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    posted a message on XLoot
    Silkfire; Dev2 is older than the version released on curse right now. Dridzt is working on it directly. Please use that version, and try it again. If you get a error, please use a addon like BugSack to give a detailed error (Don't include the full addon list..)

    If you feel extra helpful, make it a ticket: http://www.wowace.com/projects/xloot/create-ticket/


    On a side note, I'm about ready to stab the skinning method in 1.0, it either does it properly (Hardly ever), does it half-way... somehow.. or doesn't work at all >:(
    Posted in: General AddOns
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    posted a message on XLoot
    Mikk, Dridzt: When you want me to push a release to wowi, just post here, pm, or something.

    As far as what's beta or not, Mikk's got it on this one - If you've tested it enough to know it doesn't error on critical things, and in fact fixes other bugs, out the door it goes until there is a more stable version that works.
    Posted in: General AddOns
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    posted a message on XLoot
    1.0 is in branches/1.0. It's functional. .pkgmeta doesn't include embeds. Not all options are in the gui, the layout ("display") system needs to be merged back into the core, not making multiple layouts anyway.
    Posted in: General AddOns
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    posted a message on XLoot
    Dridzt: Thanks for the work on it. Don't be daunted by SVN, it's rather easy. You might want to communicate with Mikk a bit if your fixes aren't making it out there or things are feeling rushed. Don't be daunted by him either, "Accomplished author" or not ;)

    OrionShock: I was going to put 1.0 up, then I loaded it up and realized I had driven it back into a mangled state before I stopped working on it. Phatloot is a Ace3 stripped-down XLoot core for anyone interested. A functional upgrade to that was in the wowace branches, but I assume that's lost to the nether now.

    As far as merging them, yes, I've thought about it, but my thoughts generally lead towards -separating- them instead of packaging them together.
    Could merge them in project only and separate with pkgmeta, I suppose that could work too - it would make more sense than having separate projects..


    Really, I was planning on getting back into working on Xloot -as I mentioned previously- at least cleaning it up and separating it.... But I cracked it open in a editor, stared at it for a few minutes, then closed it agian, getting nowhere.
    When I touched it last, I ended up writing and re-writing code trying to make it as simple as possible after being bested by delightfully simple code like Butsu (Damn you, haste, damn you and your beautiful unitframe framework).
    Posted in: General AddOns
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    posted a message on XLoot
    Looks like both Dirdzt and Mikk are going to be doing a little maintenance on the first version of XLoot - Including the modules. Thanks to both of them.

    I'll try to get the 1.0 branch back up (As a separate addon), and start porting over monitor and master (As separate addons). Mightaswell do something now that I'm playing again.
    Posted in: General AddOns
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    posted a message on XLoot
    Astaldo/Dridzt, you've been added as a author to all the XLoot projects. Feel free to directly update them that way, if you like.
    Posted in: General AddOns
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    posted a message on XLoot
    Quote from HunterZ
    I wonder how addons like Possessions keep accurate count of things. Probably they just delay checking since they don't actively notify you of changes.

    I wonder if it would be possible to cache the number of each item in the player's bags at login and then manually add to the counts based on parses of the loot events in the chat log or something, rather than re-polling the contents of the player's bags (I think that's how it does it now maybe?). It shouldn't be too memory-intensive to maintain a list of ~100 itemIDs with counts of how many of each are in the player's bags.


    Delaying is the simplest solution. GetItemCount(), to summarize the last few posts, is unreliable as to if it includes the new items or not at the time the loot event is received

    If I do anything about it -unless I find something simpler- it'll be experimenting to see how long till it reliably returns the right number, then delaying everything that long.

    Something else could make sense depending on the interface design (SCT would be particularly time-sensitive, whereas XLM's current implementation would be only moderately sensitive to that kind of delay. Another might tolerate it with no issues at all.)
    Posted in: General AddOns
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    posted a message on XLoot
    Quote from HunterZ
    Would almost rather see monitor rewritten from scratch since it was quirky (sometimes showed wrong counts for things etc.).


    I've revisited that issue a lot.

    The only reliable way to catch this (It's a Blizzard problem, unless they've recently fixed this...) is to delay for a second or so, because the it's seemingly random if it counts the one you just got or not.
    Just as I don't correct for it now, it's sometimes wrong, if I correct for it (Current+looted#), it'll be sometimes wrong too, if polled immediately.
    If there is a similar addon that never errs, I'd like to know how it's done, so I can fix it.

    You're right, regardless; A re-write would be good. It'll be a heavy simplification, I wrote a whole lot of messy generic code for it and it was only ever used specifically, entirely defeating the purpose.
    Posted in: General AddOns
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    posted a message on XLoot
    XLoot is and was a horrid tangled mess of code. Especially the code monitor relies on.

    ... But it still works, as far as I know. At least monitor, if the core doesn't, ironically.
    I had re-written nearly the whole of the core after `ag pushed it to Ace3 before I quit, and then gave up when I realized Butsu did most of what I needed anyways.

    I may be getting back into wow again (Against my will, I might add), and if so at least splitting monitor and master off since there are few suitable replacements will be up there on my list. It likely won't be clean, but it should work.
    Posted in: General AddOns
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    posted a message on XLoot
    Huntersays: Make sure you try to loot at least twice. Sometimes the frame doesn't show up the very first attempt per /reload.
    Posted in: General AddOns
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    posted a message on XLoot
    Eddie: if you could, try branches/XLoot/XLoot1.0 (without the modules)

    Edit: Actually, could anyone experiencing these errors try that? I've loaded up RBM (no modules, though..) and Loggerhead, trying looting/DEing with them and there have been no problems whatsoever. (Just ACP, BugSack, those, and libraries)
    Posted in: General AddOns
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    posted a message on XLoot
    This is the same conflict that is happening with RBM, and I don't know what's causing it. I'll grab Loggerhead and see if I can figure out what's doing it -I'm going to guess it's something with AceModulecore, that's the only logical error there. That's fairly straightforward though, and is destined to go away anyways.
    Posted in: General AddOns
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    posted a message on XLoot
    eddie: RBM? What modules do you use?
    Posted in: General AddOns
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    posted a message on XLoot
    Rogue, make sure you don't have the options ticked that color the frame you want to change according to the quality of loot.
    Posted in: General AddOns
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    posted a message on XLoot
    Alright. I've merged the changes from PhatLoot into XLoot 1.0, including gutting unnecessary options. It's currently in wowace/branches/XLoot/XLoot1.0. It should be noted that Monitor, Group and Master will all break when used with this, currently. It still lacks configuration options for Frame colors, line texts, and snap offsets.
    There is no localization beyond enUS yet (Haven't copied old translations... Though wording may well be different.)
    Posted in: General AddOns
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