09-30-10, 05:10 PM | #261 |
cata bugs
Ask & ye shall receive
got 5 errors as follows: 1) 1x LiteStats-30300.9\core.lua:959: attempt to call global 'UnitCharacterPoints' (a nil value) LiteStats-30300.9\core.lua:990: in function <LiteStats\core.lua:987> Locals: self = LP_Talents { 0 = <userdata> talents = <table> {} elapsed = 0 RegisterEvent = <function> defined =[C]:-1 height = 0 text = <unnamed> {} bg = <unnamed> {} width = 0 } --- 2) 1x LiteStats-30300.9\core.lua:959: attempt to call global 'UnitCharacterPoints' (a nil value) Locals: --- 3) 1x LiteStats-30300.9\core.lua:959: attempt to call global 'UnitCharacterPoints' (a nil value) LitePanels-30300.2\core.lua:107: in function <LitePanels\core.lua:106> <in C code>: in function `RegisterEvent' LiteStats-30300.9\core.lua:44: in function <LiteStats\core.lua:44> LiteStats-30300.9\core.lua:943: in function `OnLoad' LitePanels-30300.2\core.lua:295: in function `MakePanel' LitePanels-30300.2\core.lua:345: in function `Init' LitePanels-30300.2\core.lua:364: in function <LitePanels\core.lua:354> Locals: self = LP_Talents { 0 = <userdata> talents = <table> {} RegisterEvent = <function> defined =[C]:-1 height = 0 text = <unnamed> {} bg = <unnamed> {} width = 0 } event = "PLAYER_LOGIN" --- 4) 1x LiteStats-30300.9\core.lua:902: bad argument #2 to 'format' (string expected, got nil) LiteStats-30300.9\core.lua:902: in function `OnEvent' LitePanels-30300.2\core.lua:107: in function <LitePanels\core.lua:106> <in C code>: in function `RegisterEvent' LiteStats-30300.9\core.lua:44: in function <LiteStats\core.lua:44> LiteStats-30300.9\core.lua:895: in function `OnLoad' LitePanels-30300.2\core.lua:295: in function `MakePanel' LitePanels-30300.2\core.lua:345: in function `Init' LitePanels-30300.2\core.lua:364: in function <LitePanels\core.lua:354> Locals: self = LP_Ammo { 0 = <userdata> RegisterEvent = <function> defined =[C]:-1 height = 0 text = <unnamed> {} bg = <unnamed> {} width = 0 } texture = nil count = nil link = nil name = nil rarity = "" (*temporary) = <function> defined =[C]:-1 (*temporary) = <unnamed> { 0 = <userdata> SetText = <function> defined =[C]:-1 } (*temporary) = <function> defined =[C]:-1 (*temporary) = <function> defined =[C]:-1 (*temporary) = " [icon] %d :: " (*temporary) = "%[(%w-)%]" (*temporary) = <table> { } P = "player" format = <function> defined =[C]:-1 gsub = <function> defined =[C]:-1 modules = <table> { Durability = <table> {} Talents = <table> {} Guild = <table> {} Gold = <table> {} Clock = <table> {} Ammo = <table> {} FPS = <table> {} Mail = <table> {} Friends = <table> {} Memory = <table> {} Bags = <table> {} Tracking = <table> {} Latency = <table> {} } --- 5) 1x LiteStats-30300.9\core.lua:677: attempt to call global 'GetTrackingTexture' (a nil value) LitePanels-30300.2\core.lua:107: in function <LitePanels\core.lua:106> <in C code>: in function `RegisterEvent' LiteStats-30300.9\core.lua:44: in function <LiteStats\core.lua:44> LiteStats-30300.9\core.lua:670: in function `OnLoad' LitePanels-30300.2\core.lua:295: in function `MakePanel' LitePanels-30300.2\core.lua:345: in function `Init' LitePanels-30300.2\core.lua:364: in function <LitePanels\core.lua:354> Locals: self = LP_Tracking { 0 = <userdata> RegisterEvent = <function> defined =[C]:-1 height = 0 text = <unnamed> {} bg = <unnamed> {} width = 0 } event = "PLAYER_LOGIN" --- lvl 83 premade undead mage. lpanels layout http://pastebin.com/XGvHJyxT commented out stuff at bottom is something i was working on that didn't quite work out as yet lstats layout http://pastebin.com/sSutUjyt if any more info is needed please let me know. Last edited by Mugrax : 09-30-10 at 05:11 PM. Reason: add more information |
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09-30-10, 11:31 PM | #262 |
Looks like errors in litestats only, correct? That's somewhat good news
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10-01-10, 01:39 AM | #263 |
10-01-10, 02:57 AM | #264 |
litepanels seems to be working fine all my panels are there as they should be. tested with all the mods i use enabled. these bugs are with just litestats/panels and bug sac all others disabled so i don't think there's any conflicts with any of the others. nothing at all shows up for litestats. 2 of them seem to be for hunters if im reading them correctly. ill disable the ammo & tracking modules & see what that does.
