00:00.59 | Aiiane | sysrage_: mostly |
00:01.09 | sysrage_ | how 'bout infthrottle? |
00:01.22 | Aiiane | haven't checked, but I would hope that glitch was fixed |
00:01.29 | PenguinOfDoom | Makes perfect sense, doesn't it? If the best siege equipment is a slow, ineffective ram, the best defense is hitting the choke point with every non-targeted spell you got |
00:01.45 | sysrage_ | and sorry to keep hounding you but the combatlog ctd thing is still around, right? |
00:02.17 | sysrage_ | can ignore me and i'll test it myself. just curious. haven't been able to play since 1.1 |
00:03.51 | Thurwell | I don't know, they said they fixed several ctd issues in a patch todady |
00:04.01 | Thurwell | plus I haven't bothered turning off my log since 1.1 and haven't CTDed |
00:05.27 | sysrage_ | doh. autodismount is apparently broken |
00:07.50 | Thurwell | You can fix it, read the comments |
00:08.07 | Thurwell | just change ipairs to pairs in the lua. easy to find, the whole file's like 12 lines long |
00:08.09 | amirabiri | What's the difference between ButtonSetCheckButtonFlag() and ButtonSetPressedFlag() ? |
00:08.56 | Aiiane | the former is for checkboxes, the latter for any button |
00:09.15 | Aiiane | checkboxes are implemented as buttons with a persistent toggle state |
00:09.45 | Aiiane | *second persistent toggle state |
00:12.19 | amirabiri | Something doesn't make sense here |
00:12.21 | sysrage_ | thur: thanks :) |
00:12.30 | amirabiri | in settingswindow.lua |
00:12.58 | amirabiri | there is a line ButtonSetCheckButtonFlag( "SettingsPerformanceShaderCachingButton", true ) |
00:13.15 | amirabiri | and then later on ButtonSetPressedFlag( "SettingsPerformanceShaderCachingButton", SystemData.Settings.Performance.shaderCaching ) |
00:13.41 | Aiiane | yes |
00:13.48 | Aiiane | the former specifies that the given button is a checkbox |
00:13.58 | Aiiane | the latter specifies whether it's checked or not |
00:14.48 | amirabiri | I see. And how come inheriting EA_LabelCheckButtonWide doesn't take care of the former? |
00:17.27 | Repo | 10mapmonster: 03Bloodwalker * r49 Source (2 files in 1 directory): |
00:17.30 | Repo | Quick bug fix for editor window edit box not showing the text |
00:18.06 | Repo | 10mapmonster: 03Bloodwalker * r50 Source/MapMonster.lua: Version increment |
00:18.26 | Repo | 10mapmonster: 03Bloodwalker 04Beta v0.3.3 * r51 : Tagging as Beta v0.3.3 |
00:20.42 | *** join/#waruidev Ackis (n=asdf@WoWUIDev/WoWAce/ARL/Troll/Ackis) |
00:22.30 | Aiiane | amirabiri: because templates don't actually set that flag |
00:22.42 | Aiiane | because the templates are still buttons |
00:23.02 | amirabiri | you mean they can't or you mean that's on purpose? |
00:23.33 | amirabiri | because expected behavior would be for something that inherits something called "something checkbox" to behave like a checkbox... :-) |
00:24.04 | Aiiane | the only reason it's named checkbox is because it looks like a checkbox |
00:24.11 | Aiiane | it's not actually a checkbox until the flag is set in code |
00:24.31 | sysrage_ | is my intarweb crapping out or is melee even more impossible now? everybody warping around i can't hit shit. framerate is fine, people are just warping |
00:26.40 | Bloodwalker | xml is a way to create the look of the UI elements outside of lua.... lua is about how it behaves |
00:27.40 | amirabiri | So the principle is that XML inheritence gives zero behavior inheritence under all circumstances? |
00:28.30 | Aiiane | amirabiri: no, it simply doesn't in the case of checkboxes |
00:28.38 | Aiiane | because as far as xml is concerned, they're buttons |
00:29.51 | Aiiane | XML Buttons behave differently from XML Labels behave differently from XML DynamicImages |
00:29.57 | Aiiane | but checkboxes aren't an xml element |
00:30.06 | Aiiane | they're just <Button>s that have a flag set |
00:32.33 | amirabiri | OK I see |
00:32.36 | *** join/#waruidev MrOffline (n=do@p57A87A10.dip.t-dialin.net) |
00:32.52 | amirabiri | Did anyone play around with PLAYER_ACTIVE_TACTICS_UPDATED? |
00:32.59 | amirabiri | My callback doesn't appear to be called |
