00:08.28 | *** join/#waruidev CowBook (n=cowboy@96.237.188.158) |
00:39.51 | *** join/#waruidev Haldol (n=qa2br0u6@p57A0F0E1.dip.t-dialin.net) |
01:18.30 | *** join/#waruidev Andrew-- (n=nobody@d207-81-164-37.bchsia.telus.net) |
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01:22.08 | *** mode/#WARUIDev [+o ckknight_] by ChanServ |
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01:39.50 | *** mode/#WARUIDev [+o ckknight] by ChanServ |
01:56.42 | Aiiane | I apparently have an NPC in Guild Wars named after me now o.0 |
01:57.40 | PenguinOfDoom | finally, fame and fortune are yours |
01:58.06 | Thunder_Child | and war |
01:59.22 | Daegalus | Apparently the Devs want to have your babies too Aiiane |
02:05.12 | Thunder_Child | mmmm....babies....good with A1 sauce |
02:09.12 | Daegalus | especially Aiiane babies birthed by men |
02:09.51 | Aiiane | ... |
02:10.07 | Thunder_Child | men dont give birth |
02:10.49 | Daegalus | tel that to all the guys that want Aiianes babies |
02:11.02 | Andrew-- | I'll bear your children any day, Aiiane. |
02:11.15 | Thunder_Child | they dont have to deliver the baby, they just want to *have* the baby |
02:11.24 | Aiiane | ;_; |
02:11.53 | Thunder_Child | umm...translation of ;_; please |
02:13.23 | Andrew-- | Thunder_Child: They're tears of joy. |
02:14.00 | Andrew-- | At her newfound fertility. |
02:16.43 | Aiiane | ... |
02:22.43 | shockbeta|work | so... -1.#J% is how wstring prints NaN? |
02:22.52 | shockbeta|work | or nil, or whatever |
02:36.55 | Repo | 10cowboy-focus: 03Cowboy * r13 / (3 files in 1 directory): (Message trimmed by 1 line) |
02:36.56 | Repo | changed Focus.Target and Focus.TargetOrSelf to be compatible with 1.0.5: |
02:36.59 | Repo | * removed Focus.Target and Focus.TargetOrSelf (basically all TargetPlayer() calls) |
02:37.05 | Repo | * created dummy windows for binding keys for targeting |
02:37.12 | Repo | * bound targeting to keybinds ACTION_BAR_68 / ACTION_BAR_69 using WindowSetGameActionTrigger and WindowSetGameActionData |
02:40.04 | *** join/#waruidev Karrion (n=kieron@corp-gw01.imrworldwide.com) |
02:47.31 | Repo | 10tometracker: 03Bloodwalker * r23 Source (2 files in 1 directory): |
02:47.34 | Repo | Added MapButton Toggle functions for people that don't want it for whatever reason |
02:51.14 | Repo | 10tometracker: 03Bloodwalker * r24 Source/TomeTracker_Help.lua: Update to help file for new mapbutton toggle |
03:22.31 | *** join/#waruidev TC-Away (i=TC@cpe-76-169-230-188.socal.res.rr.com) |
03:25.09 | Aiiane | you should totally use a repo so I don't have to approve your files :P |
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03:33.22 | WikkiFizzle | lol |
03:33.34 | WikkiFizzle | Ive my own repo I use ;P |
03:39.37 | Andrew-- | Is there any wardb equivelent that lets you filter items that don't have talisman slots? |
03:52.54 | Repo | 10qqwaypoints: 03Lefi * r2 ZoneOffsets.lua: |
03:52.56 | Repo | Initial Add of QQ Waypoints, a Complete Custom Waypoint Manager for Warhammer Online |
03:53.26 | Repo | 10qqwaypoints: 03Lefi * r3 / (3 files in 1 directory): |
03:53.27 | Repo | Initial Add of QQ Waypoints, a Complete Custom Waypoint Manager for Warhammer Online |
03:54.22 | *** join/#waruidev Lefi (n=IceChat7@cpe-66-74-83-25.socal.res.rr.com) |
03:54.41 | Lefi | evening all |
04:00.08 | Aiiane | WikkiFizzle: if it's a distributed one, you could push to both ;) |
04:03.44 | *** part/#waruidev shockbeta (i=user@c-24-5-44-190.hsd1.ca.comcast.net) |
04:04.42 | WikkiFizzle | Ill probably just push release code to the repo |
04:04.57 | WikkiFizzle | then package that way |
04:05.22 | WikkiFizzle | And just continue to use perforce for my primary sc |
04:06.31 | Aiiane | yeah that works |
04:08.30 | PenguinOfDoom | Is the bright wizard combustion nerf on the test server? How much did they take away? |
04:35.23 | Felyza | its not a nerf, its a fix |
04:39.45 | Andrew-- | Felyza: Its a nerf. |
04:39.53 | Andrew-- | Err, actually |
04:40.00 | Andrew-- | Was it actually a fix? |
04:44.23 | Andrew-- | "Combustion mechanic: Chance to critical hit based on combustion level has been reduced." |
04:44.26 | Andrew-- | Sounds like a nerf. |
04:45.28 | Felyza | My mains are an engineer and a magus, they called the changes to rift and electromagnet a fix, and I don't think that a level 14 BW should be able to get to 65% crit rate, so its a fix for them (that's how high my BW is) |
