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    posted a message on LuaTexts Official Thread
    Just a note about 4.0.x. UNIT_MANA, UNIT_RAGE, UNIT_ENERGY, UNIT_FOCUS, UNIT_RUNIC_POWER and UNIT_HAPPINESS as well as their UNIT_MAX* equivalents are going away in 4.0.x. They have been replaced with two events UNIT_POWER and UNIT_MAXPOWER.

    There is code to map the old events to the new events when running under a 4.0.x client and code to map the new events to the old events when running under a 3.0.x client in the latest alpha build of PB4. This should ease the transition.

    However, this code does add a tiny bit of overhead. You can avoid some of the overhead by changing your texts to use UNIT_POWER and UNIT_MAXPOWER once 4.0.x hits.

    There is one other hang up for 4.0.x which should effect very few people. If you've been using the arg1..argN variables to gain access to the arguments from variables have been removed by Blizzard. I haven't made the event arguments available some other way yet. It's on my todo list, but it's not a huge priority with all the other 4.0.x stuff I'm trying to get done since it impacts so few people.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from pkdyxcvwjb
    Is it possible to filter auras on a unit based on what class the unit is? I see the unit filter, but I'm not sure what "matches the pattern" and "does not match the pattern" are capable of.


    Not at this time. Open a ticket to request it.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Aoris
    Hi,
    I want to have my health bar on the left side and my mana bar on the right side, but when I do this, the animation is vertical and I want it horizontal. I want something like in final fantasy games. Is it possible?

    Ps: sorry for my bad english :-|


    Not possible at this time, there's a ticket to change this. Something I haven't gotten to.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Tuche
    Tesing, looks nice. Sad that there is no easier way to export/import profiles . . .


    The export/import profile code is probably 90% done. One of several things that have been sidetracked because I've been swamped with other things.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from anim3fan
    I got a few questions regarding pitbull. First of all, I want certain buffs(or debuffs, dunno what category they are in) to show such as say if a boss uses an ability like Devourer of Souls in FoS to put a buff on itself and reflect all damage and the only indicator that this applies is that one buff he has on. Or say if a mob goes into an enraged state, i want this to show and i can't figure out what category or what filters apply. Next thing is when i try and filter debuffs i didn't want other players debuffs to show, only mine. So logically i chose "Default debuffs,mine" in filters but they still showed.. So i switched to "Default debuffs" filter and then it seemed to work, except that not only does my debuffs show, every other debuff of the same class shows too. This i do not want, can you please help me out with these question marks.


    See the FAQ linked off the main pitbull4 pages. There's some links in there to me explaining how to use the Aura filtering system. There's also been a number of posts in this thread that you can search for filter and probably find fairly easily.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from eladnava
    Did anybody find my aggro module useful?


    Not something I'd use or something that I'd include in the normal UI. I find the health bars being colored is sufficient aggro indication for me.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from JohnCover
    Quick configuration question:
    I'd like to abbreviate name text; here's a... graphical elaboration:


    I think I've seen it done elsewhere, any help is appreciated. :)


    Note exactly, but you can do it by number of characters as someone else told you how. Looks like that satisfied you.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Medjumurac
    Just a quick question about the portrait module you guys;

    If I do use a full body 3D portrait, is it possible to rotate the character? Currently they only face forward, but I'd like it on an angle. Does anyone know if it's possible? I tried the .lua file but came up with nothing : /


    Not really, the game APIs support it, but you can't use the preset views. So you have to configure each and every model in the game to have it look right. If you want to do stuff like this you'll need to use something like ZMobDB and spend a lot of time setting it up. It's way beyond the scope of the portrait module in PB4.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from eladnava
    If Beta 11 causes lagging/stuttering during combat

    Downgrade to beta 10. I was experiencing very bad stuttering with the new version only in combat. It was very strange. I downgraded to beta 10 and the problem was fixed.


    Can't imagine how that would solve anything. There's almost zero changes in beta11. Mostly it was just retagged to pickup a newer version of a library to avoid Prat from causing problems with configuring media.
    Posted in: Unit Frames
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    posted a message on A plea to addon and library authors
    I've seen this problem pop up on several occasions. Usually it's pretty minor and doesn't impact a large number of addons. But this time it's happened on a fairly large basis.

    I'm sorry sylvanaar, I'm going to pick on you to a certain extent but you're by far not the only author doing this. You're just the most recent person to have caused a major problem with it.