00:33.05 | *** part/#waruidev MrOffline (n=do@p57A87A10.dip.t-dialin.net) |
00:33.59 | amirabiri | nvm found the problem |
00:40.28 | Thurwell | Warping is either server lag or client to server lag, it's not related to your framerate |
00:54.24 | Aiiane | is 1.1 on euro servers yet? |
01:02.23 | gutgut_ | + |
01:03.53 | gutgut_ | <PROTECTED> |
01:08.08 | Aiiane | k |
01:19.46 | *** part/#waruidev gutgut_ (n=gutgut@p5B0A39F6.dip.t-dialin.net) |
01:20.09 | *** join/#waruidev gutgut_ (n=gutgut@p5B0A39F6.dip.t-dialin.net) |
01:21.20 | Repo | 10squared: 03Aiiane * r131 / (6 files in 2 directories): FIXED: Debuff indicators should now work properly. |
01:21.24 | Repo | REMOVED: Code for old version of buff indicators, now that 1.1 is live for all servers. |
01:21.28 | Repo | FIXED: Debuff indicators should work properly now. (Additional fixes.) |
01:21.33 | Repo | FIXED: Debuff indicators should work properly now. |
01:41.25 | Repo | 10nhidegcd: 03Nemes * r10 source/nHideGCD.lua: |
01:41.29 | Repo | Only hide the flash animation for GCD - the default UI now hides the text |
01:42.06 | Repo | 10nhidegcd: 03Nemes 041.2.0-beta * r11 : |
01:42.10 | Repo | Only hide the flash animation for GCD - the default UI now hides the text |
02:16.12 | WikkiFizzle | lol my dispel code is messed up some where and its creating flashing lights all over my UI LOL |
02:16.50 | gutgut_ | nice :P |
02:18.56 | Aiiane | lol wikki |
02:19.16 | WikkiFizzle | my group UF is a like a light tree |
02:19.21 | WikkiFizzle | going red to normal |
02:19.23 | WikkiFizzle | all over the members |
02:19.46 | WikkiFizzle | In the middle of LV |
02:19.51 | WikkiFizzle | so I cant debug it |
02:19.56 | WikkiFizzle | and ocd is kicking in and I want to fix it |
02:19.56 | WikkiFizzle | more than raid...argh |
02:27.05 | Repo | 10nrarity: 03Nemes * r89 source (2 files in 2 directories): Bugfix for set items not displaying yellow |
02:27.34 | Repo | 10nlootlink: 03Nemes * r36 source (2 files in 1 directory): Bugfix for set items not displaying yellow |
02:27.56 | WikkiFizzle | Hm Im thinking its my table count |
02:28.00 | WikkiFizzle | getting messed up some how |
02:28.27 | Repo | 10nrarity: 03Nemes 041.15.0-beta * r90 : Bugfix for set items not displaying yellow |
02:30.12 | Aiiane | dinner, back in a bit |
02:55.57 | gutgut_ | is there an nicer way to do an inline if in lua than "x = debug and d("###",k,v,cmdset[k][1])" |
03:00.54 | Bloodwalker | what are you trying to do? |
03:00.54 | Bloodwalker | or show |
03:01.22 | Repo | 10nlootlink: 03Nemes * r37 source/nLootLink.lua: Add message when /ll is used before init |
03:02.20 | gutgut_ | in this case just hide my debugmessages for release |
03:03.17 | Bloodwalker | can use keyword susbtitution to wrap your debugs in comments for release |
03:03.53 | gutgut_ | & i need it in gereral for coding |
03:03.53 | gutgut_ | s = true and print("hello") |
03:03.53 | gutgut_ | seems to be the nicest way |
03:04.38 | Bloodwalker | I use an svn repo.. and simply add --@alpha@ before and --@end-alpha@ after the lines that need to be commented out for release |
03:11.26 | gutgut_ | for warui coding i dont need to filter something out ... maybe someone else want to work with my addons and then its easier to handle |
03:19.10 | Repo | 10nhidegcd: 03Nemes * r12 source/nHideGCD.lua: Fix bug with flashes appearing after bar swap |
03:19.31 | Repo | 10nhidegcd: 03Nemes 041.2.1-beta * r13 : Fix bug with flashes appearing after bar swap |
03:24.04 | *** join/#waruidev Andrew-- (n=Anonymou@d206-116-186-174.bchsia.telus.net) |
03:26.32 | *** join/#waruidev amirabiri (n=chatzill@abiri.org) |
03:27.12 | Repo | 10cleanunitframes: 03Aiiane * r102 / (4 files in 1 directory): Added tag 1.0.22 for changeset fa100106b7f9 |
03:27.12 | Repo | FIXED: Buffs/debuffs should be properly hidden when the option to hide them is set. |
03:27.12 | Repo | FIXED: Targeting mobs/npcs should now result in a white name rather than the color of whatever class of player was last targeted. |
03:41.48 | Repo | 10objtracker: 03Aiiane 041.3 * 2f4e613 /: [new tag, +1 commits] Tagging as 1.3 |