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04:46.23 | Andrew-- | -shrug- my BW is 25, my Engineer is 40 |
04:47.18 | Andrew-- | While the Electormagnet 'fix' is.. actually, I don't actually care much about it at all. Though I suppose I could be offended on principle, I don't honestly think it should be as powerful as it is. |
04:47.33 | Felyza | no character should be able to get to 65% crit rate at level 14, anything that fixes that is a fix, even if the fix comes as a nerf |
04:48.12 | Andrew-- | I disagree. There is nothing inherintly wrong with having a 65% crit rate |
04:48.31 | Andrew-- | As long as you factor that in when developing the class. |
04:48.35 | Felyza | At level 14? |
04:48.37 | Andrew-- | Hell, it could be 100%, who cares. |
04:48.56 | Andrew-- | Its all the same. You're not going to get much higher than 65% at level 40 |
04:50.12 | Andrew-- | Its just a class mechanic. |
04:50.42 | Felyza | A friend has 90% (or so he says) and he also states that the +crit from combustion stacks on top of normal +crit, ignoring any caps |
04:50.54 | Felyza | That is broken. |
04:51.21 | Andrew-- | -shrug- My base damage is higher than a Bright Wizard's, and I don't deal 30% of that damage to myself. |
04:51.23 | Andrew-- | Its not broken. |
04:51.47 | Andrew-- | I mean, I'm a good bright wizard, don't get me wrong |
04:51.49 | Andrew-- | And I'm good at what Id o |
04:51.57 | Felyza | 90% crit rate sustainable without help for longer than 5 minutes is broken. |
04:51.59 | Andrew-- | But it isn't the BW's damage that makes him so proficient |
04:52.19 | Andrew-- | Why do you keep saying that? What does critting really do? |
04:52.26 | Andrew-- | Double damage. |
04:52.31 | Andrew-- | Whoopdie-doo. |
04:52.36 | Felyza | No, quadruple damage for them |
04:52.47 | Felyza | 100% increase to crit damage at that level combustion |
04:53.29 | Felyza | so if one were to, base, hit something for 250, it hits for 1000 90% of the time |
04:53.42 | Andrew-- | err. |
04:53.56 | Felyza | and you argue that is not broken? |
04:54.07 | Felyza | 500 hits for 2000 90% of the time |
04:54.19 | Andrew-- | wait, what? |
04:54.29 | Andrew-- | Since when do they hit for quadruple? |
04:54.41 | Felyza | 100% bonus crit damage at 100 combustion |
04:54.49 | Andrew-- | Yeah, as in, instead of the regular 50% |
04:55.27 | Andrew-- | Typically people crit for 150% of their regular damage. Bright Wizards crit for 200%. Thats it. |
04:55.27 | Felyza | um, every time i crit is was 4x, and normal crits were hitting 2x at 14 |
04:55.32 | Andrew-- | ...no. |
04:56.03 | Felyza | then there was magically no mitigation only on high combustion |
04:57.23 | Andrew-- | I |
04:57.25 | Andrew-- | I'm sorry, no. |
04:57.36 | Andrew-- | You do not bypass any more mitigation when you crit. |
04:57.51 | Felyza | anyhoo, with the changes to dots adding more damage from stats, without lowing their crit percent they will be VERY broken |
04:57.52 | Andrew-- | It simply takes the damage you would have done, and doubles it. Thats it. |
04:58.11 | Andrew-- | -shrug- Engineers do similar damage to Bright Wizards. |
04:58.20 | Andrew-- | And they have better DoTs. |
04:59.06 | Andrew-- | While the Bright Wizard's DoT spec is by far my favorite, it does less damage than an Engineer's damage spec. |
04:59.34 | Felyza | Um, are we talking changes in 1.05 or present? |
05:00.15 | Felyza | Present, engineer is slightly higher, 1.05 BW (with current crit %) is insanely higher |
05:00.49 | Felyza | That's the reason for the lowering, due to the + damage from stats gained in the new method of applying int to dots |
05:01.53 | Felyza | Did you not realize this? |
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05:02.24 | Andrew-- | I.. don't understand what your reasoning is. Engineers get more DoTs than Bright Wizards, and they already do similar damage. |
05:02.52 | Andrew-- | If they're upping the DoT damage, its going to be a bigger boon to Engineers than to BWs |
05:04.07 | Felyza | That's the problem, the current + crit was causing an unexpected dramatic increase to the average damage of a BW, they had to tone it down to bring it into where it was supposed to be. |
05:05.24 | Andrew-- | I don't believe nerfing the BW's core mechanic is the answer. |
05:06.37 | Felyza | Then the only other answer is give every other class slightly higher damage yet, and increase the base resist values to compensate for everyone's higher damage. |
