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    posted a message on GatherMate2_Data - Collaborative Data Gathering

    Thanks @SloKnightfall I had no idea that WoWGatheringNodes existed. Good stuff!

    Posted in: Map/Minimap AddOns
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    posted a message on any can help me i have 2 WA errors,

    Those are Blizzard bugs, yes, even though WeakAuras is getting the blame.

    Posted in: AddOn HELP!
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    posted a message on Raid placement marks

    The other thing I forgot to mention above is that the world marks require hardware input, ex: mouse or keyboard. Also, the marks themselves have no x/y coordinates to either set or get their positions. As addon authors we cannot "see" where they are in the world. For that matter, the unit marks can be assigned programatically (NPCScan and all boss mods do it) but we cannot retreive the data on wich unit has which raid mark.

     

    What I mean by the raid marks is that we can assign {skull} to boss2 or target or party3 or raid11, but we cannot do the reverse. If {skull} is on raid11, we cannot target {skull} and get raid11. We can scan units and check if a particular raid marker is on said unit, but then you'd have to cycle through every partyN, raidN, target, targettarget, targettargettarget, bossN, focus, pets, and all their target chains to see if a raid mark is on said unit. If not, cycle through the entire lot again for the next raid mark. Rinse, repeat. Your frame rate would plummet and your CPU would bog down.

     

    So like I said, the world marks idea isn't really possible, and the raid mark version is next to insane.

    Posted in: Addon Ideas
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    posted a message on Raid placement marks

    While technically not on the "can't be done list", world raid markers must be applied manually as there is no way to place them automatically. Besides, you are asking for something that would change for each and every fight in the entire game, isn't future proof, and generally isn't feasible.

    Posted in: Addon Ideas
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    posted a message on Gatherer error when i click on items in chat window

    Wrong forums. These are the forums for Curse/Twitch site bugs or feedback, and not addon forums. For Gatherer, I suggest looking here for updates and comments.

    Posted in: AddOn HELP!
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    posted a message on Updates not pushing to Curse

    Ah yes DBM (and other addons) that are set to alpha builds. Okay, here's what's going on: when you set the release type to Alpha as per your picture above, then files on DBM's project page (Curseforge) will show some alpha builds. That does not mean those alpha builds are going to Curse or the Twitch app.

     

    All this does is provide a way for an addon author to create zip files of alpha builds. If the author switches to Beta, then alpha builds will not be zipped up. If the author toggles Release, then only Release builds will be zipped and available as downloads.

     

    This is true for both Curseforge and Wowace, and it is not unique to DBM; any project on either Curseforge or Wowace can be set to the preference of the addon author.

     

    Which, as an opinion, bugs me that the author allows alpha builds as zips because then I get "your version is out of date" messages when I join groups and raids, when in reality, while technically true, the author is still making changes and DBM is not ready for the masses. But that is just me.

    Posted in: General Chat
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    posted a message on Updates not pushing to Curse

    @Adrian_G2 That has always been true, and nothing has been changed. Alpha build addons have never by default propagated to either the client or curse.com. End users can set addons individually or en masse to install alpha builds in the client if they so choose.

     

    Beta and release addons have always propagated to curse.com and the client, again no change. Therefore I am confused what you think has changed.

    Posted in: General Chat
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    posted a message on pkgmeta off-site required dependency?

    Yeah, that's what I thought, but wanted to make sure since ElvUI (and the CTMods) aren't on Curseforge.

    Posted in: WoW Sites Feedback
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    posted a message on IntelliJ Plugin for Wow AddOn development

    I gave you a brief history of things via PM, but for the rest of folks, embeds.xml was required with the old pre-Curse WowaceUpdater; it was the only way the app could find library files on wowace.com to bundle them into a project. Since Curse Updater 2.0 through today's Twitch App, which replaced WowaceUpdater, they can pull from any repository.

