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    posted a message on ItemSync
    Well nobody knows where DerKyle is or has been, as ItemSync's still working with the interface version 20003, it hasn't even been updated for 20100 :(
    Posted in: General AddOns
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    posted a message on Rock + Ace3
    So I haven't watched the forums for a week and suddenly all hell breaks loose - nah just kidding ;)

    Now I haven't really touched much of Ace2 at all, even though I was interested in it. Even though I'm writing programs and scripts in several programming languages (from assembly to PHP) I never got the hang of LUA and the WoW-API and I've probably never will due to time constraints, but here's my 2 eurocents on the topic:

    In spite of the fact that I'm a programmer/coder/software engineer/whatever myself I never really cared for the fact how you guys did it. For all I knew this community consisted (and still consists) of very capable coders with common goals even though their ideas differed in some areas. Take ckk which is doing nothing but impressive work here - developing his own framework for Idunnohowlong next to porting his existing addons to this new framework and continuing support for the non-ported versions up to the "big release".

    I trust him in what he does is the best for his mods (and they're basically just that - his mods), as he's proved his skills as an addon-developer in the past. And if he wants to pull the whole thing as a one-man-show, so be it.

    Now from what I've read about you guys doing Ace3 I understand it as another evolution of the framework. Take what went wrong with Ace1 and Ace2 and make sure it won't happen again. Now I don't see that big a divide between the frameworks - there's the consensus that you need a core that brings the most common functions with it. Where Ace3 wants to cover as much ground as possible while keeping it low-profile, Rock might be more focused on what ckk needs for his addons.

    When everything's heading in the directions as they're suggested in this thread, I don't see a problem with coexisting frameworks here. Rock-based addons might even include the functionality of Ace3-based libraries as those are supposed to work out of the box without the need for the Ace3-core.

    If I'm not mistaken, PitBull still uses the SharedMediaLib (which itself is a simple but big-impact library and made using textures, sounds, fonts so much more easier). And as long as you guys stay connected better things will come out of it.

    And this - in a nutshell - is what made Ace2 great: Not necessarily that most mods are more memory-efficient than their none-Ace2 counterparts, but that this community of developers works cooperatively, reviewing each others' code thus improving coding-style and -quality (at least thats how it's supposed to work ;)). This results in a certain quality of all mods developed in this community that is quite high, because you guys are pushing each other into thinking in different ways and improving upon the existing.
    Posted in: Frameworks
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    posted a message on EQCompare: mod for QuickCompare/EquipCompare replacement.
    Quote from Namsar »

    The only feature TekKopare misses that I loved in EQCompare is a modifier to show the tooltips.

    I don't want a million tooltips over my screen every time I mouse over a link, I want to be able to hold down alt, to show them and if I'm not then I don't see them. Can't seem to do that with TK as well... there are no options right ? :P

    You can change the modifier by yourself, as tek once said in this thread:
    local validator = IsControlKeyDown
    --~ local validator = function() return true end
    Posted in: General AddOns
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    posted a message on [Old] PitBull - official topic
    Quote from HunterZ »

    Quote from PatTheMav »

    Quote from sephtin »

    I see discussion of adding MobInfo2 (MI2) support to PitBull in the old thread: http://www.wowace.com/forums/index.php?topic=5456.msg92635#msg92635

    But haven't seen anything since. Any updates? :)

    Thanks,
    -Seph
    Well it would just take some adjustments to the WatchdogTags.lua, but after receiving some private messages concerning my "Mobhealth3 Wrapper" I zipped the thing. So here it is as an attachment. It's really bare-bones, but it's all you need: It creates a fake Mobhealth3-API using MI2.

    Thanks a ton for posting that, it works great for Pitbull. It does seem to break Aloft though :(

    [2007/04/30 21:55:26-921-x13]: Aloft-1.0\Aloft.lua:478: attempt to call method 'GetHealth' (a nil value)

    ---

    It's probably trying to call an un-emulated method - I'll try to poke around when I get some time.
    Well then Aloft uses a MH3-API-call I haven't emulated yet - should be easy to implement - I'll post an updated version of my wrapper as soon as I can spare some time for it :)
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from sephtin »

    I see discussion of adding MobInfo2 (MI2) support to PitBull in the old thread: http://www.wowace.com/forums/index.php?topic=5456.msg92635#msg92635

    But haven't seen anything since. Any updates? :)

    Thanks,
    -Seph
    Well it would just take some adjustments to the WatchdogTags.lua, but after receiving some private messages concerning my "Mobhealth3 Wrapper" I zipped the thing. So here it is as an attachment. It's really bare-bones, but it's all you need: It creates a fake Mobhealth3-API using MI2.
    Posted in: Unit Frames
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    posted a message on BigWigs
    Quote from Rabbit »

    Yeah, we'll do that, but in the process we'll just replace SurfaceLib with SharedMediaLib, so anyone who wants to offer a patch needs to keep that in mind.
    You mean a patch like the one I posted here (It uses SharedMediaLib and registers a font and a texture - as BigWigs is LoD, I needed "Glaze" loaded without BigWigs being active :D):

    http://www.wowace.com/forums/index.php?topic=5456.msg93732#msg93732
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Quote from OttoDeFe »

    That would be cool...

