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    posted a message on AceTimer extension for "inexact" timers - spreading workloads!
    The real question is still why this is needed, or to phrase it differently, what is wrong with the current polling or timer implementations ? Is an operation that much inefficient that will benefit from inexact or approximate timers, especially considering that you may end up having different addons firing them and if so, will the benefit be significant to justify the implementation of the system in the first place ? Then you also have to answer the question of what is considered "acceptable" in terms of "load" or performance for said timers to execute whatever they are intended to execute (unless I'm horribly missing something in the implementation).
    Posted in: Ace3
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    posted a message on Thinking of switching unit frame addons
    I'm personally sticking with ag_UF for the time being, since its configuration does exactly what I need, none of its issues are show stoppers and I've never used its raid frames anyway. Long time user and old habbits die hard I guess:p Sure, it's currently on life support, but then again so are many other addons. If I had to make another choice, I'd probably go for Shadowed or oUF but yeah, likewise, I can't really find any premade layouts that suit me and I cba to create my own :p

    On a side note, PB4 is becoming better with each day that passes (kudos to Shefki really), still has too much stuff that I won't really use ever and it can still do a lot better CPU wise, but it's shaping up as a solid choice.
    Posted in: General Chat
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    posted a message on Inserting text into the item tooltip
    Even if you cache them, you still need to append the extra text on the tooltip, which is fine if you only need to add 2-3 lines, but if you need to add more, it's still pretty bad and yes ultimately its a flaw in the implementation, since every single tooltip doesn't really *need* to be redrawn on every frame.
    Posted in: Lua Code Discussion
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    posted a message on Inserting text into the item tooltip
    Quote from yssaril
    am using the OnTooltipSetItem method to adding info to item tooltips but i have noticed that OnTooltipSetItem is being called 4 times per second even if the tooltip shouldn't change but it still seams to be redrawn by the game. is there any reason for this or anyway to prevent this?


    I think this has been explained before. Certain parts of the UI, use an OnUpdate to refresh and generate new tooltips, on almost every frame. I'm not really sure if Blizzard has done anything to "throttle down" this behavior.
    Posted in: Lua Code Discussion
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    posted a message on 3.2 Shadow Quality option - Improved or not?
    They changed it. It's still not worth the fps loss, considering the "quality" it provides.

    It's no real secret that WoW's engine performs ridiculously horrible on many relatively new, high-end systems (or at the very least pretty close to a mainstream system), with Dalaran being the greatest abomination in the game's history, in terms of performance, no matter what system you have or what settings are on. My guess would be that either the engine is CPU/GPU limited after a certain point, or that it was never really optimized or tested under conditions similar to live realms.
    Posted in: General Chat
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    posted a message on Inserting text into the item tooltip
    Shamelessly hijacking the discussion :p According to the library, here's the list of tooltips it supports (I've excluded the GTT, ShoppingTT etc), Xinhuan. Note however, that I'm not sure which of them create tooltips dynamically.

    -- EquipCompare
    "ComparisonTooltip",
    -- EQCompare support
    "EQCompareTooltip",
    -- tekKompare support
    "tekKompareTooltip",
    -- LinkWrangler support
    "IRR_",
    "LinkWrangler",
    -- Links support
    "LinksTooltip",
    -- AtlasLoot support
    "AtlasLootTooltip",
    -- ItemMagic support
    "ItemMagicTooltip",
    -- Sniff support
    "SniffTooltip",
    -- LinkHeaven support
    "LH_",
    -- Mirror support
    "MirrorTooltip",
    -- TooltipExchange support
    "TooltipExchange_TooltipShow",
    -- AtlasQuest support
    "AtlasQuestTooltip",
    Posted in: Lua Code Discussion
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    posted a message on 3.2 Changes
    What Orion and Dridzt posted is accurate. Use the isRaid bool to determine the label you should display/append.
    Posted in: General Chat
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    posted a message on 3.2 Changes
    Quote from Tristanian
    In the latest build, "Normal" and "Heroic" dungeon difficulty labels in the globalstrings have been replaced by "5 Player" and "5 Player (Heroic)" as I expected in my original post.

    Moreover, the GetSavedInstanceInfo(index) call has been extended, in regards to its return args and is now :

    instanceName, instanceID, instanceReset, instanceDifficulty, locked, extended, instanceIDMostSig, isRaid = GetSavedInstanceInfo(index)
    index has the usual range of 1 to GetNumSavedInstances().


    instanceDifficulty: Should vary from 1 to 4, isRaid must be checked as well to determine the instance type.
    locked: Not 100% sure but should return whether current player is locked or not in the specific instance (ID).
    extended: Whether the specific instance (ID) has been extended beyond its original expiration time (afaik + 1 week ?).
    instanceIDMostSig : Not sure. It is an instance ID in a different format, most likely.
    isRaid: true (or 1 not completely sure) if the instance is a raid instance.



    Had the chance to verify a few things today, after killing the Twin Val'kyr in 25 man and getting saved.

