Yasma, please post the errors. I collect gas and change zones all the time without errors, so need some actual errors to be able to do anything =)
Also, for anyone that post errors, please specify if you have created your own custom events or if you are only using the defaults. This will help me in tracking down issues.
Vittra, no I do not at this time. It takes a decent amount of overhead to keep track of that information, and there are plenty of mods out there that alreay do it well, and send the results to SCT.
bigdady92, I really need some more details to be able to help you. Did you update while in game maybe? If nothing else you can revert back to previous versions, but the only thin affected should be custom events.
I have just committed a 6.1 Beta version of SCT to the SVN. This is the version with a total rewrite of the custom event system along with an in game option menu of adding, editing, and deleting custom events.
If you are hesitant to try beta code, I suggest you not update SCT or SCTD using WAU or other updaters.
The custom event menu is located in the SCT option menu. The first screen lists the events and you can add new ones or reset them all to the defaults from there. Clicking on one of the events brings up the details menu where you set all the specific settings for that event. The type of the event determines some of the options that are available.
sct_event_config.lua can still be used for maintain your custom events if you like, but make sure you read the file in detail and understand the AlwaysLoadEvents flag. Others may want to read the file anyway to fully understand the custom event system now.
Please post all errors, issues, and feedback with as much detail as possible. There will be bugs with this system in the short term as it is a massive overhaul and I never know what someone is going to try and do =) If you start getting errors when it was working before, please try resetting your custom events (from the custom event menu) to get things working again.
I will also need lots of translations for the new options menu. I have asked that SCT be opened up on the SVN, but I am not sure it has happened yet. If it is not open yet, please send the translation files to rhclone-sct at yahoo dot com.
Juice, you have to install sct_options and sctd_options. They are the option menus and are separate addons to SCT and SCTD.
Ackis, I'm not sure exactly what you mean, but I am not using the Ace3 options UI for SCT. It has way to many customized things would never work well in the Ace3 options UI. The profiles will continue to work the way they are now. They do use AceDB-3.0, so the profiles and such are all handled and named the same way.
There can be a big difference in performance in compiled code. With if/elseif/else, its compares are order(n) and compilers can't convert it to a jump table. With a case statement it is on the order of 1 and depending on the type of the data used in the comparison, it can be converted to a jump table.
Since LUA doesn't have switch/case, not sure that it matters too much. When people here were looking to tweak dealing with the new combat log system, it was determined that after about eight if/elseif statements, using a look up table had less overheard in general.
Again, I spoke again too soon... After looking at things again and already having a general cast bar foundation in place, using the target and focus events to give 100% accurate cast bars for them is easily doable. I'll be finishing it up tonight and hope to have it on the SVN by the morning.
Instead of getting upset about, why don't you explain to us exactly why call backs are needed? This is exactly why I started this thread, because this and other things like it are not documented anywhere that I know of. I sure don't use callbacks right now with LSM and all my LSM 2.0 mods work just fine with all the other LSM files/mods I have installed.
chaud, as I mentioned in my first post about the cast bars, they are not meant to be as accurate as the cast bars supplied by your unit frames. Supporting that type of cast bar functionality is very complex and takes a ton of event tracking and updating, stuff that I don't want to add right now (and is only accurate for your target or focus). The method Proximo is using is a very simplified version that just finds out what the length of the casting of the spell should be close to and starts a bar with that length in mind. If during the casting an event fires that says either the spell succeeded or failed or was interrupted, then the cast bar ends.
The starting casting speed is based solely on the cast time returned by GetSpellInfo. This value does not take into account talents, spell haste, etc...So as I mentioned originally, it is only a baseline value and should only be used as a gage to know what they are casting, not when it will end.
In your examples where the spell is continuing when they are not actually still casting (sheep, dragon breath, etc....) this is because no failure event is firing in the combat log for them. It will always accurately show when they start casting, when it fails or it gets interrupted, but the ending time and ending when no event is fired it will not always be in sync with.
I may eventually get around to making it more accurate for your target and focus, but not with this first release. I will not ever be sending cast data to other Proximo users. I still feel you should be using your unit frames for your target and focus casting bars or even the built in nameplate cast bars, and Proximo's are just there to give you an idea of what the others are casting.
Arkive, glad you found what you needed, but that profile name will only work with SCT 5.x profiles. New profiles (6.0+) use the name of "Name - Server" I believe.
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Also, for anyone that post errors, please specify if you have created your own custom events or if you are only using the defaults. This will help me in tracking down issues.
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Vittra, no I do not at this time. It takes a decent amount of overhead to keep track of that information, and there are plenty of mods out there that alreay do it well, and send the results to SCT.
bigdady92, I really need some more details to be able to help you. Did you update while in game maybe? If nothing else you can revert back to previous versions, but the only thin affected should be custom events.
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If you are hesitant to try beta code, I suggest you not update SCT or SCTD using WAU or other updaters.
The custom event menu is located in the SCT option menu. The first screen lists the events and you can add new ones or reset them all to the defaults from there. Clicking on one of the events brings up the details menu where you set all the specific settings for that event. The type of the event determines some of the options that are available.
sct_event_config.lua can still be used for maintain your custom events if you like, but make sure you read the file in detail and understand the AlwaysLoadEvents flag. Others may want to read the file anyway to fully understand the custom event system now.
Please post all errors, issues, and feedback with as much detail as possible. There will be bugs with this system in the short term as it is a massive overhaul and I never know what someone is going to try and do =) If you start getting errors when it was working before, please try resetting your custom events (from the custom event menu) to get things working again.
I will also need lots of translations for the new options menu. I have asked that SCT be opened up on the SVN, but I am not sure it has happened yet. If it is not open yet, please send the translation files to rhclone-sct at yahoo dot com.
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Ackis, I'm not sure exactly what you mean, but I am not using the Ace3 options UI for SCT. It has way to many customized things would never work well in the Ace3 options UI. The profiles will continue to work the way they are now. They do use AceDB-3.0, so the profiles and such are all handled and named the same way.
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Since LUA doesn't have switch/case, not sure that it matters too much. When people here were looking to tweak dealing with the new combat log system, it was determined that after about eight if/elseif statements, using a look up table had less overheard in general.
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An no, I don't use SharedMedia or put OptDepts to it in any of them.
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The starting casting speed is based solely on the cast time returned by GetSpellInfo. This value does not take into account talents, spell haste, etc...So as I mentioned originally, it is only a baseline value and should only be used as a gage to know what they are casting, not when it will end.
In your examples where the spell is continuing when they are not actually still casting (sheep, dragon breath, etc....) this is because no failure event is firing in the combat log for them. It will always accurately show when they start casting, when it fails or it gets interrupted, but the ending time and ending when no event is fired it will not always be in sync with.
I may eventually get around to making it more accurate for your target and focus, but not with this first release. I will not ever be sending cast data to other Proximo users. I still feel you should be using your unit frames for your target and focus casting bars or even the built in nameplate cast bars, and Proximo's are just there to give you an idea of what the others are casting.
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