Just a heads up, since I believe Chinchilla uses this:
The UI button to toggle the minimap is no longer present in build 10596.
In addition, the global API function ToggleMinimap() has been removed. Oops not a global API function, it was just defined globally in FrameXML\Minimap.lua.
However, there is still a keybinding for toggling the minimap.
I get the following message when I use the keybind to toggle the minimap:
Message: [string "TOGGLEMINIMAP"]:1: attempt to call global 'ToggleMinimap' (a nil value)
Time: 10/16/09 23:35:25
Count: 2
Stack: [string "TOGGLEMINIMAP"]:1: in function <[string "TOGGLEMINIMAP"]:1>
Locals: keystate = "down"
pressure = 1
angle = -1
precision = 0
(*temporary) = nil
(*temporary) = "attempt to call global 'ToggleMinimap' (a nil value)"
used in the improved quest information panels; this function is the same as GetFactionInfo(index) except that it works with faction ids instead of the index of the faction currently selected in the Reputation panel
LightHeaded, EveryQuest, TourGuide are great addon but none of them provide their data in other language than English.
Instead of doing an addon that would contain all the data they need why not give addon author access to a data repository which contain all basic quest data. They can then choose which data to use and which format to store the data in their addon.
If you would like French language data, just ask Wowhead for it, or for permission to mine it and distribute it.
Or you could ask Curse/WowDB; they appear to have a French language option. (I'm unsure if they actually have French data, though.)
Just wanna say I loved pitbull 3 and used it all the time recently I have upgraded to pitbull 4.0 and I like it, but to set up raid frames I feel like a monkey fucking a football its that hard. I finally setup 10 and 25 man raid frames for my pally saved it and started playing my rogue. I logged back on to my pally a month later and what do you know I lost all my raid frames for a 10 man all I have is my party showing. Al i ask is please make raid frames a little easier to setup I like checking 10-man set-up or 25-setup and being able to set it up the filter crap is retarded and useless I shouldn't have to choose 50 times that I am setting up a 10 man raid.
There are other less flexible unit frame addons out there for you to use, with far fewer configuration options. Perhaps you would prefer one of those.
Sounds like time to start thinking about producing a quest database library that quest addons can plug into.
I believe you can already reference the quest data distributed with LightHeaded. However, it can require a lot of overhead due to the huge amount of data included with its comments.
I'm guessing that if someone made a community-maintained quest data library (sort of like periodic table but for quests), it would end up being a huge mess.
It's a good thing they are adding a way to retrieve completed quest history.
My only concern with this is that they are only giving quest id. If no api is provided to retrieve quest data we'll have to rely on a quest db.
would it be possible to build such db automatically from a wowhead automatic datamining? (in all available languages?)
The following information would be interesting for each quest id
quest name
quest zone
is daily
start npc (or start item)
end npc
previous quest id if in a quest chain
next quest id if in a quest chain
Several addons already maintain a database of quest data. Usually they get and distribute these data with the permission from one of the major database sites (usually Wowhead).
You can take a look at EveryQuest (only basic information) or LightHeaded (includes quest starters, enders, series, rewards) for two examples of addons that can easily incorporate the new quest completed data.
There really aren't any timers for WG, other than the time to next game and time left in current game, which are already shown in the WSAUF.
You could maybe do an overview of the POIs I suppose. For the four workshops, color them by controlling faction. For the keep towers and southern towers, color them by the controlling faction and then maybe grey when they're destroyed? If you really want to get fancy you could even add when the various courtyards are breached by monitoring which walls are destroyed. Or pick and choose which parts of this might really be useful to players. I tend to play WG with the battleground map open for most of this information.
NW Keep Tower Alliance Vehicles NE Keep Tower
SW Keep Tower Horde Vehicles SE Keep Tower
West Courtyard Time Remaining East Courtyard
Broken Temple South Courtyard Sunken Ring
Westspark Eastspark
Shadowsight Winter's Edge Flamewatch
There are still a lot of changes that haven't been finished yet for Blizzard's new quest map functionality. It would probably be counterproductive to start making changes to Mapster until the quest map changes have been stabilized a bit first.
Open the Bartender4 options (/bt), then click the Vehicle Bar category in the left-hand pane. In the right-hand pane, click the Positioning tab at the top. Click the Reset Position button.
This same bug (of Blizzard's) is still present in build 10554 of the 3.3.0 PTR.
Anyone using ChocolateBar on the PTR who hasn't copied over or edited their saved variables to use a new font will find their game crashing as the enter the game world.
i actually wrote a bit of code that simulates the blizzard setbackdrop function because it has (or had?) a bug in the texture coordinate calculation. my interpretation of "insets" probably differs from blizzards, tho...
Blizzard's code is littered with these imprecise interpretations of texture coordinates. Similar lack of precision is evident in their division of the minimap blip textures and the mapping of hundreds of model textures to vertexes. In general, these imprecisions and edge defects get smoothed out by scaling and filtering, but they can be annoying for UI perfectionists. :)
The minimum size for either dimension in textures for WoW is 8 pixels.