    Keep wanting to have the Boss Activation sound of "Wig - Wig - Wig - Wig" from the B-52's.

    Figure it'd be OK to use my own copy for that.
    Yep that's what I had in mind. This way we avoid licensing issues that might arise, if some community favorites would be added as optional sounds for bigwigs. Anybody with some scripting knowledge can write the 2-3 lines of code that register a file to the SharedMediaLib :)
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Got a minor request here:

    With SharedMediaLib, sharing fonts, sounds and textures between ACE2-mods is easier than ever and as much as I like most warning-sounds BigWigs delivers, I can't stand that Final Fantasy tune anymore. I used to replace the Victory.mp3 with my own, but as BigWigs is superbly maintained and updated very often, this task became tedious. So could you implement the usage of SharedMedia for your sounds as well, which would make changing certain sounds much easier (I'm currently adding my own textures and fonts to SharedMediaLib anyway).
    Posted in: Raid AddOns
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    posted a message on [Old] PitBull - official topic
    For anybody who's missing certain textures and/or fonts, I recommend writing your own little mod, that adds those assets via the SharedMedia-Library, thus all other mods can use those too:

    -- local Surface = AceLibrary("Surface-1.0")
    -- Not needed anymore as SharedMedia overrules SurfaceLib
    
    local SharedMedia = AceLibrary("SharedMedia-1.0")
    local TexturePath = "Interface\\AddOns\\YOURMOD\\textures\\"
    local FontPath = "Interface\\AddOns\\YOURMOD\fonts\\"
    
    
    SharedMedia:Register("statusbar", "Glaze",TexturePath.."glaze.tga")
    SharedMedia:Register("font", "Original ABF", FontPath.."ABF.ttf")

    It's simply the "clean" way of adding your own sounds, textures, fonts for usage in ACE2-Mods and makes maintaining "your stuff" easier, as you don't need to hack it in everytime the respective mod gets updated :)
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Maaaan Nymbia!! I was just about to post my working code here :( But thanks anyways - here's what I did (a little bit more "expanded" and with my debug command still in there), but it's basically the same:

    if MobHealth3 then
    	return;
    else
    	MobHealth3 = AceLibrary("AceAddon-2.0"):new("AceConsole-2.0")
    end
    
    function MobHealth3:OnInitialize()
      -- code here, executed only once.
    end
    
    function MobHealth3:OnEnable(first)
      -- code here, executed after everything is loaded.
      -- Note: AceDB-2.0 will also call this when standby is toggled.
    	self:RegisterChatCommand({"/mh3"} , {
      		type = 'group',
      		args = {
      		  target = {
      		    name = "ShowHealth",
      		    desc = "Shows current target's health in chat window",
      		    type = 'execute',
      		    func = "ShowHealth",
      		  }
      		}
    	})
    end
    
    function MobHealth3:ShowHealth()
     	local name, level = UnitName("target"), UnitLevel("target")
     	local cur, max, found
    	cur, max, found = self:GetUnitHealth("target", UnitHealth("target"), UnitHealthMax("target"), name, level)
    	
    	self:Print("Current Health: " .. cur .. "/" .. max)
    end
    
    function MobHealth3:GetUnitHealth(unit, current, max, name, level)
    	if not UnitExists(unit) then 
    		return 0, 0, false;
    	end
    	
    	current = MobHealth_GetTargetCurHP() or current
    	max = MobHealth_GetTargetMaxHP() or max
    	return current, max, true;
    end
    
    
    function MobHealth3:OnDisable()
    end


    Maybe it's time to start a new thread for this little thing (bugs or whatever) and maybe submitting it, so that anybody can enjoy this bugger :D (You still need MH3 in the OptionalDeps and whatnot, so it would be time adding some proper description and stuff and make it release-ready).
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Well I got that down already, now the tricky part - I need to define a function just if MobHealth3 isn't loaded - something like this:
    if not MobHealth3 then
    	function MobHealth3:GetUnitHealth(unit, current, max, name, level)
    		if not UnitExists(unit) then return 0, 0, false; end
    
    		current = current or MobHealth_GetTargetCurHP()
    		max = max or MobHealth_GetTargetMaxHP()
    		name = name or UnitName(unit)
    		level = level or UnitLevel(unit)
    
    		return current, max, true;
    	end
    end
    However I'm pretty certain, that this won't work.
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from HunterZ »

    Quote from PatTheMav »

    I could write something like a "MobHealth3_Wrapper", which could emulate an existing MobHealth3 and its methods for getting Mobhealth-information, it would disable itself if the real MH3 is found.

