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    posted a message on PitBull 4.0
    Quote from elviswind
    PB4 is a great addon (much improved over PB3 which I used for a long time), but I must say that it is a strange design decision to base the font size off of a system variable font size which may or may not be 14.



    A lot of people are using pixel fonts now for their UI and they require very specific sizes to look correct. Having to calculate the correct percentage based off of a system variable and then having to calculate another percentage off of that for any individual text settings could be quite tedious and inexact.


    Using the size of a default font that something else might have changed is pretty questionable. I didn't make that design decision, ckknight did. I suppose I could remove the grabbing of the font size from ChatFontNormal and switch it to a hard coded 14. Which would make it consistent even if other addons change it.

    However, this wouldn't remove the need to do the percentage reverse calculations. The reason font sizes are calculated as a percentage is to allow the scaling system for layouts and units to work. You have multiple places where you can configure the size of the font.


    Also, unless I'm missing something, you can simplify your formula:
    percentage=(desired_size / ChatFontNormal_size) * 100%
    where the default ChatFontNormal_size is 14, but other addons may change this value.


    Well you can do:
    percentage = desired_size / ChatFontNormal_size * 100
    (100% implies 1 not 100) but in general you're right I just didn't bother to simplify after taking the formula from the code. Which is somewhat spread out.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from thelemac

    I don't find how to insert this text
    Does someone know ?


    Layout editor, Texts tab, make a new text, put it in the code box. Really not sure what evens the person was intending to use with it. Probably should go to Modules, LuaTexts and make a new event called PARTY_MEMBERS_CHANGED and set it to Update for All only and then an event for RAID_ROSTER_UPDATE also All only and then in the events drop down back on the Layout editor, check those two events.

    That code could probably be done without the UpdateIn using the UNIT_TARGET event.

    Sidenote: This is the classic example of why I want to switch to including events in the code instead of through a drop down. Too many people get the Lua code but don't have the events to go with it.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from thelemac

    . On pitbull4, does it exist frame or unit to show who is on my target ?
    xperl has a window in which you can see "players assisting/targeting you"
    with SUF, you can see how much of party is on your target
    I find this information very useful in raid


    Look in the LuaText threads both here and at elitistjerks.com. How to show a count like this has been asked and answered at least once if not multiple times.


    . is it possible to modify the size of debuf on my target ? (only mine)


    Layout editor, Debuff layout, Icon size for my auras.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from cremor
    This was fixed in one of the latest Alphas.
    Either install the newest Alpha package (but I don't know for sure if it fixes already bugged groups too) or recreate the raid group while you don't have a pet group selected.


    Yes the alpha deals with bugged out groups. I properly check that the group is a pet based group before using the pet template as I should have been doing in the first place.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Ludercrs
    i have Beta 9 installed. i went from version 3.* to 4.0.0 beta 9.

    never installed an alpha.


    You can install the alpha from:
    http://www.wowace.com/addons/pitbull4/files/


    Edit2: as soon as i entered combat the frame went away then when i left combat the new raid frame came back and the exact same thing i had before showed up ON TOP of the one i redid even though i deleted the old one. here's a screenshot:

    http://dl.dropbox.com/u/17207/WoWScrnShot_041410_205927.jpg
    Pretty sure I fixed this problem, was this with beta9? The fix for that problem should have been included in that.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from cremor
    Does PitBull support the party ordering by role that was added in Patch 3.3.3? If yes, how do I enable it?
    Because I was just in a random LFG party and the tank wasn't the first in the party.


    There is no such feature, despite what the patch notes said. It doesn't work in the default frames either.

    If you want it to behave the same as the default frames work, make sure you select sort by id. Their supposed feature only sorta works and is dependent upon a number of conditions that will make things not always be sorted that way.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from gamemaster128
    Are you still planning to implement these changes? I'm eagerly awaiting them. ;D


    Ran into some issues with the anchoring and I've been busy with a lot of other stuff. Everytime I think I'm close to having everything figured out I run into a whole slew of other issues. I'm disinclined to make this available until it's right because a problem with it is likely to cause peoples windows placements to move and flood the forums/curse/wowace tickets/etc with people complaining that their frames moved and they had to reconfigure their positions.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from gamemaster128
    I hope that was an April Fools' joke, Shefki. Otherwise, I might cry.


    Yes was a joke.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Important announcement about PitBull Unit Frames.

    Effective today development on PitBull4 is ceasing. We will be resuming development of PitBull3. We've heard the call of users who have brought their difficulties in switching to PitBull4.

    The lack of a way to migrate settings to PitBull4 to PitBull3 has caused users a great deal of frustration in switching. Especially in light of the new configuration style of PitBull4. Layouts while very powerful have proven to be too confusing.

    Many features that are simply not possible with PitBull3 will be lost in going back. For instance the ability to have as many frames as you wanted for any given unit (which was almost done for singletons and not just groups), advanced aura filtering that you can control, multiple text providers so you can choose not to use LibDogTag, and rune support for Death Knights.

    Users who have migrated to PitBull4 should immediately begin migrating their configurations back to PitBull3.