05:07.15 | Felyza | Lowering one class slightly to bring them in line with their intended role is better than increasing everyone else, then nerfing the base mechanic |
05:08.25 | Thrae | Felyza: Obviously the best solution, juding from one of the most popular MMOs, is to add a new stat called "Hardiness" which makes Resists, Toughness, and Iniative mostly useless. |
05:10.33 | Felyza | Thrae, I just wish more people would realize that test servers for big balance changes are just that, test servers, they are adjusting things for all classes, and to fix many classes with a base mechanic change (dot damage) they need to compensate with special cases... its all part of game programming process, and some people think open QA means bad things |
05:10.51 | Thrae | Honestly, I think it's the critical hits in WAR which are reducing the gain of Resist. But there's PvE implications too -- a lot to be to balance. |
05:10.59 | Thrae | s#balance#balanced# |
05:11.56 | Felyza | Since they are changing a core mechanic of statistic inheritance to damage, I guess its just over people's heads to understand there will need to be adjustments to other aspects to keep everything balanced. |
05:21.01 | Andrew-- | Thrae: If you have 35% resist, you will resist 35% of a Bright Wizard's damage - crit or no crit. |
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05:42.48 | Repo | 10qqwaypoints: 03Lefi * r4 / (3 files in 1 directory): |
05:42.49 | Repo | Incremental changes, button pressed states, save, new, reset, remove context menu etc. |
05:43.07 | Lefi | Daegalus: you around? |
05:43.11 | Thunder_Child | Aiiane, do you know if either of the authors of tome titan reside here? |
05:43.52 | Aiiane | bloodwalker was here earlier |
05:44.32 | Lefi | Aiiane, TC: would either of you be interested in doing an alpha walk-through of my new waypoint mod? |
05:44.46 | Lefi | or anyone else for that matter? |
05:44.54 | Thunder_Child | i would but i dont play atm |
05:45.09 | Daegalus | Lefi, i said i would |
05:45.22 | Lefi | i know, im looking for more people =) |
05:45.29 | Lefi | not lookin to replace ya =) |
05:45.47 | Lefi | speaking of which ... its up via svn if you wanna download the current version |
05:46.05 | Lefi | im not gonna put a package up till its ready for beta |
05:46.20 | Lefi | just looking for some feedback atm |
05:46.45 | Thunder_Child | Aiiane, which one is bloodwalker? |
05:47.05 | Daegalus | bloodwalker goes by bloodwalker in here, which he isnt atm |
05:47.30 | Thunder_Child | ...but bloodwalker inslt listed on the tome titan author list |
05:47.34 | Thunder_Child | sint( |
05:47.36 | Thunder_Child | isnt* |
05:47.38 | Thunder_Child | *sigh* |
05:48.03 | Daegalus | they dont have to go by the same name in both places |
05:48.17 | Thunder_Child | i know, thats why i am wondering who bloodwalker is |
05:48.18 | Aylam | i can do that |
05:48.41 | Thunder_Child | which of the named authors on the site |
05:49.10 | Daeglaus | no clue |
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06:07.25 | Lefi | gnite all |
06:07.56 | Repo | 10qqwaypoints: 03Lefi * r5 / (2 files in 1 directory): minor updates to resolve spacing issues and sizing issues |
06:12.04 | *** join/#waruidev shockbeta (i=user@c-24-5-44-190.hsd1.ca.comcast.net) |
06:17.42 | shockbeta | lua> temp = "iaiaiaia"; print(temp:find("i")) |
06:17.42 | lua_bot | shockbeta: 1, 1 |
06:17.50 | shockbeta | lua> temp = "iaiaiaia"; tab = { temp:find("i") }; print(table.getn(tab)) |
06:17.51 | lua_bot | shockbeta: 2 |
06:17.55 | shockbeta | ... |
06:18.17 | shockbeta | anyway to find every instance other then manually in a loop? |
06:26.14 | shockbeta | lua> count = 0; s = "iaiaiaiaia"; for w in s:gmatch("i") do count = count + 1; end print(count); |
06:26.14 | lua_bot | shockbeta: 5 |
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07:13.55 | Repo | 10lib_surveyor: 03Nevir27 * r21 / (18 files in 4 directories): |
07:13.56 | Repo | Lots o changes. Switch from sub types to filter as a terminology change. cleanup, and fixed a couple zone offsets |
07:27.51 | *** part/#waruidev xJDx (n=xJDx@74.197.26.236) |
07:37.13 | Thunder_Child | ~queef |
07:37.14 | purl | i guess queef is do I smell tuna? |
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08:47.47 | shockbeta | Is there an easy way to convert a string into an array? so I can access it like a char array? |
08:50.56 | shockbeta | lua> local str = "123456"; local arr = { } for i = 1, str:len() do arr[i] = str:sub(i,1) print(arr[i]) end; |