    AceGUI-3.0-SharedMediaWidgets had some work on it. At some point in the process of this work the library had a Lua error in it. This entirely broke the library. In this particular case the breakage causes the dropdowns to obviously break and to also cause massive frame rate losses until someone reloads the UI. The most recent release version of Prat-3.0 unfortunately has been shipping with this broken version of the library for 2 weeks now.

    The library has long since been fixed. Prat has an alpha version with the new version of the library but the release version is still shipping with this broken library.

    So how did we get here? We got here because Prat's .pkgmeta looks like so:

    libraries/AceGUI-3.0-SharedMediaWidgets: svn://svn.wowace.com/wow/ace-gui-3-0-shared-media-widgets/mainline/trunk


    It should look like so:
        libraries/AceGUI-3.0-SharedMediaWidgets:
            url: svn://svn.wowace.com/wow/ace-gui-3-0-shared-media-widgets/mainline/trunk
            tag: latest


    The important difference is the addition of tag: latest.

    This means that you will at least only get the most recent tag (possibly beta but at least something that a human being thought was worth tagging). Not just whatever the most recent alpha version of the library is.

    Now I'm sure some people are going to come back and say "Some libraries aren't getting tagged." Which brings me to my plea to everyone.

    1) Library authors, please either tag or clearly specify in your documentation that you will not be tagging. Realize if you're not tagging that you're likely to have a mess with your library anytime a major addon update includes an alpha version where you broke something.

    2) AddOn authors. Use tag:latest unless you have a very good reason (e.g. library is never tagged, you depend upon the alpha version for some reason).

    We have these features on wowace to make our lives easier. Let's use them.
    Posted in: Lua Code Discussion
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    posted a message on ChatFrame.lua arg13 missing in 3.3.5
    The reason this isn't causing a problem in normal play is because the events are still setting the argN globals. So arg13 gets set. I was able to prove that with this trivial code:

    local frame = CreateFrame("Frame")
    frame:SetScript("OnEvent",function(self,event,...)
          print(event,arg13)
    end)
    frame:RegisterEvent("CHAT_MSG_BN_WHISPER")


    If you're going to call ChatFrame_MessageEventHandler() yourself you're going to need to set the arg13 global for now.

    So yes it's a Blizzard bug but it doesn't impact anyone but addons trying to emulate events by calling ChatFrame_MessageEventHandler() because the real events have the arg13 global set.
    Posted in: Lua Code Discussion
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    posted a message on PitBull 4.0
    Quote from hatrick
    Is it possible to grab the passed in arguments for events?
    Like this (shamelessly stolen from wowwiki)


    They should be in arg1, arg2, arg3 and so on...

    These are technically depreciated variables, but they'll work for now. Open a ticket and I'll provide a more permanent way of getting them.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Fair warning, if you edit border.tga you'll have to replace it after every update of PitBull4. Keep meaning to provide a way to replace these images without having to replace them on every update (similar to how SharedMedia_MyMedia) works.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Elv22
    was boss frames added? if so how do i get them to work


    Not yet. It's high on my list to do.
    Posted in: Unit Frames
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    posted a message on precise, comparable, date & time stamp
    Quote from myrroddin
    I was looking at the various date and time APIs on wowprogramming, GetTime(), date(), GetGameTime(), and Time(), and all I figured out is that GetGameTime() is not precise enough because it does not track seconds. Time() could be useful, except it starts in 1970, and GetTime() as stated "has no meaning of its own and may not be comparable across clients."


    You want to use time(). Why do you think it matters that the epoch starts in 1970? time() is fully function until 2038 with 32-bit numbers. And frankly time() is how computers deal with time, simply counting seconds.

    time() returns the number of seconds since the epoch in UTC. Which makes it comparable regardless of timezone issues.

    Time is easily comprable. Creating your own format with human readable dates is a mess of an effort for comparison.

    While you argue that time() isn't useful due to clocks that are wrong. Ultimately there really isn't much you can do about that. You can however as someone else in the thread have pointed out send the age of data across the wire and then clock offsets don't matter.

    time() makes calculating age easy. You just store the return of time() and then when you respond with data you call time() again and subtract the stored value from the new value. Voila you have age.

    I think you're terribly complicating things by even bothering to think about anything other than time() and then sending age in seconds as your wire protocol.
    Posted in: Lua Code Discussion
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