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    posted a message on JasonQuest - Official Thread
    v1.03.$Revision: 45729 $
    + Quest rewards are now linkable and dressable
    - Fixed Core.lua:549 nil error
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    v1.03.$Revision: 45689 $
    - Fresh installs will default to DoubleWide if Iriel's DoubleWide mod is loaded
    - Reworked QUEST_LOG_UPDATE event registering and de-registering--should keep JQuest from stopping unexpectedly
    - Moved debug messages to ChatFrame3 again, with notifications staying in default
    + Added reward info, although no tooltips for spell rewards
    + Added required money info, although this is currently untested
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    I think it's safe to assume that if someone's using DoubleWide they'd like that mode in JQuest as well, good idea.

    As for mob counters, I'm sorry but it's just outside of the scope I set for the project. Perhaps later.

    To clarify on the Quixote lib, it wasn't the code that was causing issues. One issue was a version of ChatThrottleLib that wasn't updated in AceComm. That's why I external ChatThrottleLib directly. I was getting a lot of d/c when sending quests and had to write a lot of comm code to test it properly before realizing this. By that time I had already written most of the protocol.

    Other issues relate to how Blizzard sends data. For one they send out update events when a player expands or collapses a header, causing a lot of traffic if it's not accounted for (this is why I deregister the event before refreshing the cache). They also don't always send all the information out in time, which is why sometimes you get ": 0/#" for some objective text. Again, I had already written a lot of code by the time I realized the issues I was running into were Blizzard's and not Quixote's.

    So in summation, the decision to not rewrite JQuest to exclusively use Quixote is not about faults in Quixote, but rather a simple matter of not having the time or will to do so.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    Rev 45521:
    - Player-to-player messages should not be sent in battlegrounds, hopefully getting rid of some ChatFrame spam
    - Added (slightly out of scope) party XP info -- Just mouse-over their tab to see
    - Player will now refresh cached quest list before responding to sync requests
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @break19: Yeah I had thought about that, but just haven't looked at the code. I think I found it though - GetBattlefieldInfo()

    @OrionShock: I don't use any of those bars (Titan, FuBar, etc) so I'm not quite sure. And thanks!
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @Leachim: First time I've had a chance to look at this all week, and it did end up being a conflict. beql revalues a global so I just hard code that now. Anyway, rev 45431 fixes this.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @Alarisha: Rev 44347 should fix that. I can't test it right now, so it's tagged as a drycoded fix, but here's to hoping :)

    @Leachim: I haven't forgotten about you. I won't have time until late tonight to try to get this error myself (I've never run across it). Hopefully early next week at the latest...
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    Unfortunately the protocols are quite different, so I'd have to either re-write my protocol to be compatible or create a side-protocol. While technically this can be done, I'd really like to keep JasonQuest as small as possible and this would just add to the size. (Read: Sorry, but no.)

    When I first started writing JasonQuest, I tried doing it as a front-end for Quixote, but I just kept running into problems. When I went to write my own functions things just seemed to work better so I stuck to it. Quixote also does a lot more than JasonQuest so I ended up having less overhead even if only slightly. Things like checking for quest mobs is just beyond the scope of JasonQuest.

    By the by, what mods use Quixote?
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    Oh yeah, I forgot about that issue. I had started sending some traffic directly p2p and for some reason the whisper addon channel still gives that error.

    I may just stop using the whisper addon channel altogether since the amount of traffic savings in the bulk channel is minimal, at best.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @hybridsftw: Rev 43400 should resolve that.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    I think I've narrowed down where the issue is coming from, and I'll upload a fix asap.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    Ah, I see. I had made it separate so I could compare my log side-by-side with another, but I'll see about making it an option if I don't have to hook into anything.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @Quokka - I assume you're talking about the double-wide feature? While it'd be relatively simple to do, it's outside the scope of the project. I don't want to get into that habit. I use DoubleWide by Iriel @ wowinterface.com.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    @ Samasnier - Rev 42031

    Also, it'll now re-ping users when they ping you, if they weren't running JQuest before or had an old version. This will allow JQuest to properly request the questlogs of people who have loaded JQuest on a /rl.
    Posted in: General AddOns
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    posted a message on JasonQuest - Official Thread
    Rev 41925 should fix that, as well as a drycoded fix to try and reduce the 'user not found' spam during raids.
    Posted in: General AddOns
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