08:50.56 | lua_bot | shockbeta: 1, , , , , |
08:51.19 | shockbeta | lua> local str = "123456"; local arr = { } for i = 1, str:len() do arr[i] = str:sub(i,i) print(arr[i]) end; |
08:51.19 | lua_bot | shockbeta: 1, 2, 3, 4, 5, 6 |
08:51.28 | Aiiane | just do mystring:sub(pos, pos) ? |
08:51.34 | Aiiane | i.e. if I want the 4th character.... |
08:51.41 | Aiiane | lua> a="hello" a:sub(4,4) |
08:51.41 | lua_bot | Aiiane: No output |
08:51.45 | Aiiane | lua> a="hello" returna:sub(4,4) |
08:51.45 | lua_bot | Aiiane: luabot:1: attempt to index global 'returna' (a nil value) |
08:51.47 | Aiiane | lua> a="hello" return a:sub(4,4) |
08:51.48 | lua_bot | Aiiane: l |
08:51.55 | Aiiane | lua> a="goodbye" return a:sub(4,4) |
08:51.55 | lua_bot | Aiiane: d |
08:51.58 | shockbeta | lua> local str = "123456"; local arr = { } for i = 1, str:len() do arr[i] = str:sub(i,1) print(arr[i]) end; |
08:51.58 | lua_bot | shockbeta: 1, , , , , |
08:52.03 | shockbeta | lua> local str = "123456"; local arr = { } for i = 1, str:len() do arr[i] = str:sub(i,i) print(arr[i]) end; |
08:52.03 | lua_bot | shockbeta: 1, 2, 3, 4, 5, 6 |
08:52.19 | Aiiane | the arguments to sub are startIndex and endIndex |
08:52.31 | shockbeta | I was thinkinhg sub and length at first:p |
08:52.50 | Aiiane | anywho, goodnight... sleepytime because I have work tomorrow morning |
08:53.08 | shockbeta | g'night |
08:55.05 | Zachius|afk | chaotic rift is still OP |
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11:11.49 | shockbeta | anyone know what the markup string for the location means? n,in p,in ? |
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13:51.57 | sysrage | wtb working search for curse.com |
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16:08.18 | Aii | good morning. :) |
16:08.34 | Noctys | Hi Aii |
16:09.38 | talvinen | good evening |
16:14.48 | nicoli_s | heya |
16:16.49 | tronned | good morrow, fine townsfolk |
16:33.53 | Noctys | Tronned & Talvinen: where there any specific features you guys were looking for in LibTargetInfo? |
16:33.53 | Noctys | <PROTECTED> |
16:34.02 | Noctys | But was there anything else? |
16:40.52 | tronned | Noctys: Not that I can think of, at the moment. |
16:45.51 | tronned | Just checking out 1.55 now |
17:14.23 | Noctys | tronned: Are you in game? |
17:14.39 | Noctys | Or even if your not, can you look at your LTI saved variable file for me? |
17:14.55 | Noctys | I need to know how it saves out careers |
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17:19.53 | tronned | I was/am |
17:20.01 | tronned | sure, what career? |
17:21.28 | tronned | career = L"Engineer^f", |
17:23.40 | Noctys | thanks |
17:24.31 | Noctys | Hey tronned, is there a really easy way (like one command) to get a targets realm? |
17:26.54 | tronned | a target's realm? like Order or Destruction? |
17:26.59 | Noctys | yeah |
17:27.09 | Noctys | also 1 or 2 |
17:27.13 | tronned | No, you might need to do some IsFriendly + IsNPC checks |
17:27.24 | tronned | no realm provided by TargetInfo |
17:28.38 | Noctys | OK, well there will be with LTI when I am done... Just didn't want to reinvent the wheel |
17:29.27 | tronned | You could make that check in to a function, then incorporate that among your other ones, since you only want PC data anyways |
17:29.30 | tronned | brb: shower |
17:33.56 | shockbeta|work | So if we were saving the settings for addon, when you release a new version mod file why would the settings not be used from the previous version? |
17:34.23 | Noctys | It's the way WAR does there save files |
17:34.42 | Noctys | That's why most people don't actual use a valid version number in their mod files |
17:35.02 | shockbeta|work | okay. I'll stop updating the mod file version:p |
17:35.27 | Noctys | sorta-stupid on WARs part -- they already delete the saved var file is the format changes (at least as far as I've seen) |
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19:13.40 | Aii | er, what Noctys ? |
19:13.46 | Aii | "is the format changes" ? |
19:14.04 | Noctys | Huh??? |
19:14.07 | shockbeta|work | if* I think he meant |
19:14.27 | Noctys | Oh, yeah... if the format changes. And I am wrong actually |
19:14.33 | Noctys | I was just testing that |
19:15.00 | Noctys | It does seem to delete the saved variables if your addon fails to load due to a lua error though. |
19:15.36 | shockbeta|work | yeah, nuked my settings a lot when adding features/bug hunting |
