I have to find a seperate Keybinding for Ark, or should it be working like this? Same thing happens using F12. Thanks.


    It's a separate keybinding, intentionally for a long while now, so that it doesn't interfere with the default interface. I think it says this in the README.
    Posted in: General AddOns
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    posted a message on CowTip - a tooltip addon - Official Topic
    I thought I saw Aura's showing above the tooltip in a prior version, but they seem to have gone away, maybe when the health/mana bars went in (thanks for those, btw, great for PvP).

    Do I need to clear my config to get them back or are they just temporarily out?

    Thanks!
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from soulesschild »

    ive noticed this problem in 1.45 and its that the sliders sometimes disappear when you try to move to the actually slider to slide it. is this fixed? or is this completely unrelated to teh actual ark inv code?


    From a message a few posts back:

    Quote
    - SliderMenu(to assign Category to a Slot) disappears when you want to slide over the Slider or the field with the number sometimes

    dewdrop menu system mod that i (and lots of other mod authors) use, appears to have some issues


    ..meaning it's not ArkInv, but in DewDrop, another library ArkInv uses. I've seen this happen in other mods that use DewDrop as well.
    Posted in: General AddOns
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    posted a message on Fence
    Quote from OttoDeFe »

    It's the "Price per item" and "Single-Price" strings...

    cut and paste, it works.


    For the lazy, here's the localization string snip that works (in Fence_Browse).
    -- Localization
    L:RegisterTranslations("enUS", function() return {
    		["Browse"] = true,
            ["Displays price per item."] = true,
    		["Show Bid"] = true,
    		["Show Single-Price"] = true,
    		["Single-Price Style"] = true,
    		["Changes single-price style."] = true,
    		["Bid"] = true,
    		["Changes bid style."] = true,
    		["Bid Style"] = true,
    	}
    end)
    Posted in: General AddOns
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    posted a message on Hourglass - A lightweight oCD/CooldownTimers2 improved remake.
    Quote from Argone »

    Thank you for changing name :)



    ...and I like the name -- nice choice. :)
    Posted in: General AddOns
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    posted a message on Hourglass - A lightweight oCD/CooldownTimers2 improved remake.
    Quote from evl »

    I'm considering the naming issue and I'll look into it when I stop being lazy. Meanwhile bug reports are welcome and draggable thingy is also on the list.


    Thanks evl.

    I threw in the anchor from Chronometer and it seems to work 'ok'. It allows me to drag around the bars and position them without all the "parent" and "offsetX/Y" stuff.
    Posted in: General AddOns
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    posted a message on Hourglass - A lightweight oCD/CooldownTimers2 improved remake.
    Definitely could end up with a name conflict issue... how about something like Premonition? Or is that too big of a word? ;)

    http://dictionary.reference.com/browse/premonition

    Posted in: General AddOns
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    posted a message on moveFrames
    Quote from Snarfle »

    I'm getting the following error:

    [2007/05/22 14:34:55-717-x1]: moveFrames-1.0\core.lua:79: AceHook-2.1: Attempt to hook a non-existant function "MovePanelToCenter"
    <in C code>: ?
    AceEvent-2.0-36174 (Ace2):2146: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:2109>
    AceEvent-2.0-36174 (Ace2):2342: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:2283>



    getting the same
    Posted in: General AddOns
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    posted a message on ArkInventory
    Quote from Peekabu »

    I am also having a problem with my bank. My bank window does not open at all. I have Pitbull and Ark installed.


    Oh just wanted to add that I also have this problem -- bank window won't open at all.
    Posted in: General AddOns
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    posted a message on ArkInventory
    Quote from Tim »

    The refresh is damaged.
    No Autorefresh and no refresh over button!



    I'm assuming I'm having this same problem. When I sell stuff, it's no longer updating in the ArkInv window until I close and re-open the bags. No errors it just doesn't do anything.

    Perhaps a lib incompat? I'm running the latest Ace2 standalone libs.
    Posted in: General AddOns
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    posted a message on Autobar (Toadkiller)
    I'm not sure if this is the best place to ask this, since I'm have a conflict between an Ace2 and a non-Ace'd mod (TrinketMenu), but figured I'd start here.

    I'm having some weird conflict issues between AutoBar and TrinketMenu suddenly. I can't seem to get TrinketMenu to work properly when I have AutoBar loaded. AutoBar appears to work fine with the latest versions (but older versions < 33000 won't display the bar at all, just the drag handle). TrinketMenu isn't displayed by default, and when I enable it, the two trinket buttons are displayed, but don't show my current equipped trinkets, and I get an error in TrinketMenu:

    TrinketMenu\\TrinketMenu.lua:536: attempt to index field 'TimerPool' (a nil value)
    TrinketMenu\\TrinketMenu.lua:231: in function `BuildMenu'
    <string>:"TrinketMenu_Trinket1:OnEnter":2: in function <[string "TrinketMenu_Trinket1:OnEnter"]:1>
    
    TrinketMenu\\TrinketMenu.lua:527: bad argument #1 to 'ipairs' (table expected, got nil)
    TrinketMenu\\TrinketMenu.lua:527: in function `IsTimerActive'
    TrinketMenu\\TrinketMenu.lua:544: in function `StopTimer'
    TrinketMenu\\TrinketMenu.lua:847: in function `ClearTooltip'
    <string>:"TrinketMenu_Trinket1:OnLeave":2: in function <[string "TrinketMenu_Trinket1:OnLeave"]:1> 


    However, if I remove AutoBar or just swap out AutoBar for say, PT3Bar, everything works fine.

    I'm using the latest version of the Ace2 libs (33368), the latest AutoBar (33217.12), the latest AutoBarConfig (31421) and TrinketMenu 3.7.

    Has anyone else seen anything like this?

    EDIT: You can ignore this post.. I'm leaving it for future reference, but I think it's something in one of the core Ace2 modules that's actually causing the problem, since other updated mods now cause the problem. ArkInventory is having similar issues.
    Posted in: General AddOns
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    posted a message on ClosetGnome - Wear it or lose it.
    Quote from Rabbit »

    Also try druids again, please.


    Using the latest version of CG_Switcher (26013) and my druid, when shifting to bear form, doesn't notice a specific bear form set. I have a Default, a Bear and a Cat (as well as a Mount for CG_Mount), and default, cat (and even prowl) appear to work. But bear form just stays as my Default even tho I have switcher set to select Bear form.

    Any ideas?

    Thanks for a great mod btw!

    edit: also using CG rev 25961 and CG_Mount 26010 if that's important.
    Posted in: General AddOns
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