    Was an April Fool's Day joke.
    Posted in: Unit Frames
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    posted a message on Pitbull4, setting language and anchoring frames
    The names of those fields gets filled when the defaults are built the first time you use the profile. They're basically user specified identifiers. If you changed locales and want them to change with you, you'll have to edit them to rename them or make a new profile.

    Anchoring frames to each other is coming soon, it's not available at this time.
    Posted in: AddOn HELP!
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    posted a message on PitBull 4.0
    Quote from MegaManJuno
    Ran into a slight issue recently, that can happen during cross-realm groups. There was both a Mage and a Warlock from different realms with the same name in my party. However, Pitbull ended up duplicating the warlock in the party frames instead of displaying both the warlock and the mage.

    Probably not a big issue, since I suspect this would be a rather rare occurrence, and probably equally as difficult to reproduce intentionally, as a result.


    This is actually a bug in Blizzard code. I've tracked it down it only impacts party groups, raid groups will be unaffected. I'll pass the information on to the correct people, but I have no idea when it will be fixed.


    I do not display the realm name portion of the player names on my unit frames (nor looked yet to see if this is doable in Pitbull), but in the event that doing so may resolve this edge case, I'll give it a shot.
    Will have no effect on this problem.

    Edit: For what it's worth it's easy to reproduce on the PTR. Just make two toons with the same name, one on the PVE realm, one on the PVP realm and then queue for the same battleground. WSG works well since there's only two parties and you have a good chance of ending up in the same one right off the bat.

    Apparently this was reported to Blizzard months ago but they still haven't fixed it.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Siege
    I don't pretend to know all of the details of how it would complicate things, and it is your add-on after all, however one idea I had (which i posted a bit about earlier) was that it'd function sorta similarly to how it does now except you could simply make "Self Casted" the default filter for the larger sized buffs and allow for that category changed to a custom filter instead of a "Self Cast" filter if someone wanted.


    Well a lot of this has to do with the interactions with the layout and sorting portions of the Aura code. The layout system depends upon the fact that the auras are sorted by size. So doing this seeps out into the layout, sorting and filtering systems of the Aura code.

    If it was as simple as just letting you change the test for how to size it'd probably already be done.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Siege
    Is there any chance something like this could be implemented in the near future?

    To be honest, this was my primary reason for downloading these unit frames (even though i've come to appreciate a lot of other things about it) and making these certain buffs/debuffs bigger (regardless of who cast it on the target) seemed like a great way of eliminating certain other addons (such as afflicted3)


    Near future probably not. More long term probably. It's come up before and it's something I've thought about. I can see how allowing the configuration of how individual auras would be displayed to be configured by the filtering system can be nice. Adding it however, would complicate a lot of things.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Siege
    I
    What I'm trying to accomplish is to show all buffs and debuffs on my target frame (in this case) but instead of having large aura sizes for all self-casted buffs/debuffs, I want to simply have all buffs/debuffs on the target which matchup with those previously made whitelists to be the large ones, despite whether it was myself or someone else who casted one of the whitelisted buffs/debuffs on that target.


    There's no way to do that right now.


    Also, a minor problem I'm having is that with that target frame, I've also unchecked "Enable" for the "Borders" tab on the target frames custom Layout, however only buffs on the target are now without borders... debuffs still have borders for some reason.


    In the Borders tab there's a drop down labeled Current border. Choose the ones specifying debuffs and uncheck Enabled for them.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Major changes coming to PitBull4 down the pike and I figured some of you might like a heads up.

    First of all I have singleton units implemented such that you can have as many frames for them as you want. This means that you could have more than one target frame. This is going to allow a lot of flexibility with configuration that simply wasn't possible before. If you wanted you could completely control your layouts and just piece together different frames to create the look you wanted.

    For example one popular request that this will allow that has come up multiple times is detached cast bars. You could create a layout that has nothing but the CastBar enabled on it and then make another target frame. Place it anywhere you like and that'll be your cast bar.

    For the most part PitBull4's infrastructure already supported this. However, the configuration files format did not. So this change is necessitating some configuration format changes.

    At the same time that this change comes through, additional anchoring options will become available. In particular the ability to anchor frames to each other, and to set the anchor points of the frames. This will allow resolution independent configuration.

    But more importantly it will allow us to finally have a respectable default configuration. We will have frames positioned near where the default UI frames are. Frames will no longer be piled up in the middle of the screen. A number of frames will be disabled by default in order to lower the degree to which the mod can be overwhelming when you first install it. While our default config will be fairly simplistic it should be usable enough that someone can probably run off and start playing right after an install.

    All of this comes with the cost of some configuration file format changes as I mentioned above. However, all of this will be happening at the same time. So there will only be one change that you need to worry about. Once you run the version that includes these changes you will not be able to downgrade to a previous version without doing some reconfiguration. So I strongly recommend that you make backups of your WTF/Account/USERNAME/SavedVariables/PitBull4.lua file before installing this new update. Backing up this file will allow you to move back to a previous version if you have some unexpected issue.

    I don't know precisely when I will be done with it. But I'd expect it in the next few days.
    Posted in: Unit Frames
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