19:15.59 | shockbeta|work | I don't even bother setting anythign away from default anymore:p |
19:16.01 | Noctys | I am trying to be really careful with that and LTI. It would suck if someone lost all there target data |
19:17.30 | shockbeta|work | save it in two. sueable, backup |
19:17.34 | shockbeta|work | useable* |
19:18.18 | Aii | wouldn't matter unless you had two different .mods |
19:18.18 | shockbeta|work | hmm.. |
19:18.18 | Aii | because multiple savedvariables are still in the same file |
19:18.26 | shockbeta|work | so it actually deletes not just overwrites them.. |
19:18.54 | shockbeta|work | I was hoping it would only nuke them if you reinstated one. |
19:19.49 | shockbeta|work | like only write add to backups, never replace it in code. for if foundinbackup(somedata) then insert(somedata) end |
19:23.24 | Aii | I found my preferred workaround with Squared |
19:23.36 | Aii | which fixes a number of those issues at not-to-high a cost |
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19:36.01 | Repo | 10pingit: 03disturbedHR * r15 / (3 files in 1 directory): Fixing minor bug in assist function |
19:45.59 | Repo | 10pingit: 03disturbedHR 040.1.6 * r16 : Tagging as 0.1.6 |
20:02.38 | Noctys | Aii: So have you found a way to keep saved data after a crash to desktop, exiting with the X or the file not loading correctly? |
20:06.25 | Aiiane | The last, yes; the first two are impossible |
20:06.43 | Aiiane | or more specifically, the first two it's impossible to keep changes that were made during that session |
20:11.36 | Noctys | How are you not having it be destroyed? When I crash to desktop or exit with the X my savedVar files are always empty! |
20:15.05 | Noctys | Aii ^^^ |
20:15.15 | Aiiane | odd, if/when I crash my savedvariables.lua are just what they were before I started playing |
20:15.37 | Aiiane | if there's an error loading files it'll wipe them out, sure, but crashes don't, it just doesn't save changes |
20:25.11 | Chryzo | stupid question, but the tty screens on linux for you linux users, does it mean 'talk to you' ? |
20:26.05 | Aiiane | no |
20:26.23 | Aiiane | it's a shortened form of "teletype" |
20:26.23 | Daegalus | it means teletypewriter if im not mistaken |
20:26.40 | Chryzo | ok :) thx |
20:26.45 | Aiiane | it's held over from when computer output devices really were teletypes |
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20:27.50 | Aiiane | virtual screens often are then called PTYs, for "pseudo teletype" |
20:28.11 | Chryzo | k |
20:31.56 | Repo | 10scourgeaid: 03shyndarkly * r8 / (3 files in 1 directory): Fix for discovered abilities not activating |
20:34.03 | Noctys | Aiiane: How do you keep the data from being wiped when the lua code doesn't load? |
20:35.38 | Aiiane | Noctys: separate .mod with the savedvariable (see Squared) |
20:36.00 | Aiiane | that deps the main mod |
20:36.46 | Noctys | So basicly your saved varaible file is a seperate mod that just happens to be in the same directy(sorta)? |
20:37.00 | Aiiane | pretty much. separate mod with a a dependency |
20:37.17 | Aiiane | also means I can change the version number of my main mod freely |
20:37.45 | Aiiane | "Update 11/14/2008, 3:30 PM EST: The Heavy Metal event will begin Tuesday, November 18, 2008 in order to coincide with the release of Game Update 1.0.5. Please watch the Herald for more details!" |
20:37.51 | Aiiane | well, we have an official date for 1.0.5 then |
20:38.10 | Noctys | Cool, thanks Aii! |
20:43.55 | talvinen | Aii: Does a project on CurseForge need to be approved in order to use SVN? I'm getting an "Authorization failed" here |
20:44.54 | Aiiane | talvinen: are you using the right login? |
20:45.12 | talvinen | Aii: forget it, worked at the 2nd try. no idea why, didn't change anything |
20:45.21 | Aiiane | typo? :P |
20:46.25 | Repo | 10xpanels: 03talvinen * r2 / (3 files in 1 directory): Initial Release |
20:46.48 | Repo | 10xpanels: 03talvinen 041.0 * r3 : tagged as 1.0 |
20:47.23 | Aiiane | While I certainly believe in competition encouraging innovation, is there a particular reason you wanted to create another panels addon, talvinen? I'm curious what differences you had in mind |
20:47.37 | talvinen | You mean SNT Panels? |
20:49.18 | talvinen | simply for the fact that SNT Panels hasn't been updated for quite a while now, and lacks the possibility to e.g. change the color or alpha of the panels |