    Sounds like something doable, I'm gonna get at it tonight :D

    Cool! Let us know how it turns out.




    Something else I was thinking about was that it would be nice to be able to change the scale of buffs/debuffs ("auras"). Unlike with ag_uf, auras seem to always stay the same size, making them look awkward when attached to unit frames that are configured to a small size.

    It would also be really, really helpful if there were global overrides for some of the options that are common to all frames. If I decide that I want to change some setting on every type of frame to a new value, I have to go through them all and change it one at a time.
    Ok, I'm running into the first few problems. Recreating the MH3-API by writing the calls and returning the information given by MobInfo2 is not a problem.

    But my limitied WoW-Lua-knowledge ends when it comes to checking for the existence of another mod, if it is loaded and if so, suspending my mod.

    In my ideas I wanna check for MH3 at OnInitialize or OnLoad, and if MH3 is found, my wrapper does nothing. For this to work, I guess MH3 needs to be loaded before my wrapper, but I can't put it as a dependancy in the .toc, as the whole point of wrapping MH3 without its existence would be moot.

    Any codesnippets that might help are appreciated :D
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from Herio »

    Quote from HunterZ »

    Quote from PatTheMav »

    Just by browsing thru the LUA-files (going to bed now), here's two things I'd like to see in PitBull:

    1. The font ag_unitframes uses in its ABF-layout (barframes.ttf which is Myriad Condensed Web), I fell in love with aguf just for this font!

    2. Support for other mobhealth-mods like Mobinfo2 - right now only MH3 seems to be supported, other Mobinfo-Mods can be included with just another else if :

    	if ( not UnitIsFriend("player", unit) ) then
    		if (MobHealth3) then
    			currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(unit, currValue,maxValue)
    		elseif ( MobHealth_GetTargetCurHP and MobHealth_GetTargetMaxHP ) then
    			local curr = MobHealth_GetTargetCurHP()
    			local max = MobHealth_GetTargetMaxHP()
    			if (curr and max) then
    				MHfound = true
    				currValue = curr
    				maxValue = max
    			end
    		end
    	end


    Would like to see support for #2 as well so that I don't have to manually hack it in every time Pitbull changes. Mobinfo2 is very useful to me and I don't plan to stop using it any time soon.


    Maybe another mod that creates a the functions called by pitbull as a wrapper for MI2?
    I could write something like a "MobHealth3_Wrapper", which could emulate an existing MobHealth3 and its methods for getting Mobhealth-information, it would disable itself if the real MH3 is found.

    Sounds like something doable, I'm gonna get at it tonight :D

    As for different fonts: I managed to "hack" my favorite font into PitBull: Go to line 1346 and hack something in like this:
    --	v:SetFont(fontObject:GetFont())
    	local font,size,style = fontObject:GetFont()
    	v:SetFont("PATH_TO_YOUR_DESIRED_FONT.ttf", size+2, style)
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    Quote from andreasg »

    About fonts, you really should take licensing into consideration and if PitBull should provide fonts, it should be those GPL fonts usually found in linux distributions... And of course through SharedMedia.
    You're right andreas, but I don't got the time working myself into the inner workings of Ace2 atm so all I did in recent weeks was writing myself a small mod as a "hack" for all the little shortcomings I felt with mods. E.g. BigWigs being On Demand only, ag_uf couldn't find the "Glaze"-texture (as it wasn't registered by BigWigs yet), that was shared between mods using the SurfaceLib, so I wrote some lines of LUA which registered the texture, so I could use it with aguf (and it works like a charm with PitBull).

    The same goes for MobInfo2-support and some other stuff I'd like to see in my Ace-mods, but instead of hacking my stuff in, I though it'd be about time, I share my wishes with the devs, so that maybe there could be a way of implementing some stuff "the official" way.

    So support for different fonts would be nice, but this seems to be something that needs to be done with layouts (and I yet have to understand PitBull's layouts), MobInfo2-support would have to be writton into WatchDogTags.lua.
    Posted in: Unit Frames
  • 0

    posted a message on [Old] PitBull - official topic
    Just by browsing thru the LUA-files (going to bed now), here's two things I'd like to see in PitBull:

    1. The font ag_unitframes uses in its ABF-layout (barframes.ttf which is Myriad Condensed Web), I fell in love with aguf just for this font!

    2. Support for other mobhealth-mods like Mobinfo2 - right now only MH3 seems to be supported, other Mobinfo-Mods can be included with just another else if :

    	if ( not UnitIsFriend("player", unit) ) then
    		if (MobHealth3) then
    			currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(unit, currValue,maxValue)
    		elseif ( MobHealth_GetTargetCurHP and MobHealth_GetTargetMaxHP ) then
    			local curr = MobHealth_GetTargetCurHP()
    			local max = MobHealth_GetTargetMaxHP()
    			if (curr and max) then
    				MHfound = true
    				currValue = curr
    				maxValue = max
    			end
    		end
    	end
    Posted in: Unit Frames
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