edit: disabled tracking, ammo & talent modules & it throws no errors. i have no tracking abilities (herbs, ore) & no use for ammo as a mage. the talent system seems to have changed quite a bit (lvl 83 with 39 talent points) & ammo is unlimited for now. Last edited by Mugrax : 10-01-10 at 03:25 AM. |
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10-01-10, 09:13 AM | #265 |
Yo, i seem to have some problems with LitePanels.
This code doesn't do anything, did i do anything wrong? Code:
lpanels:CreateLayout("Bottom bar", { { name = "BlackBar", anchor_to = "BOTTOM", y_off = 20, width = "100%", height = 30, bg_color = "0 0 0", bg_alpha = 0,5, }, { name = "BlackBarTopBorder", parent = "BlackBar", anchor_to = "TOP", y_off = 1, width = "100%", height = 1, bg_color = "CLASS", bg_alpha = 1 } }) lpanels:ApplyLayout("n:zendrear r:earthenring", "BlackBar", "BlackBarTopBorder") Cheers. Last edited by iTigah : 10-01-10 at 09:16 AM. Reason: Grammar! |
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10-01-10, 02:07 PM | #266 |
iTigah
look at this layout. pick apart as you will or copy & paste & change to suite you. look at first section marked "base" it is similar to what you are looking for. for switching panel colors see sections marked "barsooc" & "barsic" i used 2 different panels to get that effect. 1 in black for OOC & 1 in red for IC. you'll have to change the numbers to suite what you're looking for. good luck. don't forget to change layout_example.lua to layout.lua http://pastebin.com/XGvHJyxT |
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10-01-10, 11:52 PM | #267 | |
Because you were vague; you gave no details. I'm not psychic.
Looks like Mugrax helped with the second bit Thanks for the info Last edited by Katae : 10-01-10 at 11:59 PM. |
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10-02-10, 01:54 AM | #268 | ||
LitePanels is working fine. I haven't shown any errors or any large cpu usage. I haven't had litestats on in beta or ptr just because I wasn't overly concerned.
OOC and InCombat Panels Code:
{ name = "Tester1", --in combat show anchor_to = "CENTER", y_off = 0, x_off = 0, width = 100, height = 100, strata = "background", bg_color = {0,0,0}, bg_alpha = 1, OnLoad=function(self) self:RegisterEvent'PLAYER_REGEN_ENABLED' self:RegisterEvent'PLAYER_REGEN_DISABLED' self:Hide() end, OnEvent=function(self) ToggleFrame(self) end }, { name = "Tester2", --NOT in combat show anchor_to = "CENTER", y_off = 200, x_off = 200, width = 100, height = 100, strata = "background", bg_color = {0,0,0}, bg_alpha = 1, OnLoad=function(self) self:RegisterEvent'PLAYER_REGEN_ENABLED' self:RegisterEvent'PLAYER_REGEN_DISABLED' self:Show() end, OnEvent=function(self) ToggleFrame(self) end },
__________________
"I'm very feminine. And I'll beat the crap out of ANYONE who disagrees!" |
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10-02-10, 08:23 AM | #269 |
I am running into a spot of trouble in having my TinyDPS-related panels. Although they increase proportion correctly when the TinyDPS frame grows, they will not decrease in proportion if the frame shrinks during the play session due to fewer players being displayed by TinyDPS. How can I rectify this, if possible?