20:49.44 | talvinen | it basically only allowed you to have 1 out of 3 predefined templates for all panels you wanted to use |
20:50.23 | Aiiane | Hmm. Curse comments has one from 9th Nov from the author saying he's working on a new version |
20:50.25 | talvinen | and was a pain to arrange, because you could only change it's size in the layout editor, making it difficult to full the whole width of a screen, because you get stuck at the edges |
20:50.34 | Aiiane | you might try and get in contact with him perhaps, and collaborate? |
20:51.13 | shockbeta|work | Problem is a lot of developers don't like others hands in their cookie jar:p |
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20:55.02 | talvinen | Aii: I guess I could write him a message. On the other hand, with the current possibilities of a panel addon, there might not be too much room for further collaboration |
20:56.46 | shockbeta|work | in my opinion everyone has preconceived notions on how something should work, which is why there are variations to projects. What one persons end ideal is on a project could vary drastically from yours, and sometimes it can take a bit of shoe horning to get theres how you would want it to work. It's not just about what it does, but also how to interact with it. |
20:57.46 | shockbeta|work | Like I don't really like war board at all the, something about it just doesn't work for me. SNT bar isn't that bad, but still doesn't do everything I want it to do. And therein lies the control issue. I could freely change the code base to do what I want, but then everytime it was updated I would have to resolve all the changes I made if I wanted them or not, which leads right back to I should just make my own. |
20:59.54 | shockbeta|work | Just like my opinion, there are plenty of users who like different things, not everyone likes the panel mod that's out right now, so another option may be better. I beleive at one level or another all addons develop the same features set in one form or another. If someone does soemthing I like in another addon and it's useful in mine I will most likely do something similar in mine, just as I assume others do as well. |
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21:05.07 | talvinen | Another point would be the simplicity of the addons you're going to use. I like to have a lot of control in configuration, but I dislike if addons do a bunch of things I don't really want to use. That, for example, was the idea why I created TargetRing. you could also use RV Mods, but those do many things I prefer to have other addons for. |
21:06.22 | shockbeta|work | Yeah, to say we all should just collaborate, why I do understand why it's asked, is like asking saying if you like icecream then the flavor doesn't matter. |
21:06.33 | shockbeta|work | ..which I do understand why it's asked* |
21:07.16 | shockbeta|work | Sometimes a collaboration can be beneficial, but it depends again on your ideals on the project, and if they mix with the other persons. |
21:08.04 | shockbeta|work | Just get a group of gaem designers in a room and tell them to decide how to handle something and you'll see the sparks fly if any of htem feel strongly one way or another. |
21:08.22 | talvinen | Reading what the Author of SNT Panels has in mind for future versions, it might supersede xPanels in terms of functionality. But for now, I can offer a simple Mod that covers most of the things one might want of a Panel mod. If you want to have the full load of options, you should simply wait for SNT Panels v2 :) |
21:09.27 | shockbeta|work | plus the author of snt panels is the same as snt bar I think, so that's two projects that can turn in to large ones that his time is split between. |
21:10.40 | talvinen | that doesn't count, as I have to maintain xHUD *g* |
21:11.03 | shockbeta|work | yeah but like you said, you're going for a simplistic panel option not feature loaded as I suspect snt will be |
21:11.30 | talvinen | aight |
21:13.49 | Aii | but that's only xhud :P |
21:14.03 | talvinen | tsee |
21:14.23 | talvinen | I still have a life! ahem |
21:16.01 | Aii | I have a life ;_; |
21:17.32 | talvinen | sure you have. and if it would only consist on sitting there and coding stuff, it isn't worth less |
21:17.40 | talvinen | not saying that it would be that way :D |
21:19.16 | Aii | I just multitask o.o |
21:22.18 | Repo | 10scourgeaid: 03shyndarkly 04v1.0.4 * r9 : Release 1.0.4 |