03:49.33 | Andrew-- | Do NPC mobs share a common unique identifier across clients? The worldObjectId seems to vary. |
03:57.10 | WikkiFizzle | they are per zone |
03:57.23 | WikkiFizzle | and they are for all objects in that zone |
04:07.26 | Andrew-- | Even so, two players in the same zone will see different worldObjIds for the same mob. |
04:08.44 | Aiiane | depending on what order they loaded them in, yes |
04:08.44 | Aiiane | worldObjIds are assigned by the client I believe |
04:08.54 | sysrage_ | i'm probaly gonna crash as soon as i say this, but the combatlog CTD problem seems to be fixed |
04:09.06 | sysrage_ | been playing for quite awhile with no CTD |
04:09.14 | sysrage_ | with combat log enabled |
04:10.03 | WikkiFizzle | I have to agree sysrage |
04:10.14 | WikkiFizzle | I played for 8 hours before I got a c++ runtime error |
04:20.48 | Valkea | is there something else than TargetInfo:UnitName( ) to get the target name with the sex (^f and ^m) instead of the name alone ? |
04:23.41 | Valkea | oh finaly it work, but i need to extract -1 and not -2... |
04:27.21 | Aiiane | gah...the people in this scenario are so bad :( |
04:28.37 | Aiiane | "thanks mr.warrior priest, im sure that hot will save me when you cast it on me as im at 5% hp" |
04:28.42 | Andrew-- | Err |
04:28.42 | WikkiFizzle | Perhaps he thought you were going for the surviving 250 fights at < 5% hp unlock? :P |
04:28.42 | Andrew-- | What was that WP doing HoTing you at all? |
04:28.42 | Andrew-- | L2P, WP! |
04:28.42 | WikkiFizzle | One of our mages got that the other day |
04:28.58 | WikkiFizzle | er bws* |
04:28.58 | WikkiFizzle | wow |
04:28.58 | WikkiFizzle | kill me |
04:28.58 | WikkiFizzle | for saying mages |
04:29.25 | Aiiane | I got that unlock a while ago on my archmage... |
04:44.14 | Thrae | Ack, I just installed the new ObjTracker and I can't move it, nor is it registered? Lemme try deleting its settings... |
04:44.54 | Aiiane | oh |
04:45.01 | Aiiane | I think I might know where I screwed up Thrae |
04:46.10 | Repo | 10objtracker: 03Aiiane 041.3.1 * bf7d978 /: [new tag, +1 commits] Tagging as 1.3.1 |
04:46.22 | Thrae | I didn't have trouble moving it before, so I was confused by the patch...but thought there might be changes you didn't talk about. |
04:46.28 | WikkiFizzle | hm..I get told I dont have room in my pack for loot... |
04:46.37 | WikkiFizzle | but I hvae like 20 open spots :< |
04:47.59 | Thrae | Aiiane: Hmm, since I just unzip on top instead of deleting the old files, it should have loaded the old files if that was the case, unless you added a new one from 1.2. Lemme see. |
04:51.09 | Thrae | Aiiane: Actually I think that did fix it, either that or deleting the ObjTracker SV directory (which shouldn't be saving anything anyway) |
04:51.30 | Thrae | I forget that's not where the position is saved. |
04:51.50 | Aiiane | I added a file in 1.3 |
04:51.57 | Aiiane | but forgot to tell git to add it to the repo |
04:52.02 | Aiiane | so it didn't get packaged |
04:52.02 | Thrae | Ah |
04:52.28 | Thrae | Now to fix MainAssist and MouseOverTarget because they're annoying the hell out of me. |
04:52.51 | Thrae | Unless someone already did that. |
04:56.29 | Thrae | EasyMyp isn't updating its hash list anymore. Is someone else maintaining one? |
04:57.55 | Aiiane | not afaik |
04:58.05 | Aiiane | but you could update the easymyp one, if you had access to the google code project |
04:58.18 | Aiiane | bonk chryso next time you see him maybe, he's still on sometimes |
04:58.43 | Thrae | Yeah, he mentioned briefly on his forum how he generates the hash files. |
04:59.38 | Thrae | I'm just a lazy bastard who's not even Level 40 yet. |
05:13.50 | *** join/#waruidev Metaphaze (n=Meta@207-47-245-142.sktn.hsdb.sasknet.sk.ca) |
05:25.10 | Thrae | Haha, they added handleinput and savesettings to MouseOverTargetWindow. OK, now how in the hell to fix that... |
05:36.24 | Thrae | Hmmm, WAR's API doesn't seem to have a way to toggle save settings. |
05:48.39 | sysrage_ | well, i'm impressed with 1.1.. it definitely added some bugs, but for the first time since i started playing in OB, 1.1 fixed more than it broke |