     

    Also, it makes loading an addon into WoW a slight bit faster, as WoW doesn't have to load a file (embeds.xml) that in turn loads other files (libraries). Install enough addons on a slower, older computer, and it will be noticeable.

     

    Addon authors haven't had to hard-embed libraries (except for LibDataBroker-1.1, which has no .toc file) in years if they use the repository system, which is yet another reason for embeds.xml to go the way of the dodo.

     

    Even authors who don't use the repository system and manually zip addons for upload don't need embeds.xml anymore. Users don't need to know where a library is hosted. Everybody wins!

    Posted in: Lua Code Discussion
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    posted a message on IntelliJ Plugin for Wow AddOn development

    I don't know about SourceForge; the link I provided was directly for the Curseforge/Wowace repo packager. There are repo keywords that definitely would work for GitHub, SourceForge and all the external sites, but I wasn't referring to those.

     

    Those repository keywords you mean are supported by your repo client (TortoiseSVN and the like) which are similar in function but not the ones I meant.

     

    God, I must be tired; I'm saying the same thing twice in one post!

     

    And please don't look to me for coding help. I stuggle enough with Lua, know nothing about xml, and have a passing knowledge of Java and C#. All I can do is provide feedback :P

    Posted in: Lua Code Discussion
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    posted a message on Skinner

    I remember that bar.... Anyway, Google found the answer. http://www.mmo-champion.com/threads/1249465-Skinner-HELP!

    Posted in: General AddOns
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    posted a message on XLoot

    Your major hurdles are that Ace2 is worse than dead and has been so for years, and that the Blizzard APIs that are called do not exist anymore. You may not like the new version, but modifying your old Mists version to be current is an enormous task. It is one thing to replace all GetNumRaidMembers or GetNumPartyMembers with current APIs and entirely a different animal to patch the whole entirety of Ace2 to make it work.

     

    That just is not possible with a few lines of code.

     

    You will have to update to the latest XLoot regardless of preference. What you ask just cannot be done otherwise.

    Posted in: General AddOns
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    posted a message on IntelliJ Plugin for Wow AddOn development

    Hey, I thought of something else that you could do that is something a lot more basic than IntelliSense or supporting a few library APIs, and that is building into your stub default repository keyword substitution.

     

    For example, in your MyAddOn.toc stub, you could have the stub say ## Version: @[email protected] instead of ## Version: 1.0 (or whatever you have) and you could also wrap the Libs folder with no-lib-strip codes. That sort of thing would be really, really handy for a stub.

    Posted in: Lua Code Discussion
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    posted a message on IntelliJ Plugin for Wow AddOn development

    I haven't used Intellij IDEA in so long I actually don't even remember how to install it, or whether it is compatible with VS Code or VS Studio or both. Or even other editors for that matter.

     

    In any case, sight unseen, if you followed the Ace3 docs, there is something that still works yet is years out of date in terms of "accepted practice", and that is ye olde embeds.xml.

     

    That is a legacy convention from when Ace was new, Ace2 was newer still, and it had its own addon installer/updater, long before Curse or Twitch amalgamated both Curseforge and Wowace into one cohesive installer that propogated to Curse.

     

    The point being that embeds.xml works, but should be replaced by directly referencing SomeLib.xml or SomeLib.lua  in MyAddOn.toc.

     

    Like I said, using embeds.xml still works, but if you are writing a plugin that creates a stub for a new addon, then please remove that functionality and update with the current accepted practice.

     

    Oh, and don't think I am down or negative about your project. That is far from the case. I am 100% all for these kinds of useful tools and wish there were a lot more of them, so I hope you have phenomenal success, even possibly extending your project to IntelliSense the WoW API and major libraries. That would be amazing!

     

    Good luck! :D

    Posted in: Lua Code Discussion
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    posted a message on Updates not pushing to Curse

    @Zensuim looks like GTFO is fixed. The same version is on Curse, Curseforge, and the Twitch app: 4.43.2.

    Posted in: General Chat
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