21:28.03 | Repo | 10xpanels: 03talvinen * r4 xPanels.lua: added finetuning position controller to the GUI |
21:28.24 | Repo | 10xpanels: 03talvinen 041.1 * r5 : tagged as 1.1 |
21:31.10 | talvinen | bah |
21:31.32 | talvinen | Gork Sez Stop doesn't works on mobs :( |
21:33.55 | Aii | which is odd, since Enfeebling Strike does |
21:34.23 | talvinen | I'll test again |
21:35.46 | talvinen | works for the first 4 seconds, than vanishes |
21:36.02 | talvinen | without the mob stopping to move |
21:36.36 | talvinen | But I guess it would be to OP |
21:36.42 | talvinen | you could simply kite any mob to death |
21:36.57 | talvinen | 13200 damage max |
21:37.12 | talvinen | and cooldown would be ready afterwards |
21:38.55 | Aii | might just be how the server handles movement, it doesnt have mobs 'continuously moving' and thus it expires early... dunno |
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22:22.10 | Noctys | I found a Bat Wing -- White -- Bind on Pick-Up -- Any ideas? |
22:28.13 | shockbeta|work | usually something some want sto see for tome unlock |
22:28.25 | shockbeta|work | where were you? |
22:29.35 | Noctys | Not sure -- I've had it for a few days. |
22:29.39 | shockbeta|work | http://www.warhammeralliance.com/forums/showthread.php?t=121526&page=55 |
22:29.43 | shockbeta|work | troll country? |
22:29.50 | shockbeta|work | O) The NPC to turn in the bound bat wing is in the Ch6 Empire town, Felde Castle in Troll Country. His name is Bernard the Alchemist. |
22:30.09 | shockbeta|work | looks liek a title unlock "Echo Hunter" |
22:30.30 | Noctys | very likley |
22:32.19 | Noctys | Cool thanks |
22:32.24 | shockbeta|work | n/p |
22:49.23 | Andrew-- | Echo Hunter is recieved after killing a single bat in Marshes of Madness, I believe. |
22:53.12 | Repo | 10verticaltactics: 03silverq * r17 / (3 files in 1 directory): Now works Wif Namez |
22:54.23 | Repo | 10verticaltactics: 03silverq 041.11 * r18 : Tagging as 1.11 |
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23:07.55 | tronned | Echo Hunter is from killing a bat in Marshes of Madness, like Andrew said |
23:11.09 | Noctys | Hey tronned: LTI 1.6 is awaiting approvale. It adds a new function: LibTargetInfo.setPlayerCareer(targetClassifications, passedCareer) |
23:11.34 | tronned | Noctys: for saving careers? neat! |
23:11.52 | Noctys | Yes, I am not going to add the functionality to LTI to actually add the targets. But you can add a slash command that calls it |
23:12.52 | Noctys | I will be adding it to TargetInfoWindows. And I will probably include a function in a future version of LTI that is fully LibSlash compatable. But for now that will work |
23:12.57 | tronned | I won't add one to Moth, but I'll certainly reference it in the docs |
23:13.25 | tronned | believe it or not, I just got done redoing my UI from default, lol |
23:13.47 | Noctys | What did you use to do it? XML? |
23:14.35 | tronned | No, just movign the elements around |
23:14.46 | tronned | this used to be my WoW UI (Reunion) http://antipersonnel.org/media/images/storage/080421-s-casting_roflcopter.jpg |
23:15.09 | tronned | and in combat, kind of: http://antipersonnel.org/media/images/storage/080429-r-ab-bs.jpg |
23:15.19 | NigelTufnel | how would I best flip a texture upside down? Do it as a dynamic image and rotate it 180 degrees? |
23:15.46 | shockbeta|work | texdims? |
23:16.10 | NigelTufnel | ya, hadnt looked into those much, figured thats what the answer was |
23:16.13 | shockbeta|work | 64,-64 |
23:16.24 | NigelTufnel | ah makes sense |
23:16.28 | tronned | TeDims |
23:16.28 | shockbeta|work | you could rotate it as well though |
23:16.33 | tronned | *TexDims |
23:17.01 | shockbeta|work | but texdims will do a mirror, rotate is usually when you want to actually change the orientation |
23:17.16 | NigelTufnel | right, i wanted a mirror anyways |
23:17.24 | NigelTufnel | thanks guys |
23:18.01 | tronned | is there a DynamicImageSetTextureOrientation ? |
23:18.53 | shockbeta|work | DynamicImageSetRotation() |
23:19.00 | shockbeta|work | takes dynamicimagename, and rotation in degrees |
23:19.37 | shockbeta|work | There's issues with it, it only rotates the image, not the window, so if oyu rotate something that is rectangle... it's weird |
23:19.50 | NigelTufnel | ya, I did see that one and was noticing the issues |
23:20.02 | NigelTufnel | TexDims is what I did want though, worked perfectly |