I have used kgPanels for the same functionality, and I had to utilize an OnUpdate script to make sure those panels would resize when TinyDPS' frame did. The following is my layout code, and I admit it may be overly complex, but my experiments with nesting panels to attain the same look did not work out too well so. I'll leave that for another post/day. Code:
{ name = "tdpsTopBlack", parent = "tdpsFrame", anchor_to = "TOP", x_off = 0, y_off = 1, width = "100%", height = 3, bg_color = "0 0 0", bg_alpha = 1, }, { name = "tdpsTopColor", parent = "tdpsTopBlack", anchor_to = "CENTER", x_off = 0, y_off = 0, width = "99%", height = 1, bg_color = ".20 .20 .20", bg_alpha = 1, }, { name = "tdpsBottomBlack", parent = "tdpsFrame", anchor_to = "BOTTOM", x_off = 0, y_off = -1, width = "100%", height = 3, bg_color = "0 0 0", bg_alpha = 1, }, { name = "tdpsBottomColor", parent = "tdpsBottomBlack", anchor_to = "CENTER", x_off = 0, y_off = 0, width = "99%", height = 1, bg_color = ".20 .20 .20", bg_alpha = 1, },{ name = "tdpsLeftBlack", parent = "tdpsFrame", anchor_to = "LEFT", x_off = -1, y_off = 0, width = 3, height = "100%", bg_color = "0 0 0", bg_alpha = 1, }, { name = "tdpsLeftColor", parent = "tdpsLeftBlack", anchor_to = "CENTER", x_off = 0, y_off = 0, width = 1, height = "100%", bg_color = ".20 .20 .20", bg_alpha = 1, }, { name = "tdpsRightBlack", parent = "tdpsFrame", anchor_to = "RIGHT", x_off = 1, y_off = 0, width = 3, height = "100%", bg_color = "0 0 0", bg_alpha = 1, }, { name = "tdpsRightColor", parent = "tdpsRightBlack", anchor_to = "CENTER", x_off = 0, y_off = 0, width = 1, height = "100%", bg_color = ".20 .20 .20", bg_alpha = 1, }, { name = "tdpsBackground", parent = "tdpsFrame", anchor_to = "CENTER", x_off = 0, y_off = 0, width = "97%", height = "100%", inset = { top = 2, bottom = 2 }, bg_color = ".20 .20 .20", bg_alpha = 1, }, |
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10-02-10, 10:17 AM | #270 | |
Did you try using your layout in the same manner on a different parent to check if it may just be a quirk of TinyDPS? |
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10-02-10, 10:27 AM | #271 | |
Code:
lpanels:CreateLayout("TinyBG", { { name = "TinyBG", --Tiny DPS Frame parent = "tdpsFrame", anchor_frame = "tdpsFrame", anchor_to = "BOTTOMRIGHT", anchor_from = "BOTTOMRIGHT", y_off = 0, x_off = 4, width = 169, height = "100%", gradient = "H", bg_color = {0,0,0}, bg_alpha = 0, gradient_color = {0,0,0}, gradient_alpha = 0.5, }, { name = "TinyBGTop", parent = "TinyBG", anchor_to = "BOTTOM", anchor_from = "TOP", y_off = 0, x_off = 0, width = "100%", height = 5, gradient = "H", bg_color = {0,0,0}, bg_alpha = 0, gradient_color = {0,0,0}, gradient_alpha = 0.5, }, { name = "BorderTop", parent = "TinyBGTop", anchor_to = "TOP", width = "100%", height = 1, bg_color = {0,0,0}, bg_alpha = 0.75, }, { name = "TinyBGBottom", parent = "TinyBG", anchor_to = "TOP", anchor_from = "BOTTOM", y_off = 0, x_off = 0, width = "100%", height = 5, gradient = "H", bg_color = {0,0,0}, bg_alpha = 0, gradient_color = {0,0,0}, gradient_alpha = 0.5, }, { name = "BorderBottom", parent = "TinyBGBottom", anchor_to = "BOTTOM", width = "100%", height = 1, bg_color = {0,0,0}, bg_alpha = 0.75, }, }) Cani |
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10-03-10, 03:39 PM | #272 |
Thanks for the input, both of you!
I did not add any anchors. This seems to have cleared up my problem; panels now grow AND shrink based on the growth and shrinkage of TinyDPS' frame. |
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10-06-10, 09:38 PM | #273 |
What file sizes could I use to divide a 1440 widescreen graphic into parts? I want a pixel value so the graphics don't stretch. I would like nothing to overlap so that pieces which use opacity are not overlapping each other.
Please advise? 8x180? I can't find the list of acceptable widths. Thanks. |
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10-06-10, 11:14 PM | #274 | |
You'll have to find a way to slice up your graphic into images of those sizes. |
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10-07-10, 02:47 PM | #275 |
Thanks Katae, I needed those numbers, which are all exponential powers of 2, I guess. Problem is, the only number that divides evenly into 1440 (widescreen) is 8. I'd have to make 180 panels each 8px wide, which is just not going to happen.
