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01-24-14, 11:44 AM   #1
Duugu
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How do I report bugs to Blizzard?

There are several annoying bugs within the animation API.

I really would like to report them. But I don't know where. Is there any way to do this?
And would they even care if I do?
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01-24-14, 11:48 AM   #2
ravagernl
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Originally Posted by Duugu View Post
There are several annoying bugs within the animation API.

I really would like to report them. But I don't know where. Is there any way to do this?
And would they even care if I do?
Just post them on the official forums?
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01-24-14, 11:52 AM   #3
Duugu
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Originally Posted by ravagernl View Post
Just post them on the official forums?
Is that a statement or a question?

I'm an EU player. I can't post in US forums.
My last forum post was long ago. But I clearly remember that Blizzard wasn't really caring about the EU forums.
I would be really surprised if a but report posted on an EU interface forum would make it to someone who knows what I'm talking about or even would been read by a person who could/would forward it to developers.

Last edited by Duugu : 01-24-14 at 11:57 AM.
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01-24-14, 01:22 PM   #4
Rainrider
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First confirm here or somewhere else that what you think is a bug is also perceived that way by the community. Then either submit a bug report in-game (it's being directed directly to the developers and you won't get any status on that - at least that is what a game master told me) or ask someone here to post it on your behalf on the american boards. Apparently what's on the EU boards gets redirected, but you won't get status on that too.
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01-24-14, 01:43 PM   #5
Choonstertwo
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I can post in the US forums for you. Last time I posted a UI bug report (here), it took approximately three months to fix (initially reported late Semptember or early November 2012, fixed on the 2nd of January 2013); so I wouldn't expect any direct response or instant fix.
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01-24-14, 02:44 PM   #6
Duugu
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Thank you.

I'll write it down and post it here.
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01-25-14, 02:14 PM   #7
Redfoot9
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The posts above seem to be the situation at WoW. I tried to add an issue about bug reporting as it is currently done and Blizzard either deleted it or made it inaccessible to everyone else.

I do not like the new system and I think that returning to the previous setup would be a good idea. I doubt that Blizzard would support that.

Also don't plan on hearing back from a game master. I have reported several bugs and have not received a single response from any of them.
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01-30-14, 05:17 PM   #8
Choonstertwo
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Originally Posted by Duugu View Post
Thank you.

I'll write it down and post it here.
It's been a few days, do you still want the bug(s) reported?
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01-30-14, 05:34 PM   #9
Duugu
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Originally Posted by Choonstertwo View Post
It's been a few days, do you still want the bug(s) reported?
Thanks for asking. Yes. But I'm quiet busy at the moment. :/
I'll try to write everthing down this weekend.
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01-31-14, 06:47 AM   #10
Resike
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You could also ask them when they are willing to fix the slidervalue bug, it's been 4 months now.
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01-31-14, 08:11 AM   #11
Duugu
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Ok ... here we go.
Please find my bug report below.

It would be nice if someone could test my examples to confirm that these are actually bugs. Thanks for your effort to everyone.

[e] I do apologize for my poor english. Corrections are appreciated.

Last edited by Duugu : 01-31-14 at 08:21 AM.
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01-31-14, 08:11 AM   #12
Duugu
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1. Rotating fontstring objects

The rotation of fontstring objects is inaccurate.
The first start of a fontstring animation works as expected. The second (and all further starts) don't behave as expected. The fontstring objects position starts at the point where the previous animation has ended.
This is also true for any fontstring objects that are childs of an animated widget.

Prove of concept:
Load the following code. Wait for the animation to finish. Then use
Code:
/script ag:Play()
to start the animation again.
Lua Code:
  1. local f = CreateFrame("Frame", nil, UIParent)
  2. f:RegisterEvent("PLAYER_ENTERING_WORLD")
  3. f:SetScript("OnEvent", function(...)
  4.  
  5.     local tFrame = CreateFrame("Frame", UIParent)
  6.     tFrame:SetPoint("CENTER", UIParent, "CENTER")
  7.     tFrame:SetHeight(100)
  8.     tFrame:SetWidth(100)
  9.     tFrame:SetBackdrop({bgFile="Interface\\Tooltips\\UI-Tooltip-Background", edgeFile="",
  10.     tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  11.    
  12.     local tFontstring = tFrame:CreateFontString("test", "OVERLAY")        
  13.     tFontstring:SetFontObject(GameFontNormalLarge)
  14.     tFontstring:SetText("test string")
  15.     tFontstring:SetPoint("CENTER", tFrame, "CENTER")
  16.  
  17.     ag = tFrame:CreateAnimationGroup()
  18.     local a1 = ag:CreateAnimation("Rotation")
  19.     a1:SetDuration(10)
  20.     a1:SetDegrees(90)
  21.     ag:Play()
  22.  
  23. end)

2. Rotating frame objects and everything that inherits from frame
The rotation of the backdrop border texture is inaccurate.

Prove of concept:
Lua Code:
  1. local f = CreateFrame("Frame", nil, UIParent)
  2. f:RegisterEvent("PLAYER_ENTERING_WORLD")
  3. f:SetScript("OnEvent", function(...)
  4.  
  5.     local tFrame = CreateFrame("Frame", UIParent)
  6.     tFrame:SetPoint("CENTER", UIParent, "CENTER")
  7.     tFrame:SetHeight(100)
  8.     tFrame:SetWidth(100)
  9.     tFrame:SetBackdrop({bgFile="Interface\\Tooltips\\UI-Tooltip-Background", edgeFile="Interface\\Tooltips\\UI-Tooltip-Border", tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  10.  
  11.     local ag = tFrame:CreateAnimationGroup()
  12.     local a1 = ag:CreateAnimation("Rotation")
  13.     a1:SetDuration(50)
  14.     a1:SetDegrees(90)
  15.     ag:Play()
  16.  
  17. end)

The rotation of all child widgets not anchored to CENTER/CENTER is inaccurate.