05:49.19 | Metaphaze | I am really happy with the texture support - that opens a world of options for modders |
05:50.01 | sysrage_ | they need to fix the warping quick, though. that's worse than before and a big problem for melee classes. |
05:50.37 | sysrage_ | ya i'm pretty excited to see what people come out with after the API changes |
05:51.13 | Thrae | Aiiane: Do you know of a way to destroy a window created by <Window> in a mod file? It just gives an error when registering another one with the same name. |
05:51.17 | sysrage_ | even just the class info getting put into MOTH and other mods is badass |
05:51.46 | Aiiane | Thrae: ...did you unregister it first? |
05:52.16 | Metaphaze | Oh ya - that was awesome too (though I do feel a bit bad for the LibTargetInfo author, kinda sucks when your mod gets killed so quickly after you worked on it for so long) |
05:52.24 | Aiiane | if you'er trying to override an XML template, though, that's not possible |
05:52.37 | Aiiane | what you *could* do however is destroy the window created from that template |
05:52.44 | Aiiane | and then use a differently-named template |
05:52.53 | Aiiane | and use CreateWindowFromTemplate to create a window with the original's name |
05:58.31 | Thrae | Hmm now it's saving without me doing anything...maybe they stealth fixed it. |
06:21.52 | Thrae | Aiiane: By the way, can you let Squared show the new player menus with all their new options? |
06:22.07 | Aiiane | Probably, I'll just need to look into it |
06:23.54 | Aiiane | PlayerMenuWindow.ShowMenu() seems to be the relevant function |
06:29.07 | *** join/#waruidev Thunder_Child (n=TC@cpe-76-169-229-41.socal.res.rr.com) |
06:31.02 | Aiiane | something seems to be buggy with how it anchors the menu, though :| |
06:36.29 | Thrae | Aiiane: Bleh, it calls self:CreateFromTemplate( "MainAssist" ), but there's no MainAssist template according to grep. |
06:43.17 | Thrae | Hmmm. It's saving the anchors correctly, just not loading them. |
06:45.12 | Aiiane | for what |
06:46.22 | Thrae | EA_PlayerAssist, with the WindowSettings name="MainAssist". |
06:47.01 | Thrae | I move it around using the LayoutEditor, do a /reloadui, and although its position resets in the game, ModSettings.xml reflects the correct anchor changes. |
06:47.39 | Thrae | It's relative to Root of course, so that's not the problem either. |
06:51.05 | Thrae | What's weird is that MainAssist is created from EA_Button_PlayerAssist:CreateFromTemplate("MainAssist"), where EA_Button_PlayerAssist is defined twice (once in XML, once by ButtonFrame:Subclass("EA_Button_PlayerAssist")) |
06:51.25 | Valkea | I can't assign a nil value to a variable in lua ? |
06:51.36 | Thrae | Valkea: Sure you can. local foo = nil |
06:52.08 | Thrae | lua> local a,b = "foo",nil; b = a; print(a) |
06:52.09 | lua_bot | Thrae: foo |
06:52.21 | Thrae | lua> local a,b = "foo",nil; a = b print(a) |
06:52.21 | lua_bot | Thrae: nil |
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06:53.31 | Valkea | humm i try to assign an unexisting table value to a variable, so it should assign nil. But instead it return an error. |
06:54.08 | Bloodwalker | thats different.. trying to index a nil table is an error |
06:54.15 | Valkea | "attempt to index field '?' (a nil value) " |
06:54.25 | Valkea | ohh ok |
06:55.51 | Aiiane | lua> b = a; print(b) |
06:55.52 | lua_bot | Aiiane: nil |
06:55.58 | Aiiane | lua> b = a[1]; print(b) |
06:55.59 | lua_bot | Aiiane: luabot:1: attempt to index global 'a' (a nil value) |
06:56.01 | Aiiane | ^ |
06:56.25 | Aiiane | a[1] is not a variable in and of itself |
06:56.27 | Metaphaze | careful that you are not doing this: my_table.member.a where member doesn't exist yet |
06:56.29 | Aiiane | it's a member of the variable a |
06:56.32 | Valkea | so if i want to verify if this table value exist i can't assign the value to a variable and then verify it. |
06:56.32 | Valkea | t = {"a", "b"} ; x = t[5]; if (x) then print("ok") else print("err") end |
06:56.46 | Aiiane | you can, but you need to make sure the table exists first ;) |
06:57.13 | Aiiane | lua> b = nil; if b and b[1] then print("yes") else print("no") end |
