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    posted a message on New site layout is worse than the old one.
    Again, I would suggest defaulting the normal layout to having text for icons. I know it takes up more space, but I don't really think there's a good possibility of coming up with good icons for say, unit frames. I also agree that the raid icon is a poor choice, but my rationale is that the portrait of the dragon is far too small. I _have_ done the fight, and could not tell exactly what the picture was of without looking very closely at it.

    I really think a graphic artist just needs to be let loose on the site, but I don't know what curse's budget for wowace/etc is.
    Posted in: General Chat
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    posted a message on Licencing your addon: Sat's Addon Licence
    Next up, wowmatrix: interface compilation edition.
    Posted in: General Chat
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    posted a message on New site layout is worse than the old one.
    I agree about the icons: Having straight text displays is much more obvious.

    I hope a graphic artist of some sort can swoop in and fix the design :P
    Posted in: General Chat
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    posted a message on DBM should be removed from Curse and WoWI
    Clearly, someone should start a facebook petition for this.
    Posted in: General Chat
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    posted a message on look what i found :)
    Quote from Belazor
    My project will eventually be commercial, and as such I really can't also host it on GC as open-source :p

    open source ~= non commercial. Also, google code is adding in hg support sometime laterish.
    Posted in: General Chat
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    posted a message on Licensing model
    Perhaps a modified zlib might suit your needs?
    http://www.opensource.org/licenses/zlib-license.php ?

    I really wish more people would take the time to understand a license before sticking it on their stuff so they can get the warm fuzzies by stating "my stuff is open source!"

    One option may be to write a "everyone but wowmatrix and other people I dislike" addon license. Well, at least a common addon license template for authors to use. Perhaps the ace3 one is sufficient.
    Posted in: General Chat
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    posted a message on Combuctor: All in one, filterable displays for your inventory and bank
    Well, if it helps, the armory addon guy and I have written a BagnonDB wrapper for his addon so that you can use that in favor of Bagnon_Forever.
    Posted in: General AddOns
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    posted a message on Lua setmetatable
    Quote from Slakah
    Hooking a metamethod isn't scary, how the hell do you think OmniCC works :P. Although I too would be interested in understanding why you want to hook "__newindex" .

    Its still scary. It was basically the last option I had, though, sine some people (pitbull) call CooldownModel:SetCooldown directly.
    Posted in: Lua Code Discussion
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    posted a message on Global Variables inaccessible? :(
    Also, if you're not doing something like one of these:
    local arg4 = select(4, ...)
    local arg1, arg2, arg3, arg4 = ...
    Somewhere in that bit of code you have there, there's a good chance that what you think arg4 is isn't really what arg4 is. Globals are evil, especially in Lua.

    I've not really done any real research, but Lua is intended to be a small language. Therefore, you're not going to see a lot of extra fluff a += b. Then again, the lack of such features makes me like the language more, so yeah.
    Posted in: Lua Code Discussion
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    posted a message on Dominos - A main actionbar replacement
    I've yet to reproduce this one.
    Posted in: General AddOns
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    posted a message on Dynamic Frames
    local f = CreateFrame('Frame', 'name', 'parent', 'xmlTemplate')
    Posted in: Lua Code Discussion
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    posted a message on Layout library
    Having a moving mode like that can get messy/confusing if you have multiple ones open at a time.
    Posted in: Addon Ideas
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    posted a message on Why not integer events?
    Err, all I was saying is that, if myAddon is false/nil, or the result of evaluating myAddon:doSomething() is false/nil, then print("myAddon not found!") will be evaluated and the entire thing will return false/nil.

    ...Actually, to be completely correct, the return value of the statement will be nil.
    Posted in: Lua Code Discussion
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    posted a message on Tabbed Actionbars
    Quote from Phanx
    ... Did you bother to read any more of my post than the first 12 words which you quoted? I already said exactly what you're trying to correct me with. :rolleyes:

    I think we're both misinterpreting each other. What I'm saying is, his system could work, without relying on the action page states whatsoever, and I read you're reply as stating, "You can do it, but only if you replace the shift + number bindings"
    Posted in: Addon Ideas
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    posted a message on Why not integer events?
    dummy = myAddon and myAddon:someFunction() or print("Cannot find myAddon!")
    Dummy will be set to false/nil under the following conditions:
    * myAddon is false/nil
    * myAddon:someFunction() returns false/nil
    * If either of those returns false/nil, then print('Cannot find myAddon!') will be evaluated.

    Therefore, its not the same as
    if myAddon then 
        dummy = myAddon:someFunction() 
    else 
        dummy = print('Cannot find myAddon!') 
    end
    That's why that syntax sucks for readability; good old if then else statements are much easier to understand.
    Posted in: Lua Code Discussion
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