My addons are ARR because I don't want other versions of my addons floating around in the nether with other people coming to me with random bug reports. I also don't mind if people ASK to use a snippet of code, but if you downright steal it, I won't be friendly. It's much better to learn from something and code it your own way.
Lastly, the patch JUST went live YESTERDAY. Give them a week before asking about taking them over. If you wanna submit code to their authors though, they might appreciate it.
That's a valid point. My original thinking was: if some dev suddenly decides not to play wow ever again and just leaves everything as is..
It is also my understanding of, for example, the MIT license that you need to credit the original dev.
No one should ofc modify and redistribute code that is ARR without permission. But I don't see a problem if you write your own code from scratch based on observations of how some other code work (or based on your own memory and screenshots in case of old broken addons). Where 'observe' means looking at the GUI or effect of the code, not the actual code itself.. Ofc it's cumbersome to resurrect an old addon that way. But if the licence is ARR and the original dev has decided never to work on the project again and never reply any requests again, then the cumbersome way is probably the only way.
seems all the addons you have listed are "All Rights Reserved". I don't think you are allowed to mess with that. (personally I don't understand why you would put such a strict copyright on a video games addon, my addon is under MIT)
I guess you can just create a new addon from scratch and let yourself be inspired by the old addons. Perhaps you will even create something much better.... But as you now just experienced, its probably a good idea to publish them using LGPL or MIT or something like that so other developers in the future doesn't run into the problem which you have now ;)....
The GNU General Public License (GNU GPL or GPL) is a widely used[6] free software license, which guarantees end users (individuals, organizations, companies) the freedoms to run, study, share (copy), and modify the software.
Note that you may not claim copyright ownership; you'll have to acknowledge the original copyright.
Note that the MIT license explicitly includes the right to sublicense. Quoting: "the rights to use, copy, modify, merge, publish,distribute, sublicense, and/or sell"
However,I'm no expert on licences, I just like to code :0.
If the licence sounds like it permits it, then I would create a new addon using code from the old one and have some sort of tribute statement for the old addon and developer.
EDIT: I guess you have to look for a statement about distributing modified copies or something like that in the licence texts.
EDIT: When I wrote this post I wasn't aware of the legion pre-patch coming so early. I've just come back to wow after a couple of years break so guess I had many other distractions from other new content to notice that the patch would go live so soon. Anyways this post is kinda irrelevant now that the patch (suddenly) is live and I can check this stuff out by myself (instead of asking someone on the beta to check it) :)
So now I am considering if I should discontinue my work or continue it.
One thing I've noticed in the youtube videos is that the new bar seems incredible thin (way to thin for my taste!). So I am wondering how much this new blizzard "HUD" can be adjusted? And even more importantly, can it be scaled independently of the rest of the blizzard interface?
I am creating a custom castbar and I want to colour the castbar based on spellschool, so the information is needed as soon as the player starts casting.
The tooltip scanning sounds like an even greater hack than what I already do (and even more cumbersome). The combat log listening sounds interesting though. I would also like to keep track of silence effects, -in particular specific spell-school silence effects. I've never worked with the combat log before so I appreciate that link a lot, thanks! :)
I think I'm gonna roll with my own spell-school fetching hack for a while though because of its simplicity. I guess I can just create one of each class to test the consistency in the spell naming. For now it works brilliant for my priest.
I am trying to find a way to get the current school of a spell.. Eg. Nature, Shadow, Holy etc.
I couldn't find any API function to retrieve the information directly, however I found that using GetSpellInfo I could get the icon path and the names of the icon paths seems to also contain spell school information.
It would be simple to just extract the spell-school information from icon links. However, this is a hack in my opinion. Is this a reliable way of getting spell-school information? Are there any better methods of getting spell-school information?
(funny how its spelled sear and shear btw, I'm not native English but I guess there is a difference.. must be an error from blizzard)
I am trying to setup and use a git repository for a project I just created today. I have used github a little for other programming projects, but I have barely scratched the surface of git. I have really just been using it like I would have used SVN in the past (I know its wrong, but hey I'm just doing solo hobby projects anyways). So I am still a newbie when it comes to git in general.