23:27.11 | tronned | talvinen: xPanels needs images, my curiosity is piqued ;) |
23:27.29 | talvinen | ~.~ |
23:27.45 | talvinen | image a black retangle :P |
23:28.43 | tronned | plus, I want to see your UI ;) |
23:29.23 | talvinen | I'll do a screenshot next scenario |
23:29.38 | Thrae | Don't forget about our pal cropping |
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23:30.36 | talvinen | ...what? |
23:36.01 | NigelTufnel | so, still not 100% on the texcoords and texdims dealio |
23:36.10 | NigelTufnel | if I do |
23:36.10 | NigelTufnel | <PROTECTED> |
23:36.10 | NigelTufnel | <PROTECTED> |
23:36.20 | NigelTufnel | its all pixely + smaller than if i do |
23:36.20 | NigelTufnel | <PROTECTED> |
23:36.20 | NigelTufnel | <PROTECTED> |
23:36.22 | shockbeta|work | it will start at texcoords postion |
23:36.52 | shockbeta|work | the draw to the poisition of texdims. |
23:37.03 | NigelTufnel | hmmm |
23:37.38 | NigelTufnel | ok ya that makes sense, im playin with it now |
23:37.57 | shockbeta|work | If visual aid would help you figure them out, try this: http://war.curse.com/downloads/war-addons/details/iconviewer.aspx |
23:38.28 | NigelTufnel | ya I have been referencing the default client code |
23:38.49 | shockbeta|work | That will let you play with values on teh fly to udnerstand what you're doign and how ti effects it;) |
23:39.17 | shockbeta|work | just make sure scale is set to 1. |
23:39.41 | shockbeta|work | oh and XL YL are the x,y of teh texdims |
23:39.52 | NigelTufnel | ya no I see what was confusing me, there texture I am referencing had similar stuff above it and below the reference point, so I was just getting lost in the texture image |
23:40.03 | shockbeta|work | hehe, it happens;) |
23:40.43 | shockbeta|work | I use that icon viewer if I ever need to crop otu an image from an image map, easier to scroll the mouse wheel and plug numbers in on the fly in a large window then plugging them into an addon |
23:41.52 | NigelTufnel | haha ya thats a good point, I should give that a go |
23:42.31 | shockbeta|work | If oyu knwo the name of hte texture you can click the space where the icon number goes and it gives you a pop up to type in a texture name. |
23:43.08 | talvinen | tronned: http://ferox-horde.de/downloads/4/WundaheilaM_012.jpg |
23:44.23 | NigelTufnel | pretty sweet tronned |
23:44.50 | NigelTufnel | er talv |
23:44.53 | NigelTufnel | misread that haha |
23:45.13 | NigelTufnel | shock: ok thats real sweet Il have to start using that |
23:45.35 | tronned | that's a lot of black! |
23:46.07 | Repo | 10tometracker: 03Bloodwalker * r25 Source/TomeTracker_Journal.xml: Fixed Overhead Map Button, it will now save its position |
23:48.01 | Aiiane | german always looks funny to me :) |
23:51.12 | talvinen | tronned: I'm satanist |
23:51.25 | tronned | Aii called Germans funny looking ... tsk tsk |
23:51.27 | NigelTufnel | I love how everything is german except things like Screenshot |
23:52.26 | Aiiane | NigelTufnel: http://www.youtube.com/watch?v=vLbvffkibyY |
23:52.39 | Aiiane | (for talvinen too, I suppose :P) |
23:53.28 | NigelTufnel | haha |
23:53.34 | talvinen | Oh, I know that |
23:53.38 | talvinen | it's hilarious |
23:53.43 | NigelTufnel | I was in switzlerland last winter, I love hearing german |
23:53.50 | NigelTufnel | this is particularly hillarious though haha |
23:54.26 | Aiiane | talvinen: I don't speak much german at all, but I still like Wise Guys |
23:54.39 | Aiiane | both their english songs and their german ones, I just look up the translations for the german ones |
23:55.07 | Aiiane | Nur Fur Dich is funny :) |
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23:55.22 | talvinen | ay |
23:55.27 | talvinen | I like 9live |
23:55.38 | talvinen | but that's about a german tv channel |
23:56.20 | Aiiane | also, Alle meine entchen is pretty neat to watch the video for |
23:56.29 | Aiiane | http://www.youtube.com/watch?v=osspc11TRTg&feature=related |
23:57.08 | Aiiane | NigelTufnel: the first one I linked, Denglish, is basically about how terms from other languages keep getting pulled into use in german :P |
23:57.37 | talvinen | Alle meine Entchen is an old german nursery rhyme |
23:57.46 | NigelTufnel | hahaha |
23:57.50 | Aiiane | talvinen: I know :) |
23:58.01 | Aiiane | which is one of the reasons is funny |
23:59.36 | Aiiane | oh, also, http://www.youtube.com/watch?v=exuj_wO0vlY&feature=related |
23:59.49 | Aiiane | I don't think I could even come close to that |