06:57.13 | lua_bot | Aiiane: no |
06:57.16 | Valkea | ohh |
06:57.26 | Aiiane | as opposed to |
06:57.31 | Aiiane | lua> b = nil; if b[1] then print("yes") else print("no") end |
06:57.31 | lua_bot | Aiiane: luabot:1: attempt to index global 'b' (a nil value) |
06:57.41 | Aiiane | notice what I omitted in the one that causes an error |
06:57.41 | Valkea | so i need to verify both t and x ---> if (t and x) then print("ok") else print("err") end |
06:57.50 | Aiiane | if t and t[x] |
06:58.18 | Valkea | ok, perfect. I understand the problem now |
06:59.20 | Repo | 10huduf: 03Metaphaze * r79 / (3 files in 1 directory): - Bump bars up a layer to avoid xpanels conflict |
06:59.24 | Repo | - Maybe get rid of buff flicker? (I couldn't produce it) |
06:59.28 | Repo | - Don't show invalid party bars in warband |
07:00.24 | Valkea | that work, thank you very much (again !) |
07:00.26 | Thrae | Hmm, I think the debug message CTD is still there |
07:00.59 | Thrae | Wait, that wasn't a CTD really, it gave a runtime error. |
07:03.27 | Repo | 10huduf: 03Metaphaze 04HUDUFv2.19 Release * r80 : go to sleep, and good night... |
07:04.18 | Aiiane | that was odd |
07:04.27 | Aiiane | somehow, my CursorWindow had gotten scaled differently from Root |
07:04.29 | Repo | 10nrarity: 03Nemes 041.15-release * r91 : Bugfix for set items not displaying yellow |
07:04.36 | Aiiane | which was massively screwing up where my context menus were displayed |
07:08.22 | Thrae | Ack, I keep getting a runtime error trying to print out this table pointer. |
07:09.29 | Bloodwalker | um then stop doing that :) |
07:11.43 | Thrae | Aha, it was nil. So DEBUG(nil) causes a runtime error. That's not good. |
07:12.20 | Bloodwalker | nice.. so we have towstring({}) and DEBUG(nil)... |
07:14.32 | Bloodwalker | well time to make like windows and crash.. nite all |
07:16.50 | Thrae | Oh, DEBUG() and d() are two different functions. |
07:17.01 | Aiiane | yes they are Thrae :P |
07:17.06 | Aiiane | d() is much safer ;) |
07:17.19 | Thrae | It's a pcall? |
07:17.31 | Aiiane | no |
07:17.36 | Thrae | Hmm, I crashed d() too. |
07:17.37 | Aiiane | it just has support for every data type |
07:17.51 | Aiiane | how'd you manage that? |
07:18.30 | Thrae | Figuring that out now. I think d(nil). |
07:18.53 | Aiiane | d(nil) shouldn't crash |
07:19.00 | Aiiane | it works fine for me, just doesn't display anything |
07:21.52 | Thrae | Anyway, LayoutEditor.GetFrameForSourceWindow( "MainAssist" ) |
07:22.07 | Thrae | That's returning nil even after EA_PlayerAssist loads |
07:24.10 | Aiiane | GetFrame( "MainAssist" ) |
07:24.13 | Aiiane | doesn't return nil |
07:25.41 | Thrae | Right, I'm trying to figure out what's screwed up with the new MainAssist window and LayoutEditor registering. |
07:26.08 | Thrae | So GetFrame works, but not LayoutEditor.framesList[ windowName ] |
07:26.46 | Thrae | However, LayoutEditor.windowsList[ windowName ] ~= nil, as it doesn't even an error. Hmmm... |
07:29.04 | Thrae | Ah, LayoutEditor.framesList is destroyed at one point. |
07:30.21 | Aiiane | button:SetAnchor( { Point = "left", RelativePoint = "left", RelativeTo = "Root", XOffset = 263, YOffset = -372 } ) |
07:30.29 | Aiiane | that's what's moving it |
07:31.09 | Thrae | But that's called before its registered, not after. |
07:31.29 | Aiiane | yes |
07:31.40 | Aiiane | but the act of registering a window does not seem to be what restores its settings |
07:31.49 | Aiiane | in fact, it does not even seem to be what saves its settings |
07:31.55 | Aiiane | registering it just lets the layout editor move it |
07:32.00 | Thrae | Hmmm |
07:32.05 | Aiiane | the saving is done completely independently by the client itself |
07:32.10 | Aiiane | when savesettings is not false |
07:32.42 | Aiiane | and is restored when the window is created |
07:33.01 | Aiiane | thus, setting an anchor in code overrides it |
07:33.01 | Aiiane | whereas setting an anchor in xml is overridden by saved settings |
07:34.17 | *** join/#waruidev Chryzo (n=dtc@92.80.93.239) |
07:39.35 | Ackis | ping Aiiane |
07:43.38 | Aiiane | pong Ackis |