I've added a git repository to my project and now have the links:
Public URL: git://git.curseforge.com/wow/glass_hud/mainline.git
Development URL: [email protected]:wow/glass_hud/mainline.git
I assume that I should push my stuff to the development url when working, and I assume that I can just use the repository directly to a folder in ../'World of Warcraft'/Interface/Addons/MyAddon, so I can keep my workflow when developing and testing.
However, this [email protected] confuse me a lot. Is it my gmail? Is it my username[at]curseforge.com? Is it the computer name, eg. Michel[at]x1carbon? is it something else? The RSA key seems to contain my computer name when I inspect it with vim....
I've followed the guide for setting up the RSA key for authentication. Being used to linux console I found joy in using Git BASH for windows (which I previously didn't know).
However, since I am still confused about this [email protected] stuff I don't know how to test if what I have done is actually working.
Please help, and you will make a git-newbie happy.
This is not a help request, but just friendly info for devs who make the same mistake as me. If this is the wrong place to post it, then feel free to move it somewhere else
I had a very weird taint problem today when clicking on a glyph (in the glyph talent pane).
I did a
/console taintLog 2
to try and find the troublemaker bug in my code. But the taint log claimed the bug was some weird place in my code, and that my code was violating Blizzard_GlyphUI. I then tried to out-comment a lot of code and then it finally claimed that the cause was at line 1 in one of my Lua files.... O_o
The troublemaker line was:
_, SimpleHUD["player"].class = UnitClass("player")
and the troublemaker itself was the trash var: _
In the end I solved the problem by changing the line to:
_TRASHVAR_, SimpleHUD["player"].class = UnitClass("player")
_TRASHVAR_=nil
I hope this might help someone else who has the same problem. I've never had problems with the same line of code until today, so it must be some new change with latest patch.
Thank you very much guys. I managed to extract the files with the wow-console, and have now made win7 index the content of the lua files in the blizzard code folder for easier searching.
Oh, and there's a hidden 4th soul shard too, for future affliction bonuses.
Doesn't seem to be anything graphical for demonic fury. Guessing they just get more demonically pissed off.
The 4th soul shard is from a glyph, and soul shards is only used for Affliction it seems. But when you request soul shard numbers from the API with another talent spec it will act like you always have 3 (or 4 with the glyph) soul shards even though you can't use them. The same goes for demonic fury where there seem to be a base of 200 and when doing damage it will count towards 1000, even when you aren't speced into Demonology.
Demonic Fury is displayed in a bar with Demonology :)
I'm currently preparing my addon for MoP.
I've started with the Warlock class where I've found out by experimenting that:
UnitPower('player', 15) = Demonic Fury
UnitPower('player', 7) = Soul Shards
UnitPower('player', 14) = Burning Embers*
*But the burning embers only seem to go from 1 to 3 (integer numbers), even though I can see on the default blizzard GUI that I get a smaller amount of Burning embers when doing damage with for example 'Fel Flame', and it takes like 10 'Fel Flame's to get 1 burning embers...
So is there any 'top-secret' (easy) way of getting the 'real' amount of Burning Embers?
... And is there a place where one can read in detail about that kind of changes..? (wowpedia doesn't seem to provide much detail about this kind of stuff...)
Thank you again for your answers, just thought I would add a bit more to help anyone else who might read this thread (and maybe to get someone to clarify it a bit).
This is more 'World of Warcraft Lua' specific though.
I have experienced huge memory leaks because of code like this:
Frame:Hide()
which I was repeatedly calling even when the Frame was already hidden.
I want to be able to hide the default Blizzard PlayerFrame and TargetFrame, and everything associated with it (combo points, runes and stuff like that -don't know if theres more than this).
Following piece of code does the trick to both show and hide the PlayerFrame and TargetFrame, but stuff like combo points and runes are still visible on the screen when the player and target frame is hidden.
