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    posted a message on Castbars - Official Thread
    Again, which textures are you talking about?
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    I would only consider that as a last resort, as i don't want to clutter the options panel with weird parameters. I'm still interested in knowing what textures we're talking about, because all the standard ones fit fine with the current ratio between bar size and edge size.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Post tickets for each then. And please add some more details about the textures that don't fit, and what kind of adjustments you need.
    Posted in: General AddOns
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    posted a message on VisualHeal - Official Thread
    There is already a ticket for this here:
    http://www.wowace.com/addons/visualheal/tickets/20-show-only-direct-heals-hide-hots/

    You are welcome to vote on it :)
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Seerah: do not tap it before it enters the queue zone! If you tap it just before you enter the queue zone the request is sent to the server and you're locked out until you get a failed response back, so that is probably locking out your next two taps, so it isn't until your fourth tap you get it through. If you tab just once inside the queue zone it'll work fine, because then the server will accept it and queue it.

    Skylinee: i'm not sure what you're talking about. What do you mean the castbar is lagging behind? This has nothing to do with how/when the castbar is shown or the movement of the progress bar on the castbar, which is handled exactly the same as always, and exactly the same as in any other castbar addon (including the standard castbar). It's a well known fact that the client side castbar is lagging behind the actual cast on the server (it's always been like that).
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    There are several aspects to it. First, with the new queue system it is no longer possible to measure the "instantaneous" latency, because the time between UNIT_SPELLCAST_SENT and UNIT_SPELLCAST_START is no longer only the client-server roundtrip time, it is also the time the spell is waiting on the (server side) queue, which depends on how early you cast it when chain casting. This is quite easily visible if you take the old version (or Quartz which is still using the now flawed measurement) and chain cast spells. Then you will notice that if you cast the spell really late just before the current spell times out, the following latency indicator will be really short. Conversely, if you cast the spell really early (and still get it to cast with no errors), the following latency indicator will be very long.

    Before the spell queue was added to the server, it worked in a way were the server would actually allow the spell to go off up to 0.4 sec earlier than the GCD. That's why it was so important to have the latency indicator, because you really needed to fire that spell as early as possible, to get as little down time as possible between the spells (which increased DPS and made people bind spells to their scroll wheels and use macro keyboards). Now, with the spell queue, that doesn't work anymore, and you have much more room to get the spell out, because the spell will be queued server side and started when the previous spell stops, instead of started early (thus DPS is invariant of how early you cast it, as long as it just gets to the server before the current spell is done). This means that you do not have to trigger the next spell exactly at the point were the latency indicator starts anymore, but just somewhere inside it (but not too late, or the spell will expire on the server).

    Because of this, i have changed the way the latency indicator works, so instead of showing you just the latency, it shows you the queue zone (0.4s), adjusted to consider the current latency as well as the local global cooldown lockout (which in turn is adjusted by the custom latency tolerance slider). Because the "instantanous" latency cannot be measured accurately, except for the first cast, the world latency (which is probably not the one you're reporting? it's the 4th return value from GetNetStats, most ping addons show the 3rd return value) is used as the basis for adjusting the queue zone display. This is actually a pretty good measure, because once you have start chain casting spells the downstream latency and processing time matters less because the time the server spents doing this is while the previous spell is casting, so it gets the request on the queue while it is idle anyway, and once the next spell begins it just triggers the UNIT_SPELLCAST_STOP and UNIT_SPELLCAST_START in one go (so these are rarely more than a few milliseconds apart when chain casting).

    Regardless, when dealing with latency, you can never know, even if you just measured the latency, whether the latency of your next command will be the same, so there is no certainty in these things. But my main point is, that you should not attempt to fire your next spell exactly where the queue zone indicator begins, rather you should aim at triggering it at a point where you are sure it is inside the queue zone.

    With that being said, it *is* important that you set the custom latency tolerance slider correctly, as you suggest. If you set it too high, the client will allow you to send a spell request too early, and the server will reject it. If you set it too low, the spell queue zone will be so small (for 1.5sec base cast time spells) that you won't get the spell across to the server before the previous cast is over, and your DPS will suffer as the gap between spells increase.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Quote from gsuz2
    is it at all possible to show a target's target castbar?


    Not reliably and definitely not efficiently.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Can you please create tickets for each of these issues, and i'll address when i have some time free.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Sorry about that, the patch hasn't hit here yet (EU), and i didn't expect it to cause any ill side-effects so i didn't want to bother with PTR testing. I've fixed the problem which is caused by Mana Drain being removed from the game. Let me know if there's anything else, as i can't test on 4.0.6 until tomorrow.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Try to enable the blizzard target casting bar on the target frame and compare with that. Anything that doesn't work on the standard Blizzard target casting bar doesn't work here either.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Quote from wodahs
    Ive been using castbars pretty much since it came out, with a couple caveats, one of which is hitting me now. Is there a way to blacklist spells? I need to remove 1 or 2 specific spells from the target cast bar. In the past, I would use deadened, but it doesnt seem to work with castbars.


    No current plans, but you're welcome to post a ticket with this feature request.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Quote from refrain
    Is there a reason the shield graphic doesn't go away when spells become interruptable?

    For example on the Ascendant Council, when Ignacious' puts up his Aegis of Flame and channels Rising Flames it is uninterruptable until the Aegis goes down. However, I don't believe the shield graphic ever goes away.


    All the handling is there (and in fact handled by Blizzard code mostly), so i'm not sure. I wish someone else could confirm this, i'm not currently in a position to test it.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Quote from ZubrDP
    I recently got my internet fixed (new modem), dropping my latency from 300+ms to sub 100ms (yey!). Thus, i shifted the Blizzard latency tolerance to 100. However, I see castbars filling the last 400 (blizzard default) with red. Any idea whats going on?


    The custom latency tolerance has nothing to do with the latency display. In fact it has little to do with latency, despite the name.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    Fixed in 3.5.

    The border already has a color option. It's called "Border Color" in the options, and includes an alpha slider.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    there's already a ticket for that. You can already disable the shield, and it will just change the color (to grey).
    Posted in: General AddOns
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