Prove of concept:
Lua Code:
  1. local f = CreateFrame("Frame", nil, UIParent)
  2. f:RegisterEvent("PLAYER_ENTERING_WORLD")
  3. f:SetScript("OnEvent", function(...)
  4.  
  5.     local tFrame = CreateFrame("Frame", UIParent)
  6.     tFrame:SetPoint("CENTER", UIParent, "CENTER")
  7.     tFrame:SetHeight(100)
  8.     tFrame:SetWidth(100)
  9.     tFrame:SetBackdrop({bgFile="Interface\\Tooltips\\UI-Tooltip-Background", edgeFile="",
  10.     tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  11.    
  12.     -- this frame is rotated correctly
  13.     tChildFrameCENTER = CreateFrame("Frame", tFrame)
  14.     tChildFrameCENTER:SetParent(tFrame)
  15.     tChildFrameCENTER:SetPoint("CENTER", tFrame, "CENTER")
  16.     tChildFrameCENTER:SetHeight(50)
  17.     tChildFrameCENTER:SetWidth(50)
  18.     tChildFrameCENTER:SetBackdrop({bgFile="Interface\\icons\\ability_ambush", edgeFile="",
  19.     tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  20.  
  21.     -- this frame is NOT rotated correctly
  22.     tChildFrameTOPLEFT = CreateFrame("Frame", tFrame)
  23.     tChildFrameTOPLEFT:SetParent(tFrame)
  24.     tChildFrameTOPLEFT:SetPoint("TOPLEFT", tFrame, "TOPLEFT")
  25.     tChildFrameTOPLEFT:SetHeight(50)
  26.     tChildFrameTOPLEFT:SetWidth(50)
  27.     tChildFrameTOPLEFT:SetBackdrop({bgFile="Interface\\icons\\ability_animusdraw", edgeFile="",
  28.     tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  29.  
  30.     local ag = tFrame:CreateAnimationGroup()
  31.     local a1 = ag:CreateAnimation("Rotation")
  32.     a1:SetDuration(50)
  33.     a1:SetDegrees(90)
  34.     ag:Play()
  35.  
  36. end)

3. Rotating Cooldown widgets
With a cooldown widget the frame itself is rotated (as inaccurate as every other widget type). But the 'somehow magically rendered' cooldown within the frame is not rotated.

Prove of concept:
Load the following code. Then use
Code:
/script tCooldownFrame:SetCooldown(GetTime(), 30); ag:Play()
to start the cooldown and the animation.
Lua Code:
  1. local f = CreateFrame("Frame", nil, UIParent)
  2. f:RegisterEvent("PLAYER_ENTERING_WORLD")
  3. f:SetScript("OnEvent", function(...)
  4.  
  5.     tCooldownFrame= CreateFrame("Cooldown", UIParent)
  6.     tCooldownFrame:SetParent(UIParent)
  7.     tCooldownFrame:SetPoint("CENTER", UIParent, "CENTER")
  8.     tCooldownFrame:SetHeight(50)
  9.     tCooldownFrame:SetWidth(50)
  10.     tCooldownFrame:SetBackdrop({bgFile="Interface\\Icons\\ability_ambush", edgeFile="",
  11.     tile = false, tileSize = 1, edgeSize = 10, insets = { left = 0, right = 0, top = 0, bottom = 0 }})
  12.  
  13.     ag = tCooldownFrame:CreateAnimationGroup()
  14.     local a1 = ag:CreateAnimation("Rotation")
  15.     a1:SetDuration(50)
  16.     a1:SetDegrees(90)
  17.  
  18. end)

Last edited by Duugu : 01-31-14 at 08:25 AM.
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01-31-14, 08:17 AM   #13
Duugu
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I do have a feature request too:

Currently a widget will be reset when an animation ends (to it's original position, angle, etc.).

An option/flag to retain the widgets position, angle, etc. at the end of an animation would be a great addition to the animation feature.
For example to 'permanently' rotate a widget.
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01-31-14, 10:12 AM   #14
Seerah
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http://www.wowinterface.com/forums/f...splay.php?f=15.
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01-31-14, 01:22 PM   #15
Duugu
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Yay, another black-hole-forum to post stuff in.

Wasn't aware of it. I'll crosspost my request. Thank you.
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01-31-14, 05:47 PM   #16
Choonstertwo
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I've just posted your report to the Bug Report forum here.
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01-31-14, 10:26 PM   #17
Duugu
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Originally Posted by Choonstertwo View Post
I've just posted your report to the Bug Report forum here.
Thanks a lot sir.
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09-05-14, 11:39 AM   #18
Duugu
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A quick headsup on those bugs:

The first one ("Rotating fontstring objects") seems to be fixed with WoD. The second animation now starts from the fontstrings origin. Thank you Blizzard.

Unfortunatly the FS object still is rotated around it's topleft corner ... ignoring all anchor points. Which still is a real knock-out criterion for using it. :/
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