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Old 10-18-10, 07:15 AM   #1
AnrDaemon
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Advice on making MFWM working in 4.0 ?

I seems to have fixed "this" errors, but the mod just not doing anything, from what I can see.
Any advice?

Last edited by AnrDaemon : 10-18-10 at 07:21 AM.
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Old 10-18-10, 08:00 AM   #2
spiel2001
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I will have an update out for it by this weekend... it's a combination of things that need to be changed to make it work due to changes in the WoW API with 4.0
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Old 10-19-10, 09:56 AM   #3
harl
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Thanks for the update on an upcoming update. Looking forward to it. MFWM makes the maps look much better in my opinion. :)
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Old 10-23-10, 04:42 AM   #4
RVCA18
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Post Code Update

Hi spiel2001,

I went through the code and made some adjustments.

In the MozzFullWorldMap.xml

Code:
<OnLoad>
	<!-- added 'self' -->
	MozzFullWorldMapFrame_OnLoad(self);
</OnLoad>
<OnEvent>
	<!-- changed to 'self, event, ...' -->
	MozzFullWorldMapFrame_OnEvent(self, event, ...);
</OnEvent>
<OnUpdate>
	<!-- changed to 'elapsed' from 'arg1' -->
	MozzFullWorldMapFrame_OnUpdate(self, elapsed);
</OnUpdate>
...
<OnClick>
	<!-- added 'self' -->
	if ( self:GetChecked() ) then
        ...
	end
	...
</OnClick>
<OnShow>
	...
        <!-- added 'self' -->
	self:SetChecked( MozzFullWorldMap.Enabled );
</OnShow>
In the MozzFullWorldMap.lua

Code:
-- adjusted function options to 'self, event, ...'
function MozzFullWorldMapFrame_OnEvent(self, event, ...)
	local arg1 = ... -- 'arg1' is now properly recognized
        ...
end
Code:
-- added 'self' to function options
function MozzFullWorldMapFrame_OnLoad(self)
	self:RegisterEvent("ADDON_LOADED"); -- changed 'this' to 'self'
	...
end
Code:
function worldMapFrame_UpdateOverlays(dtlFrame, ovrLay, scalingFactor, oAlpha)
	...
	local tname,tw,th,ofx,ofy,mpx,mpy = GetMapOverlayInfo(i)
	if (mpx == nil or mpy == nil) then mpx = 0; mpy = 0 end -- set mpx & mpy to 0 if nil	
	...
end
Let me know how this turns out for you.
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Last edited by RVCA18 : 10-23-10 at 05:19 AM. Reason: Code missing from MozzFullWorldMap.xml
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Old 10-24-10, 02:21 PM   #5
volshan
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Originally Posted by RVCA18 View Post
Hi spiel2001,

I went through the code and made some adjustments.
...
Let me know how this turns out for you.
Since this is one of the addons I've missed the most this last couple weeks (I was doing a lot of exploring on lower levels for candy buckets and thought I'd get some achievements on them while I was at it) I made the changes to my copy and tried it.

Thought I'd let you know these changes seem to work fine except...

Henry Ford once said you could have a Model-T in any color you want as long as you want black. These changes seem to work fine as long as you want green for an overlay color. I couldn't find a way to change that. (I didn't look into the code, just at the / commands.

Thank you very much for sharing these changes. While not my first choice, given that I use green or don't use MozzFull at all....

I like green a *lot*. =)

Thanks again.

Volshan
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Old 10-24-10, 02:57 PM   #6
spiel2001
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I have this all fixed (including the color settings) and will be uploading shortly.

Many thanks to RCVA18 for the input... it was the change in GetMapOverlayInfo() I had overlooked.
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My brush has two colors, 1 and 0, and my canvas is made of silicon.



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Old 10-24-10, 03:28 PM   #7
AnrDaemon
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Thanks for the update
Let's see how much I missed in my own attempts to wrest it into 4.0.
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Old 10-24-10, 10:22 PM   #8
RVCA18
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@volshan I think it was blue for me due to my settings and I pretty much left the color as is.

@spiel2001 No problem! I love the addon! Decided to see if I could get it running and share whatever I found.



ps, Thanks for the update!
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Last edited by RVCA18 : 10-24-10 at 10:25 PM.
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