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Old 05/29/07, 5:57 PM   #26 (permalink)
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Cenarion Circle
Wing buffets are tested to be a 50% aggro reduction, with the exception of some specific mobs. The NPC framework allows modules to register abilities, and those abilities are then checked against the combat log. When an ability fires, the current boss module gets first crack at it; if the boss module handles it, then the event is given to it for parsing. Otherwise, it's passed to the general handlers.

For example, KTM calculates Onyxia's knockback as a 75% threat reduction, but every other knockback is a 50% reduction. In my framework, if you're fighting Onyxia, the Onyxia module gets the first chance to handle knockback, so it does, and reduces the knockback target's threat on herself by 75%. If you're fighting another mobs that knocks back, no boss module handles it, so it goes to the generic knockback handler, which reduces threat by 50%.

Originally Posted by Moogul View Post
Sorry to be the one to let the cat out then, I just noticed that there was nothing posted about it here and figured if you wanted good testing, this was probably the place to get it.

I'm on a few days WoW-break right now, but I'll be trying it out as soon as I get back, and see how it goes.
Heh, no problem. I just know that anything on EJ gets a ton of exposure, and I was hoping to knock out the more obvious bugs before it was unleashed on the world. Oh well - update early, update often, kids!
 
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Old 05/29/07, 5:58 PM   #27 (permalink)
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Tauren Druid
 
Mal'Ganis
Make a big, noticeable post here when this thing is ready to be tried out, please.

Lots of people seem to be emphasizing boss-specific features. That seems to be the domain of bossmod authors--all you should have to do is release the API for clearing threat, etc, and let the BigWigs people take care of it, I would think. Your priority should be getting the basic functionality up to the KTM level.

I'd like to do the same with my RDX bossmods as soon as this is ready to go, actually.

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Old 05/29/07, 5:58 PM   #28 (permalink)
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Mal'Ganis
Most of those abilities can be parsed from the spell data files.
 
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Old 05/29/07, 6:00 PM   #29 (permalink)
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Stormrage
I'll certainly be using this one. Huge fan of ACE addons and this looks like it'll end up being a very nice addon.
 
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Old 05/29/07, 6:10 PM   #30 (permalink)
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Tauren Shaman
 
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Originally Posted by Arawethion View Post
I'd like to do the same with my RDX bossmods as soon as this is ready to go, actually.
I love hamlet and his RDX bossmods btw.

Why all thinks that WF is better than rock?
~Rocks, coming to a shaman near you in the next expansion~

Originally Posted by Bluur View Post
Oh, and btw, vulajin, I don't know why we gave you those fucking pants and the muramasa - maybe if your dps was anywhere near your precious spreadsheets you'd actually beat my DPS once in a while.
 
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Old 05/29/07, 6:12 PM   #31 (permalink)
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Originally Posted by Arawethion View Post
Make a big, noticeable post here when this thing is ready to be tried out, please.

Lots of people seem to be emphasizing boss-specific features. That seems to be the domain of bossmod authors--all you should have to do is release the API for clearing threat, etc, and let the BigWigs people take care of it, I would think. Your priority should be getting the basic functionality up to the KTM level.

I'd like to do the same with my RDX bossmods as soon as this is ready to go, actually.
I'm wanting this to be a project that doesn't necessarily rely on a bossmods project in order to clear aggro lists and the like. There WILL be a "Clear the aggro list" API, but for the most part, I hope it never needs to be used - the hope is that specific boss abilities, yells, emotes, etc, get handled in the NPC modules, so that Joe Noob can install the package and be good to go without relying on external dependencies for what should really be core functionality.

The basic functionality is nearly to KTM level, I believe. A few bugfixes and pet testing and I'll be pretty happy to stamp it with a Beta 1 stamp. However, I think the mod is incomplete without reactive threat list wiping functionality.
 
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Old 05/29/07, 6:15 PM   #32 (permalink)
Von Kaiser
 
Orc Warlock
 
Bloodscalp
TY for creating an Ace version of KTM. It has been needed for some time now.
 