07:44.57 | Thrae | Aiiane: Yeah you're right. I don't see anything in LayoutEditor or LayoutFrame, but I'm still looking... |
07:47.50 | Thrae | Aha! I know how to fix this. |
07:48.32 | WikkiFizzle | Easiest fix is to wait for Mythic to do it imo :P |
07:49.22 | Thrae | WikkiFizzle: Well, it's also a learning experience. And it's pissing me off. |
07:54.07 | Aiiane | Thrae: do you want to code it as a learning experience, or should I push the fix I already coded to curse :P |
07:54.18 | WikkiFizzle | LOL |
07:54.33 | Aiiane | (Completely serious, I have the code sitting here) |
07:56.05 | Thrae | Aiiane: Meanie |
07:56.25 | Aiiane | Thrae: that's why I'm *asking* you :| |
07:56.38 | Aiiane | seems I can't win no matter what I do :( |
07:57.05 | Thrae | Well I'd like to see your code, yes |
07:57.17 | Thrae | Because mine isn't working right now. |
07:57.21 | Aiiane | ok, give me a moment to push it then |
07:57.49 | ckknight | Aiiane: ping |
07:57.56 | Aiiane | ckknight: pong |
07:58.09 | ckknight | did you not get my /msg? |
07:58.17 | Thrae | Although my "TreeHugger" addon *did* do the same thing as "NoCombatLog", but I'd rather have you maintain that. |
08:00.41 | Valkea | how do i remove an entry from a dictionnary table ? |
08:00.41 | Valkea | t[5] = nil will remove it ? |
08:00.54 | Thrae | Valkea: Yes |
08:01.05 | Repo | New project: http://war.curseforge.com/projects/haa/. HyperActiveAssist. Aiiane (Manager/Author). Approved by Ackis. |
08:01.15 | Valkea | sorry ... t["a"] = nil ... dictionnary i mean |
08:01.51 | Thrae | Valkea: Both will work. t[5] = nil for indexed, t["a"] for hash. |
08:02.19 | Repo | 10haa: 03Aiiane * r1 / (4 files in 1 directory): Added tag 1.0 for changeset bbf0f4061828 |
08:02.21 | Thrae | Valkea: Lua tables can be a mix of indexed and hashed arrays. |
08:02.23 | Valkea | ok thx, so my problem do not come from this assignation |
08:02.24 | Repo | Initial commit. |
08:02.30 | Aiiane | there you go Thrae |
08:03.52 | Valkea | ok the problem was totaly different... i guess it is time to sleep >< |
08:06.09 | Thrae | Aiiane: Ah, that's one way to do it. I was making a 2nd window and registering that instead. |
08:06.12 | Thrae | Aiiane: WindowSetScale("SquaredAnchor", HyperMainAssistPosition.scale) |
08:06.23 | Aiiane | oops. |
08:06.26 | Aiiane | yay typos |
08:06.42 | Thrae | Go code reuse |
08:07.17 | Repo | 10haa: 03Aiiane * r3 / (3 files in 1 directory): Added tag 1.1 for changeset 17e0f30c9100 |
08:07.21 | Repo | Oops. Copy-paste fail. |
08:07.33 | Aiiane | indeed |
08:08.16 | Thrae | Well thanks for doing that. Now I don't have to worry about it. |
08:17.07 | Repo | 10haa: 03Aiiane * r5 / (2 files in 1 directory): Added tag 1.2 for changeset e0a1fb2c8ec5 |
08:17.11 | Repo | Let's not forget to dep EA_PlayerAssist. |
08:17.51 | Aiiane | technically, it doesn't really matter since all of the important stuff gets done on LOADING_END, but meh |
08:26.58 | Daegalus | have we figured out how itme links are made in chat yet? might be good for an Invite mod or something |
08:27.13 | Aiiane | I can tell you exactly how they're made, one sec |
08:27.25 | WikkiFizzle | Right click invites was supposed to make it in by default |
08:27.28 | Aiiane | <LINK data="LINK_DATA_HERE" text="This is the link text" color=âr,b,gâ highlight=âr,g,bâ/> |
08:27.56 | Aiiane | and they did, WikkiFizzle |
08:28.09 | WikkiFizzle | nifty! |
08:28.20 | Aiiane | you can right-click a name in chat and choose invite |
08:28.34 | Aiiane | left click will open a tell prompt for them |
08:29.02 | Aiiane | you could hook the handler for hyperlinks to add things for say, shift-lclick or shift-rclick |
08:34.06 | Repo | 10nlootlink: 03Nemes * r38 source/nLootLinkData.lua: Use the nLootLink DB if the game's DB doesn't have the item |
08:40.04 | Repo | 10nlootlink: 03Nemes 041.1.3-beta * r39 : |
08:40.08 | Repo | Better chat linking - use the nLootLink database if the game's database doesn't have the item |
08:41.34 | Repo | 10theseeker: 03beeblebrox42 * r39 TheSeeker.lua: New in 0.12Beta: |
08:41.38 | Repo | Supports the new tank classes and works with the most recent update. |
