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It's only with the 'face-cam' style portraits, Miiru might have more information (I was just expanding upon what I noticed when I took a look, purely out of interest).
Tested with Simple3DPortraits. Screenshots of the differences: DX11/DX9/OpenGL Also, while taking those screenshots I checked out the character creation screen and got these results: DX11/DX9/OpenGL Basically, OpenGL in the character creation screen behaved similarly to the DX9 results from ingame. DX9 was broken ingame, but fine on the creation screen. DX11 was fine on both. |
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Here is a CSV of the results: http://pastebin.com/pBczmavs (Save it with a .csv extension and open it with Excel/OO Calc/etc.) The point was basically to see if there was any pattern to what that last boolean is, but I couldn't figure it out. Perhaps with a bigger sample set we could notice something. |
I spoke to one of the UI devs about it actually (forgot to follow up on it). It's a known issue, but they weren't able to fix it before the release. It's intended to be at return index #14, and the boolean is (iirc) castByPlayerCharacter.
Should be fixed in a future patch, but until then it's being pushed onto the end of the stack. Just wrap returns #14-17 in a "tonumber(<var>) or 0" until then. |
Latest beta build no longer crashes the client when using fontstrings with just the MONOCHROME style set. That's the good news.
The bad news is the text isn't rendered. |
So their fix was to disable it completly? Nicely done.
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Monochrome still works for me, both on live and beta :s
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If you're combining it with an outline style, it works perfectly fine.
Oh and I take back what I said about it not crashing. I think my quick test on it yesterday did something odd - either that or the bug doesn't always result in a client crash. Test #1: Works, creates the fontstring and displays "BANANAS!" at size 32 with an outline. Lua Code:
Test #2: Works, same as above but with the MONOCHROME style added. Lua Code:
Test #3: Crashes, no outline style specified. Lua Code:
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Afaik it's :SetFont(font, size, 'OUTLINEMONOCHROME')
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It's very free-form for that particular argument - I think separating it by pipes also works. Either way, MONOCHROME all by its lonesome causes crashes.
The comma delimiter works perfectly fine, since I was just copy/pasting that test from what I did in-game :) What's more interesting about the bug is it outright crashes the client and doesn't give the standard error dialog for reporting it. |
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http://www.wowpedia.org/API_FontString_SetFont |
Hmm, I just tested outline and monochrome in SmartRes2. Outline works, of course, but monochrome does not throw errors and crash the game. Instead, it blocked out the text on the resurrection bars so you could not read the caster, target, or cast time.
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I made a request for a few more presents for Blizzard with respect to the various special action bars:
http://us.battle.net/wow/en/forum/topic/6490559996#1 I still need to run through the The Prophet Tharon'ja encounter in Drak'Tharon Keep. I believe it uses the temp shapeshft action bar, and not [overridebar] or [possessbar] |
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local frame = CreateFrame('Frame', nil, UIParent, 'SecureHandlerStateTemplate') It will print "petbattle" when doing a petbattle It will print "cat" when in cat form (druid) It will print "none" if none of the above I would like to see [tempshapeshiftbar] or something along those lines though. Edit: Something like this would work (keep in mind the indexes are not correct, I just used them randomly) Code:
local states = '' |
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2: Nothing covers that |
That's basically what I expected to be the case. I don't like states we can't detect :P
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Blizzard was sneaky, and I never noticed these additions to the restricted environment:
"HasVehicleActionBar", "HasOverrideActionBar", "HasTempShapeshiftActionBar", "HasOverrideUI", "GetVehicleBarIndex", "GetOverrideBarIndex", "HasExtraActionBar", "GetTempShapeshiftBarIndex", "CanExitVehicle" Unfortunately, HasOverrideUI doesn't actually map to anything, though. |
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