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Old 05/29/07, 8:22 PM   #33 (permalink)
Bag
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Hyjal
this looks super promising, and I know it's still in its infancy, but is there any way to scale the window or tint it at all yet? it's messing up my UI feng shui.

p.s. this mod is a long time coming, bravo.
 
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Old 05/29/07, 9:04 PM   #34 (permalink)
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Blackrock
- KTM interoperability is currently not supported. We would like to support it, but the protocol that KTM uses is rather limited, so we're going to have to think hard about how to best do it. It is definitely on the wishlist, however.
My feeling is KTM interoperability is pretty critical if this mod is to gain any traction. KTM has been out a long time, a large chunk of the community uses it and it pretty much has the market to itself. For a new threatmeter to be useful at all a good chunk of the raid needs to be using it, especially the MT, and good luck getting sufficient numbers to switch for any meaningful testing if its not going to talk to KTM

Having said that, its a great thing: a Ace2 threat mod is needed, and I will be testing/using it.

/me goes back to lurking
 
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Old 05/29/07, 9:13 PM   #35 (permalink)
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Originally Posted by Baalzaman View Post
My feeling is KTM interoperability is pretty critical if this mod is to gain any traction. KTM has been out a long time, a large chunk of the community uses it and it pretty much has the market to itself.
If the raid leader says to use Omen, it will be used. KTM is so horribly written its mind boggling really.
 
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Old 05/29/07, 10:14 PM   #36 (permalink)
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Originally Posted by Baalzaman View Post
My feeling is KTM interoperability is pretty critical if this mod is to gain any traction. KTM has been out a long time, a large chunk of the community uses it and it pretty much has the market to itself. For a new threatmeter to be useful at all a good chunk of the raid needs to be using it, especially the MT, and good luck getting sufficient numbers to switch for any meaningful testing if its not going to talk to KTM

Having said that, its a great thing: a Ace2 threat mod is needed, and I will be testing/using it.

/me goes back to lurking
At first it may seem like that, but once people see the clear advantages I think they will be more than happy to switch. Personally my whole guilds getting it on its first beta release. Looks to be amazing Awsome work.
 
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Old 05/29/07, 10:22 PM   #37 (permalink)
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Dragonblight
We're planning to use it on our raids this week. I'll give you some feedback if there is anything interesting.

Of course, I'll blame you if I pull aggro and die, because as you've released it, it's obviously perfect ;-)

Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.

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Macaroni (Shaman), Linguini (Warlock), Penne (Mage) and Pewsey (Deathknight) on Northrend for WotLK Beta.
 
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Old 05/29/07, 10:38 PM   #38 (permalink)
Cel
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I installed it individually and didn't seem to get any information. Will it not show even my threat if I'm the only one with it installed? I was planning to compare KTM to Omen, and got no info from Omen. It did update targets, but nothing noticeable beyond that.

"There is much pleasure to be gained from useless knowledge." - Bertrand Russell

Alpha is recruiting... go go.
 
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Old 05/29/07, 10:39 PM   #39 (permalink)
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Pet support is in and working!

Cel: It should give you your own threat info. I just checked in a bugfix for that problem (I think). Update and lemme know how it goes.
 
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Old 05/29/07, 11:28 PM   #40 (permalink)
Cel
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Originally Posted by Antiarc View Post
Pet support is in and working!

Cel: It should give you your own threat info. I just checked in a bugfix for that problem (I think). Update and lemme know how it goes.
Your fix worked perfectly, thanks much. :] Soon as bosses are implemented, I'll find a way to make my guild pick this up in place of KTM.

"There is much pleasure to be gained from useless knowledge." - Bertrand Russell

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Old 05/29/07, 11:43 PM   #41 (permalink)
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Bloodscalp
do we have an eta on the beta1 release? i cant wait to give this a shot.
 
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Old 05/30/07, 12:00 AM   #42 (permalink)
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In the next couple of days, I hope. I have a few reports of anomolies that I have to track down, but it's looking pretty solid. I'm in Kara with it right now and a couple of guildmates are running it - it's working beautifully so far.
 