Edit: Nothing worked as planned, so I redesigned my original as 2048 px wide x 512 tall, and sliced it into 512x512 tiles. Now I have some odd lines where the graphics meet, as shown by the yellow arrows I added on this image: http://www.instancia.net/images/question.jpg Is my code ok? This is the entirety of my file. Code:
lpanels:CreateLayout("Background", { -- Art Container { name="bg", width="100%", height=364, bg_alpha=0, level=0 }, -- Texture #1 { name="bg1", parent="bg", tex_file="grad1a", bg_alpha=.8, anchor_to="LEFT", width="25%", height="100%" }, -- Texture #2 { name="bg2", parent="bg", tex_file="grad1b", bg_alpha=.8, anchor_to="RIGHT", anchor_from="CENTER", width="25%", height="100%" }, -- Texture #3 { name="bg3", parent="bg", tex_file="grad1c", bg_alpha=.8, anchor_to="LEFT", anchor_from="CENTER", width="25%", height="100%" }, -- Texture #4 { name="bg4", parent="bg", tex_file="grad1d", bg_alpha=.8, anchor_to="RIGHT", width="25%", height="100%" } }) lpanels:CreateLayout("Foreground", { -- Art Container { name="fg", width="100%", height=364, bg_alpha=0, level=0 }, -- Texture #1 { name="fg1", parent="fg", tex_file="hand1a", bg_alpha=1, anchor_to="LEFT", width="25%", height="100%" }, -- Texture #2 { name="fg2", parent="fg", tex_file="hand1b", bg_alpha=1, anchor_to="RIGHT", anchor_from="CENTER", width="25%", height="100%" }, -- Texture #3 { name="fg3", parent="fg", tex_file="hand1c", bg_alpha=1, anchor_to="LEFT", anchor_from="CENTER", width="25%", height="100%" }, -- Texture #4 { name="fg4", parent="fg", tex_file="hand1d", bg_alpha=1, anchor_to="RIGHT", width="25%", height="100%" } }) lpanels:ApplyLayout(nil, "Background") lpanels:ApplyLayout(nil, "Foreground") Code:
lpanels:CreateLayout("Background", { { name="bg", width="100%", height=364, bg_alpha=0, level=0 }, { name="bg1", parent="bg", tex_file="grad1a", bg_alpha=.7, anchor_to="LEFT", width="25%", height="100%", level=0 }, { name="bg2", parent="bg", tex_file="grad1b", bg_alpha=.7, anchor_to="RIGHT", anchor_from="CENTER", width="25%", height="100%", level=0 }, { name="bg3", parent="bg", tex_file="grad1c", bg_alpha=.7, anchor_to="LEFT", anchor_from="CENTER", width="25%", height="100%", level=0 }, { name="bg4", parent="bg", tex_file="grad1d", bg_alpha=.7, anchor_to="RIGHT", width="25%", height="100%", level=0 }, { name="fg1", parent="bg", tex_file="hand1a", bg_alpha=1, anchor_to="LEFT", width="25%", height="100%", level=1 }, { name="fg2", parent="bg", tex_file="hand1b", bg_alpha=1, anchor_to="RIGHT", anchor_from="CENTER", width="25%", height="100%", level=1 }, { name="fg3", parent="bg", tex_file="hand1c", bg_alpha=1, anchor_to="LEFT", anchor_from="CENTER", width="25%", height="100%", level=1 }, { name="fg4", parent="bg", tex_file="hand1d", bg_alpha=1, anchor_to="RIGHT", width="25%", height="100%", level=1 } }) lpanels:ApplyLayout(nil, "Background") Last edited by Lyelu : 10-07-10 at 07:01 PM. |
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10-07-10, 08:00 PM | #276 |
Adding a new question here, how does one us lua to detect specific weapon enchants (ex, poisons, and stones for warlocks)
I understand how to get the lua to notice if there is anything or not but I cannot seem to find documentation to be able to tell WHICH temporary enchantment is there. Any advice. So far as beta LP is rocking hard. |
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10-08-10, 01:40 PM | #277 | |||
1024 + 256 + 128 + 32 = 1440
Last edited by Katae : 10-08-10 at 01:52 PM. |
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10-21-10, 07:05 AM | #278 |
Does anyone know how or if it's possible to make an addon attach itself to a panel.
Example, say I have skada, and I want skada to attach itself and always go to a panel I have made. This panel would be say in the right hand corner. What I would want is for Skada to always go to that panel. Bonus if you could tell me how to make Skada react to the panel size. |
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10-21-10, 07:45 AM | #279 | |
Code:
parent = "SkadaBarWindowSkada", anchor_to = "TOP", Code:
width = "100%", height = "100%", |
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10-21-10, 01:16 PM | #280 |
Alright, that part is a good thing to know, I guess what I am looking at is consistancy in addon placement.
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WoWInterface » AddOns, Compilations, Macros » Released AddOns » LitePanels - An art framework |
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