--show or hide blizzard default PlayerFrame and TargetFrame
if _G.SimpleHUD_savedVars["Blizzard_PlayerFrame_visible"] then
if not PlayerFrame:IsVisible() then
PlayerFrame:SetScript("OnEvent", PlayerFrame_OnEvent);
PlayerFrame:Show();
TargetFrame:SetScript("OnEvent", TargetFrame_OnEvent);
TargetFrame:Show();
end
else
PlayerFrame:SetScript("OnEvent", nil);
PlayerFrame:Hide();
TargetFrame:SetScript("OnEvent", nil);
TargetFrame:Hide();
end
What should I add to make sure anything associated disappears when hiding the frames, and also important, -comes back fully functional when the frames should be shown?
0
That's a valid point. My original thinking was: if some dev suddenly decides not to play wow ever again and just leaves everything as is..
It is also my understanding of, for example, the MIT license that you need to credit the original dev.
No one should ofc modify and redistribute code that is ARR without permission. But I don't see a problem if you write your own code from scratch based on observations of how some other code work (or based on your own memory and screenshots in case of old broken addons). Where 'observe' means looking at the GUI or effect of the code, not the actual code itself.. Ofc it's cumbersome to resurrect an old addon that way. But if the licence is ARR and the original dev has decided never to work on the project again and never reply any requests again, then the cumbersome way is probably the only way.
0
I guess you can just create a new addon from scratch and let yourself be inspired by the old addons. Perhaps you will even create something much better.... But as you now just experienced, its probably a good idea to publish them using LGPL or MIT or something like that so other developers in the future doesn't run into the problem which you have now ;)....
0
For example, the GPL licence from wikipedia:
https://en.wikipedia.org/wiki/GNU_General_Public_License
The MIT licence:
http://programmers.stackexchange.com/questions/105912/can-you-change-code-distributed-under-the-mit-license-and-re-distribute-it-unde
However,I'm no expert on licences, I just like to code :0.
If the licence sounds like it permits it, then I would create a new addon using code from the old one and have some sort of tribute statement for the old addon and developer.
EDIT: I guess you have to look for a statement about distributing modified copies or something like that in the licence texts.
0
I saw a few youtube videos about legion, and noticed that all of them had a thin health and power bar just below the character.
At first I thought they were using some addon, but it seemed strange that everyone was using the same addon -and then I found this:
http://www.wowhead.com/news=250263/legion-alpha-ui-additions-and-improvements-transmog-professions-view-distance-re#interface
The thing is my old addon SimpleHUD http://wow.curseforge.com/addons/simplehud/images/ and my now partly resurrected version of that addon GlassHUD http://wow.curseforge.com/addons/glass_hud/ does pretty much the same as the new default blizzard "HUD".
So now I am considering if I should discontinue my work or continue it.
One thing I've noticed in the youtube videos is that the new bar seems incredible thin (way to thin for my taste!). So I am wondering how much this new blizzard "HUD" can be adjusted? And even more importantly, can it be scaled independently of the rest of the blizzard interface?
0
The tooltip scanning sounds like an even greater hack than what I already do (and even more cumbersome). The combat log listening sounds interesting though. I would also like to keep track of silence effects, -in particular specific spell-school silence effects. I've never worked with the combat log before so I appreciate that link a lot, thanks! :)
I think I'm gonna roll with my own spell-school fetching hack for a while though because of its simplicity. I guess I can just create one of each class to test the consistency in the spell naming. For now it works brilliant for my priest.
0
I couldn't find any API function to retrieve the information directly, however I found that using GetSpellInfo I could get the icon path and the names of the icon paths seems to also contain spell school information.
Eg.
GetSpellInfo("Mind Sear")
... Interface\Spell_Shadow_MindShear ...
GetSpellInfo("Flash Heal")
... Interface\Spell_Holy_FlashHeal ...
It would be simple to just extract the spell-school information from icon links. However, this is a hack in my opinion. Is this a reliable way of getting spell-school information? Are there any better methods of getting spell-school information?
