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    posted a message on Grid2 - What it is, and what it's not
    544's has fixed the problem to the point where I can see pets in Grid2 again. :) There is still the same error thrown when I take a portal, but the pets still remain visible and interactive.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    There appears to be no change in 542, the error appears, pets don't show, and SecureButton_GetModifiedUnit() on the frame is returning "partypetpet1".
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Hello!

    I've been trying to get pets to appear in Grid2 for a couple of weeks and have been unable to. I *believe*, but am not sure, that the problem lies in the new initialConfigFunction that was recently added. I was hoping that maybe someone knew of a fix, or at least some insight on where to look further.

    Note that I can get one pet unit to appear, and that is the actual unit named "pet". My test for this involves my two accounts, with my paladin and a frost mage with a water elemental pet in a group. In a party, my paladin cannot see the water elemental and gets an error message, but my mage can see the water elemental in Grid2 just fine. In a raid, neither the paladin nor the mage can see the water elemental, and an error is thrown for both players. The error is detailed here.

    The problem is that the frame the status is throwing the error on has a unit named something like "partypetpet1" or "raidpetpet8". The "pet" is repeated twice in each one that's not working.

    What follows is speculation, please set me straight if I'm wrong. :) initialConfigFunction appears to assign a suffix of "pet", even though the unit is already assigned "partypet1". SecureButton_GetModifiedUnit then takes the frame, appends the suffix to make "partypet1pet", and then does a gsub to switch the number and the pet suffix, resulting in "partypetpet1".

    I thought that removing the line that adds the suffix attribute from the header's initialConfigFunction would be enough, but this did not work for me. If anyone has some further insight on how to get pets to show, I would love to hear it! :)
    Posted in: Grid & Grid2
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    posted a message on TinyTip v2
    Quote from Seerah »

    No, this website is set up for crazy ideas/branching in branches, and alpha/beta releases in trunk. It's a L2Wowace thing. :P


    None of the other addons I run from WowAce have replaced an acceptably working version of their addon with one that breaks, at least not without fixing it within 15 minutes because they drycoded something that didn't work. Yah, that happens, and I'm fine with that. However, the issue is that it's been a couple of days since the author decided to develop in /trunk.

    I understand that 41188 has an incomplete feature set, but there was enough glue there, some made by other authors (read: TinyTipFu), that made it work. This version simply does not work. I do appreciate the move to get a full feature set going, but now everyone running it has to go download the old version and check the forums every so often to see if there's a working version yet. It's not a very good user experience, and if I thought there was a comprable tooltip package here on WowAce, I'd be using it right now.

    I'll cite Grid's dev team as an excellent example of how to properly use /branches and /trunk, with how they implemented the version that tracks pets.

    When you first installed the new versions of WAU, it warned you that all mods on the svn are not guaranteed to be stable and that you should always back up your addons. This site was never meant to be a release site.


    That's because WowAce can't guarantee that addon authors will play nice and not rip a working addon out and replace it with dead code. It has nothing to do with this site and everything to do with the authors. Fortunately, 99% of the authors do play nice. My issue's certainly not with WAU, it's a great program. (And it sucks that people had to rip it off just so they could remove the ads, what a bunch of QQ'ers).
    Posted in: General AddOns
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    posted a message on TinyTip v2
    Quote from dranor »

    Then why are you downloading an addon from a development website where most of its addons are develpment-work-in-progress versions?


    Because this website is setup for "devlpment" in /branches, and the WAU client is setup to download stable versions, beta or otherwise, from /trunk. It's an L2SVN thing.

    Malkom, grab http://files.wowace.com/TinyTip/TinyTip-r41188.zip and manually replace the /Interface/Addons/TinyTip directory with what's in that zip file. Unfortunately I had to re-setup my preferences, so expect to have to sit down for a bit and do that.
    Posted in: General AddOns
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    posted a message on Pet for Grid
    Quote from Jerry »

    I committed a change to GridRange.lua and GridStatusRange.lua, this add a long time requested feature, which is the ability to modify the checked range.


    Hey, Jerry, I'm noticing that the range I'm selecting is not saving between sessions. I am choosing 40 yards, but it always reverts to 28 yards when I load the UI. This is what I'm seeing in SavedVariables/Grid.lua:

    		["GridRange"] = {
    			["profiles"] = {
    				["Arathai"] = {
    				},
    				["25 Man"] = {
    				},
    				["Warsong"] = {
    				},
    				["Alterac"] = {
    				},
    			},
    		},
    Posted in: Grid & Grid2
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    posted a message on [SharedMedia] - problem
    What's the hard way to fix it? Don't really want to mix and match how I'm downloading my Ace libs.
    Posted in: General AddOns
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    posted a message on Baggins - Official Thread
    I can't seem to get the Unfiltered rule to behave correctly. It's the only thing that I have in the category. I have categories for each of my particular sets, and I also have separate categories for each slot that excludes items in my set categories.

    Everything that's in a set category is in the Unfiltered category, and it definitely shouldn't be there, because these items are visible in my Equipment bag under the correct categories there.

    How to fix?
    Posted in: General AddOns
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    posted a message on FuXPFu - (As inspired by Bant)
    Quote from Athayniel »

    Everything worked perfectly until I hit 70. After that the reputation bar would not show at log in and I'd have to manually switch off the XP bar and switch it back on to get the rep bar to show (if I switched the rep bar off and on nothing happened) and even then it would not update with reputation gains.

    I went looking through the code and noticed that OnDataUpdate would return after setting the NoXP bar to full if the player was at max level, it did this before ever doing anything with the reputation bar and hence that bar would never be updated. Moving the reputation bar 'if' block up above the xp bar 'if' block fixes this particular bug, basically moving lines 635-638 up above line 614. Either that or rework the XP bar 'if' block not to return and include an 'else' block.


    I have the same issue. I hope this can be fixed in a future version, because I like the looks of these bars.
    Posted in: FuBar AddOns
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