    'instanceDifficulty' : 1 - 4 as expected.
    'locked' seems to return either 1 or nil.
    'extended' is the same.
    'instanceIDMostSig' is indeed a mysterious instance ID (need to check the RaidInfoFrame lua again tbh).
    'isRaid' is a normal true/false boolean.
    Posted in: General Chat
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    posted a message on oRA3 - UNOFFICIAL
    Quote from ProperMethodz
    They won't be.

    In it's current state, oRA3 is far more resource friendly than oRA2 and that is my main reason for switching.

    While it's 3 separate mods to accomplish the task, oRA2's modules far exceeded the footprint that the newer version consumes with the additional mods. I actually advise against your advice. The MT list I posted, with some slight modification is a proper MT list and does a great job.


    If by "resource friendly" you mean memory, when comparing oUF + MT list vs oRA2, then simply put no one cares for a couple of hundred more kb's. If you mean CPU usage, I'd like to see some numbers under some sort of even moderate "stress". The only valid reason I see against using oRA2 at this time (which I don't particularly like either) is its reliance on the Ace2 framework. Then again, if you are also using addons such as Bigwigs etc, you are pretty much stuck with it, like it or not :p
    Posted in: Raid AddOns
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    posted a message on PTR Errors for cowtip
    Library "LibRockConfig-1.0" not finalized before ADDON_LOADED.
    This is your real error, the rest are all caused because of it. Afaik, Shefki has recently updated LibRockConfig to be compatible with 3.2. Grab the alpha and you should be fine.
    Posted in: AddOn HELP!
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    posted a message on Inserting text into the item tooltip
    Quote from Tekkub
    It only has one use where it is "needed"... which is going away in 3.2... and NEITHER of those addons needs it. There are much better ways to do to hooking, look at Engravings as was suggested.

    Simply put, you need ~4 lines of code to hook the tooltip, you don't need 400 lines of library code.


    I would assume that you mean this code :

    local origs = {}
    
    ...
    
    for _,frame in pairs{GameTooltip, ItemRefTooltip, WhatevahTooltip} do
        origs[frame] = frame:GetScript("OnTooltipSetItem")
        frame:SetScript("OnTooltipSetItem", OnTooltipSetItem)
    end
    ...then set an OnTooltipSetItem method in your addon or simply make a local func, along the lines of this:

    local function OnTooltipSetItem(frame, ...)
        -- Do stuff to whatever tooltip frame is passed here
        -- eg. frame:AddDoubleLine("Hello", "World")
        if origs[frame] then return origs[frame](frame, ...) end
    end
    While this is elegant, my question would be whether it will actually hook all the desired custom tooltips from popular addons, assuming your code is executed before they are actually loaded. Of, course there is always the PLAYER_LOGIN event...hmm...What about comparison tooltips ?
    Posted in: Lua Code Discussion
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    posted a message on Unauthorized Addon Sites - Authors Beware!
    Quote from cralor
    What about these:
    ...


    Every single one, except the first, ultimately points to a keylogging executable. As for warcraft-mods.com, the stuff hosted there hasn't been updated in 10,000 years.
    Posted in: General Chat
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    posted a message on LibQTip
    The number of lines is immaterial. My point (and Adirelle's I think) is the fact that LibQTipClick was serving a purpose, which was to provide the extra "clickable" functionality to those that needed it, when they needed it. It was a good concept, everyone was happy (relatively speaking). What is the plan for LQC now ? Discarded ? I would think so, since it would be more pointless to just "migrate" part of its functionality :p In retrospect this means that all addons that rely on both LQ and LQC, will have to be updated. So, from a certain point of view, you could say that the lib is now (or becoming) a Libstubed, "properly" written Tablet, functionality wise. I'm still unsure if that is good or bad :p
    Posted in: Libraries
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    posted a message on LibQTip
    Quote from Adirelle
    Wow. Isn't this going too far ? LQC was created in the first place to prevent LQ bloating. It seems that last addition defeats this, not speaking of all "little" features we already added in LQ.


    I don't understand it either. If you intend to move most (if not all) the code of LibQTipClick into LQ, then what's the point really. We can just as well call it Tablet-3.0 now :p
    Posted in: Libraries
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    posted a message on 3.2 Changes
    In the latest build, "Normal" and "Heroic" dungeon difficulty labels in the globalstrings have been replaced by "5 Player" and "5 Player (Heroic)" as I expected in my original post.

    Moreover, the GetSavedInstanceInfo(index) call has been extended, in regards to its return args and is now :

    instanceName, instanceID, instanceReset, instanceDifficulty, locked, extended, instanceIDMostSig, isRaid = GetSavedInstanceInfo(index)


    index has the usual range of 1 to GetNumSavedInstances().


    instanceDifficulty: Should vary from 1 to 4, isRaid must be checked as well to determine the instance type.
    locked: Not 100% sure but should return whether current player is locked or not in the specific instance (ID).
    extended: Whether the specific instance (ID) has been extended beyond its original expiration time (afaik + 1 week ?).
    instanceIDMostSig : Not sure. It is an instance ID in a different format, most likely.
    isRaid: true (or 1 not completely sure) if the instance is a raid instance.
    Posted in: General Chat
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