(funny how its spelled sear and shear btw, I'm not native English but I guess there is a difference.. must be an error from blizzard)
0
Using Microsoft Edge instead of chrome solves my problem and I can now see whats behind all those silly [email protected] things....
/facepalm
I really don't like things that hide the truth from me :/
0
I've added a git repository to my project and now have the links:
Public URL: git://git.curseforge.com/wow/glass_hud/mainline.git
Development URL: [email protected]:wow/glass_hud/mainline.git
I assume that I should push my stuff to the development url when working, and I assume that I can just use the repository directly to a folder in ../'World of Warcraft'/Interface/Addons/MyAddon, so I can keep my workflow when developing and testing.
However, this [email protected] confuse me a lot. Is it my gmail? Is it my username[at]curseforge.com? Is it the computer name, eg. Michel[at]x1carbon? is it something else? The RSA key seems to contain my computer name when I inspect it with vim....
I've followed the guide for setting up the RSA key for authentication. Being used to linux console I found joy in using Git BASH for windows (which I previously didn't know).
However, since I am still confused about this [email protected] stuff I don't know how to test if what I have done is actually working.
Please help, and you will make a git-newbie happy.
0
Nice to know I'm not the only one who is uninformed :P.
Thanks for your inputs guys. Never thought much about leaking globals, because I normally have a habit of stuffing everything into a table.
0
I had a very weird taint problem today when clicking on a glyph (in the glyph talent pane).
I did a
/console taintLog 2
to try and find the troublemaker bug in my code. But the taint log claimed the bug was some weird place in my code, and that my code was violating Blizzard_GlyphUI. I then tried to out-comment a lot of code and then it finally claimed that the cause was at line 1 in one of my Lua files.... O_o
The troublemaker line was:
_, SimpleHUD["player"].class = UnitClass("player")
and the troublemaker itself was the trash var: _
In the end I solved the problem by changing the line to:
_TRASHVAR_, SimpleHUD["player"].class = UnitClass("player")
_TRASHVAR_=nil
I hope this might help someone else who has the same problem. I've never had problems with the same line of code until today, so it must be some new change with latest patch.
0
0
Where do you find the code for the Blizzard GUI? (that might come in very handy when I take a look at the other classes)
The 4th soul shard is from a glyph, and soul shards is only used for Affliction it seems. But when you request soul shard numbers from the API with another talent spec it will act like you always have 3 (or 4 with the glyph) soul shards even though you can't use them. The same goes for demonic fury where there seem to be a base of 200 and when doing damage it will count towards 1000, even when you aren't speced into Demonology.
Demonic Fury is displayed in a bar with Demonology :)
0
I've started with the Warlock class where I've found out by experimenting that:
UnitPower('player', 15) = Demonic Fury
UnitPower('player', 7) = Soul Shards
UnitPower('player', 14) = Burning Embers*
*But the burning embers only seem to go from 1 to 3 (integer numbers), even though I can see on the default blizzard GUI that I get a smaller amount of Burning embers when doing damage with for example 'Fel Flame', and it takes like 10 'Fel Flame's to get 1 burning embers...
So is there any 'top-secret' (easy) way of getting the 'real' amount of Burning Embers?
... And is there a place where one can read in detail about that kind of changes..? (wowpedia doesn't seem to provide much detail about this kind of stuff...)
0
This is more 'World of Warcraft Lua' specific though.
I have experienced huge memory leaks because of code like this:
which I was repeatedly calling even when the Frame was already hidden.
My solution to this is to instead write:
0
I want to be able to hide the default Blizzard PlayerFrame and TargetFrame, and everything associated with it (combo points, runes and stuff like that -don't know if theres more than this).
Following piece of code does the trick to both show and hide the PlayerFrame and TargetFrame, but stuff like combo points and runes are still visible on the screen when the player and target frame is hidden.
What should I add to make sure anything associated disappears when hiding the frames, and also important, -comes back fully functional when the frames should be shown?