Therefore, your border texture file must be a minimum of 8x8 pixels in size.
Border textures are actually comprised of 8 sub-textures. So if you want to make a "real" border texture, it should be 64 x 8 pixels, or a multiple thereof.
Your 8x8 texture may still work. Presumably, it would stretch each 1 x 8 pixel chunk to your desired edge size and then tile it.
I like this suggestion, too. I think it would be an excellent idea for someone to develop a custom module for this, if adding it to the Auras module would complicate things too much.
The WSG debuff timers can be confusing to track. They start X minutes after the first player grabs a flag when neither team currently has a flag.
1. Each time a player picks up a flag, check if the opposing team already has a player with the flag. (This only applies to flags picked up from the opposing team's base. If a player picks up a flag dropped by a teammate, the current countdown remains in progress.)
2. If the opposing team doesn't have a player with the flag, start the countdown.
3. If the opposing team does have a player with the flag, the countdown should have already begun or the debuff is already in effect. (If the countdown hasn't begun and the debuff is not in effect, you must have joined in the middle of a match and can't reliably predict when the debuff will kick in. You might be able to query other players with the addon.)
4. If BOTH players drop the flag and both flags are returned, reset and stop the countdown completely.
5. If either team captures the flag, reset and stop the countdown completely.
0
The UI button to toggle the minimap is no longer present in build 10596.
In addition, the global API function ToggleMinimap() has been removed.
Oops not a global API function, it was just defined globally in FrameXML\Minimap.lua.
However, there is still a keybinding for toggling the minimap.
I get the following message when I use the keybind to toggle the minimap:
Message: [string "TOGGLEMINIMAP"]:1: attempt to call global 'ToggleMinimap' (a nil value)
Time: 10/16/09 23:35:25
Count: 2
Stack: [string "TOGGLEMINIMAP"]:1: in function <[string "TOGGLEMINIMAP"]:1>
Locals: keystate = "down"
pressure = 1
angle = -1
precision = 0
(*temporary) = nil
(*temporary) = "attempt to call global 'ToggleMinimap' (a nil value)"
0
0
If you would like French language data, just ask Wowhead for it, or for permission to mine it and distribute it.
Or you could ask Curse/WowDB; they appear to have a French language option. (I'm unsure if they actually have French data, though.)
0
There are other less flexible unit frame addons out there for you to use, with far fewer configuration options. Perhaps you would prefer one of those.
0
I believe you can already reference the quest data distributed with LightHeaded. However, it can require a lot of overhead due to the huge amount of data included with its comments.
I'm guessing that if someone made a community-maintained quest data library (sort of like periodic table but for quests), it would end up being a huge mess.
0
Several addons already maintain a database of quest data. Usually they get and distribute these data with the permission from one of the major database sites (usually Wowhead).
You can take a look at EveryQuest (only basic information) or LightHeaded (includes quest starters, enders, series, rewards) for two examples of addons that can easily incorporate the new quest completed data.
0
You could maybe do an overview of the POIs I suppose. For the four workshops, color them by controlling faction. For the keep towers and southern towers, color them by the controlling faction and then maybe grey when they're destroyed? If you really want to get fancy you could even add when the various courtyards are breached by monitoring which walls are destroyed. Or pick and choose which parts of this might really be useful to players. I tend to play WG with the battleground map open for most of this information.
0
0
0
Anyone using ChocolateBar on the PTR who hasn't copied over or edited their saved variables to use a new font will find their game crashing as the enter the game world.
0
Blizzard's code is littered with these imprecise interpretations of texture coordinates. Similar lack of precision is evident in their division of the minimap blip textures and the mapping of hundreds of model textures to vertexes. In general, these imprecisions and edge defects get smoothed out by scaling and filtering, but they can be annoying for UI perfectionists. :)
0
Therefore, your border texture file must be a minimum of 8x8 pixels in size.
Border textures are actually comprised of 8 sub-textures. So if you want to make a "real" border texture, it should be 64 x 8 pixels, or a multiple thereof.
Your 8x8 texture may still work. Presumably, it would stretch each 1 x 8 pixel chunk to your desired edge size and then tile it.
0
0
The spell id was only used in that example to get the localized name of the buff.
0
1. Each time a player picks up a flag, check if the opposing team already has a player with the flag. (This only applies to flags picked up from the opposing team's base. If a player picks up a flag dropped by a teammate, the current countdown remains in progress.)
2. If the opposing team doesn't have a player with the flag, start the countdown.
3. If the opposing team does have a player with the flag, the countdown should have already begun or the debuff is already in effect. (If the countdown hasn't begun and the debuff is not in effect, you must have joined in the middle of a match and can't reliably predict when the debuff will kick in. You might be able to query other players with the addon.)
4. If BOTH players drop the flag and both flags are returned, reset and stop the countdown completely.
5. If either team captures the flag, reset and stop the countdown completely.
It's quite a mess. :)