08:41.58 | Repo | 10theseeker: 03beeblebrox42 04v0.12Beta * r40 : New in 0.12Beta: |
08:42.02 | Repo | Supports the new tank classes and works with the most recent update. |
08:44.52 | Valkea | Good night / day to you :) |
09:01.14 | Aiiane | time for controversial mod-writing time |
09:01.53 | WikkiFizzle | mod that makes someone naked and sells all their gear? :P |
09:03.05 | Aiiane | no -_- |
09:03.20 | Aiiane | only the former might be fun if it worked in RL |
09:03.24 | Aiiane | but the latter is just cruel |
09:03.27 | WikkiFizzle | lol |
10:05.57 | Repo | 10qna: 03Aiiane * r1 / (4 files in 1 directory): Added tag 1.0 for changeset 058663129bb4 |
10:06.01 | Repo | Initial commit. Adds special actions for left- or right-clicking names in chat while holding a modifier key. |
10:06.05 | Repo | New project: http://war.curseforge.com/projects/qna/. QuickNameActions. Aiiane (Manager/Author). Approved by Aiiane. |
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10:10.17 | Thrae | Aiiane: Well now the latest CUF has player buffs fixed, but hostile and friendly buffs are very messed up ;) they show the maximum number of buff icons, even if the target doesn't have that many buffs (it just repeats the last buff multiple times) |
10:11.37 | Aiiane | do you have buffthrottle enabled |
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10:54.52 | art3mis | you could be more controversial by fixing the warhammer achievment helper addon ;) |
10:58.14 | Repo | 10ttitan: 03SquigyStardust * r141 / (7 files in 2 directories): Regular Update |
10:58.53 | Repo | 10ttitan: 03SquigyStardust 04v2.1.16-release * r142 : |
10:58.58 | Repo | Updated the History and Noteworthy Sections, fixed the button problem. |
11:00.17 | art3mis | ya know what the curse client needs |
11:00.25 | art3mis | if the addon works with the latest update patch |
12:35.17 | Repo | 10nhidegcd: 03Nemes 041.2-release * r14 : |
12:35.21 | Repo | 1.1 update - only hide the flashes, not the text, as the default UI does this |
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13:52.48 | Aiiane | night~ |
13:57.36 | art3mis | wow somehow my party buffs are elaking through |
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16:04.45 | Valkea | hello |
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17:20.38 | talvinen | curved bars are so pretty |
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17:41.19 | PenguinOfDoom | ahaha oh man |
17:41.31 | PenguinOfDoom | Whinethread in BW forums saying people are hitting themselves for more damage than they are doing against enemies |
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17:41.41 | PenguinOfDoom | Mythic really balanced it this time! |
17:42.02 | PenguinOfDoom | wait what? |
17:46.05 | Bloodwalker | now I have their address! |
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18:03.25 | Repo | 10mngl: 03Flisher * r2 / (2 files in 1 directory): Initial Commit - Feedback required |
18:03.52 | Repo | 10mngl: 03Flisher 04Version 1.00 - Beta * r3 : Tagging as Version 1.00 - Beta |
18:04.32 | talvinen | *sigh* |
18:04.52 | talvinen | I have approx 0.2 fps at that Keep Fight |
18:05.04 | talvinen | anyone willing to buy me a new pc? |
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18:14.54 | Repo | 10xhud: 03talvinen * r42 xHUD.xml: no longer needed |
18:15.31 | Repo | 10xhud: 03talvinen * r43 / (6 files in 1 directory): internal rewrite, new buff handling, textures etc. |
18:16.01 | Repo | 10xhud: 03talvinen 042.0 Beta * r44 : tagged as beta |
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18:23.54 | Repo | 10wsct: 03Grayhoof * r6 / (12 files in 4 directories): wsct: |
18:23.58 | Repo | - Added name truncation options. |
18:24.01 | Repo | - Separated out Parry, Dodge, and Block for individual options. |
18:24.05 | Repo | - Fixed various minor bugs from 1.1. |
18:24.18 | Repo | 10wsct: 03Grayhoof 04v1.22 * r7 : Tagging as v1.22 |
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19:10.58 | gutgut_ | CustomMap - R3.5 needs approval pls :) is here so who can do this ? would be nice |
19:16.21 | Bloodwalker | hey gut? |
19:16.44 | gutgut_ | :P ? |