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Old 05/30/07, 12:01 AM   #43 (permalink)
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Originally Posted by Malan View Post
I love hamlet and his RDX bossmods btw.
Well, it's the same thing I do right now with KTM. Actually, if you want to try it out, you just have to change one line in H_Bossmods:autoexec (after finding out the Omen API).


As far as KTM interoperability, I'd consider it a low priority. Specifically, wouldn't making Omen interact with KTM require you to employ some of the polling-based methodology that makes KTM such a problem in the first place?

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Old 05/30/07, 12:16 AM   #44 (permalink)
Don Flamenco
 
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Frostwolf
Can Omen use the same sync channel that KTM uses?

So that it would become easier for people to migrate over.
 
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Old 05/30/07, 12:25 AM   #45 (permalink)
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Originally Posted by lazerpewpew View Post
Can Omen use the same sync channel that KTM uses?

So that it would become easier for people to migrate over.
There's really no such thing as a "sync channel" anymore. All mods can make use of the hidden addon channel available to them.

And you solve the migration problem by saying "You don't raid unless you get this addon instead of KTM because it offers these superior features." And then make good on that threat.

Why all thinks that WF is better than rock?
~Rocks, coming to a shaman near you in the next expansion~

Originally Posted by Bluur View Post
Oh, and btw, vulajin, I don't know why we gave you those fucking pants and the muramasa - maybe if your dps was anywhere near your precious spreadsheets you'd actually beat my DPS once in a while.
 
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Old 05/30/07, 2:46 AM   #46 (permalink)
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Twisting Nether (EU)
I really wouldn't worry about KTM compatibility. Any serious raiding group will be able to enforce a switch on their members. We did it for oRA2/Bigwigs when they came out.
 
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Old 05/30/07, 3:27 AM   #47 (permalink)
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Magtheridon (EU)
Saying that all Ace2 mods are made with perfomance in mind is completely wrong, many mods Ace are badly written even. Besides all of the Ace addon UI somehow look really shitty imo, so I'm trying to avoid it as much as I can.

When I was looking for arena point mods I've found an ArenaPointer which was a 50kb addon utilizing about 500kb of libraries while using only few functions from them. Now ppl might say that it's cool since there is many mods using same libs, but hell no, I'm not using any besides SCT and SCL. Since then dependencies were removed, but fact is that some Ace mods are kind of "hey this mod is cool, I can rewrite it using craploads of Ace libraries and everyone will cheer to me".

Sometimes using generic libraries is bad idea even - take a Glory as example. User hardly have many pvp/battleground mods, usually just one. If it does not utilize all the library functions it is basically a waste to keep it in memory.

As for KTM - it does it's job very well atm and cpu usage is the same in combat whether you use polling or event method - that's what matters. I really dont care at all about if my cpu does something when I'm afk, so sticking with KTM

Last edited by Elhana : 05/30/07 at 3:35 AM.
 
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Old 05/30/07, 3:51 AM   #48 (permalink)
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Icecrown
Actually, event method is worse then polling in a raid scenario.

Dagger Rogues would be an easy example, you're probably doing damage every 1.3-1.5 seconds on top of things like Deadly Poison and instants, meaning every single time I do an attack it has to update the UI, ect. With polling instead of updating 4-5+ times it could wait 5-10 seconds which cuts down on how many times you have to broadcast/update dramatically over 5-10+ minute fights.
 
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Old 05/30/07, 4:01 AM   #49 (permalink)
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Originally Posted by Shadowed View Post
Actually, event method is worse then polling in a raid scenario.

Dagger Rogues would be an easy example, you're probably doing damage every 1.3-1.5 seconds on top of things like Deadly Poison and instants, meaning every single time I do an attack it has to update the UI, ect. With polling instead of updating 4-5+ times it could wait 5-10 seconds which cuts down on how many times you have to broadcast/update dramatically over 5-10+ minute fights.
Well, your "theory" isn't borne out by the facts. Already Omen uses far less cpu time in combat than KTM.
 
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Old 05/30/07, 4:09 AM