19:18.53 | Bloodwalker | just saw your custom map and the request for mapmonster... I made mapmonster and its got me curious.. |
19:21.20 | gutgut_ | :) oh yes i will build in if i can ... it is the next step |
19:25.49 | Bloodwalker | how did you make your map? same mapdisplay as the mini map? or some other way |
19:27.35 | gutgut_ | its the same but other name --> CMapWindowMapDisplay |
19:28.13 | gutgut_ | and the zonemap is --> CMapWindowWMap |
19:29.09 | gutgut_ | i had no look at mapmonster but isnt it easier for you to build in sup for cmap ? |
19:31.19 | Bloodwalker | ya for it to work Ill have to give it some thought... right now a MapMonster icon is simply a new icon window attached to the zone map..the mini map is a different kind of map display from the zone map...and theres even a thrid kind of map in the tome of knowledge |
19:32.59 | Bloodwalker | once I get everything built for the zone map...have waypoints, pin type gui and a few other important bits.. Im going to tackle the minimap display |
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19:47.16 | Chryzo | darn, anyone seen nicoli_s recently ? |
19:51.17 | WikkiFizzle | ~seen nicoli_s |
19:51.18 | purl | nicoli_s <n=email@173.22.211.233> was last seen on IRC in channel #waruidev, 8d 2h 16m 43s ago, saying: 'Aiiane you around?'. |
19:51.51 | Chryzo | whoa |
19:51.59 | Chryzo | he is on vacation or something ? |
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21:00.32 | Thurwell | got through a whole fortress attack without a zone crash |
21:01.05 | Thurwell | trying to jam 200 players up a 6 foot wide staircase though...stupid |
21:11.37 | gutgut_ | hmm @Bloodwalker ... have u read my message ? |
21:22.06 | Bloodwalker | sirry gut was playing scenarios :) |
21:22.08 | Bloodwalker | sorry* |
21:23.21 | Bloodwalker | I was curious to see how you did the custommap... and no right now theres no mini map support in MapMonster but there will be when the rest works like I want it to |
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21:33.15 | Repo | 10xhud: 03talvinen * r45 Textures (10 files in 1 directory): forgot the texture folder, oops |
21:33.18 | Thurwell | there must be a flag in gamedata.player to figure out if you're in a fortress zone |
21:33.33 | Repo | 10xhud: 03talvinen 043.0.1 * r46 : tagged |
21:34.21 | Repo | 10xhud: 03talvinen 043.0.1 * r47 : stupid |
21:34.34 | Repo | 10xhud: 03talvinen 042.0.1 Beta * r48 : tagged |
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22:02.43 | Repo | New project: http://war.curseforge.com/projects/mngl/. MakeNoGuildLeader. Flisher (Manager/Author). Approved by Ackis. |
22:02.48 | Repo | New project: http://war.curseforge.com/projects/bloodymess/. Bloody Mess. Rhekua (Manager/Author). Approved by Ackis. |
22:39.38 | Valkea | Fun, SystemData.Events.PLAYER_DEATH is fired before i really die in the Game huhu. I fight and my alert say "You are dead but you do not know it yet... " and 1 or 2 sec after i really die on my sreen. |
22:39.52 | Valkea | Before 1.1 that was not the case. |
22:40.41 | art3mis | heh |
22:41.13 | art3mis | someone remind me to ask the questtrackerhelper person to auo enable RVR quests when you join senarios |
22:41.41 | art3mis | and to ask the author why zchat purges some tab contents but not others on zone |
22:49.01 | Aiiane | Valkea: you're *actually* dead when the event fires |
22:49.18 | Aiiane | they added some code in 1.1 that was supposed to make it look like you died when whatever kill you actually hits you |
22:49.31 | Aiiane | since things like fireballs have flight times + server latency |
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22:56.19 | gutgut_ | hmm how can i get the id from a zone from the name of the zone (string) ? |
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23:01.51 | Aiiane | make a lookup table for yourself |
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23:13.11 | gutgut_ | ok :P thx |
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23:53.09 | Bloodwalker | Proof there is a santa! http://img153.imageshack.us/my.php?image=bloodshed000hx7.jpg |
23:58.56 | art3mis | heh |