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11/11/07, 10:52 PM
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#76 (permalink)
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Piston Honda
Draenei Shaman
Windrunner
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Originally Posted by Wobin
One thing I should mention, is that, while there -are- some altitude mods out there (somewhere) the coordinate system offered by Blizzard is entirely two dimensional, so it does not take height into consideration. So any usage of waypoints etc, cannot calculate altitude. It's also limited by what the API offers in terms of returning locations for targets. Mobs, for example, would not be able to be used, as we have no method for determining their co-ordinates. Flag runners, similarly, -unless- they were your faction (and thus in the raid group), and even then you run into the problem of being in an instance and not being able to get accurate results.
If we could get accurate results for people in instances, it could lead to interesting mods such as "Point me to where the biggest fight is in the BG" and it would search for the largest group of raid members within a certain proximity to one another that were in combat, grab their subzone (eg Blood Elf Tower) and display a waypoint with those details.
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This would be awesome then the alliance could be even more retarded at BGs by finding larger groups of people, not fighting around node. Seriously, it devolves into huge battles halfway from anywhere often enough. This mod would only seem to encourage that.
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11/15/07, 2:40 PM
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#77 (permalink)
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Glass Joe
Tauren Warrior
Shattered Hand
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You shouldn't even need to get the data from others if you get Carographer_Data it comes will all current known nodes for mining and herbing.
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11/16/07, 12:44 PM
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#78 (permalink)
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Von Kaiser
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On the topic of Dash...
I really like this concept for my UI. Right now I'm using VisualThemes after reading this thread, and I'm absolutely loving it - it really does feel like it should be part of the default UI, and I just wish more frames could be animated with it (but apparently the social window cant because of tainting or somesuch). Truly an excellent mod.
However, along those lines, how would VisualThemes work together with dash? I'm really imagining my UI being animated with VisualThemes, but I press a hotkey and then my SW_Stats (or your flavor of damage meters) animates into view and disappears when you release the hotkey, very similar to how OSX manages some of it's function keys (F9 if I believe, I'm not a mac user).
I'm not able to download this right now because I'm at work, but if these dont work together, I think that would be a truly great mod to write.
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11/19/07, 5:14 PM
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#79 (permalink)
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Piston Honda
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The cartographer routes thing is pretty neat, but since nodes are not independent of each other (they are gathered into groups, only one of which will have a spawn at any one time), to be truly efficient, it would have to take into account that if you just mined node A, you don't need to check nodes B, C, D, and E until a certain amount of time has passed. How long you would want to make that is a matter that could be debated (I've seen node respawn within a group in 2:34 with no one else mining in the zone, but that is rare to be that short), but I do skip over some sections when I know they're not going to have a node in them for awhile.
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11/19/07, 5:26 PM
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#80 (permalink)
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Forgive me, $N! Your death only adds to my failure
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Cartographer_Mining knows which nodes spawn which types, so if you mine a Rich Adamantite vein it will create an Adamantite node at that location. Same with Khorium, etc. Also, as far as I know _Routes won't show when you mined something last, it just connects the dots, so to speak, so generally speaking you'll follow it in a circle and there is no overlap on a route.
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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11/19/07, 10:22 PM
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#81 (permalink)
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Piston Honda
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Originally Posted by masanbol
Cartographer_Mining knows which nodes spawn which types, so if you mine a Rich Adamantite vein it will create an Adamantite node at that location. Same with Khorium, etc. Also, as far as I know _Routes won't show when you mined something last, it just connects the dots, so to speak, so generally speaking you'll follow it in a circle and there is no overlap on a route.
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I have been hacking my Cartographer Mining every time I update it to keep some personal changes in, and one of the things I ripped out of it was the fact that if you mined a rare node, it would remove the base node type, and only record the rare node, which IMHO is broken behavior. For instance, in the case of Khorium, it can spawn from a base node of Fel Iron or Adamantite, and thus keeping the Khorium node in the database and discarding the base node means that you don't know which one the node normally spawns as, making looking for one type over the other difficult. Now replacing adamantite with rich adamantite is the proper thing to do, because not all adamantite nodes will spawn as rich adamantite. Now I didn't test it, but on my last update a couple of days ago, it appeared to be continuing to do the broken behavior, and since I would like to be able to see all nodes that I have ever mined a Khorium from, I take out all the node replacing code.
By exploiting my knowledge of which nodes are in which groups, and thus being able to skip areas, I suspect that I'm able to do a full route faster than I could by using Routes.
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11/20/07, 2:31 AM
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#82 (permalink)
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Forgive me, $N! Your death only adds to my failure
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Originally Posted by Agren
I have been hacking my Cartographer Mining every time I update it to keep some personal changes in, and one of the things I ripped out of it was the fact that if you mined a rare node, it would remove the base node type, and only record the rare node, which IMHO is broken behavior. For instance, in the case of Khorium, it can spawn from a base node of Fel Iron or Adamantite, and thus keeping the Khorium node in the database and discarding the base node means that you don't know which one the node normally spawns as, making looking for one type over the other difficult. Now replacing adamantite with rich adamantite is the proper thing to do, because not all adamantite nodes will spawn as rich adamantite. Now I didn't test it, but on my last update a couple of days ago, it appeared to be continuing to do the broken behavior, and since I would like to be able to see all nodes that I have ever mined a Khorium from, I take out all the node replacing code.
By exploiting my knowledge of which nodes are in which groups, and thus being able to skip areas, I suspect that I'm able to do a full route faster than I could by using Routes.
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You don't need to hack Cartographer_Mining to get the behavior you want. Go into the config and change your filters to only show Fel Iron and Adamantite (and Nethercite if you do Netherwing Dailies), and disable all others. With filters in place mining a Rich Adamantite or Khorium vein will show/update only the parent vein type.
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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11/20/07, 10:31 AM
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#83 (permalink)
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Don Flamenco
Blood Elf Warlock
Kil'Jaeden
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Originally Posted by Tejs
On the topic of Dash...
I really like this concept for my UI. Right now I'm using VisualThemes after reading this thread, and I'm absolutely loving it - it really does feel like it should be part of the default UI, and I just wish more frames could be animated with it (but apparently the social window cant because of tainting or somesuch). Truly an excellent mod.
However, along those lines, how would VisualThemes work together with dash? I'm really imagining my UI being animated with VisualThemes, but I press a hotkey and then my SW_Stats (or your flavor of damage meters) animates into view and disappears when you release the hotkey, very similar to how OSX manages some of it's function keys (F9 if I believe, I'm not a mac user).
I'm not able to download this right now because I'm at work, but if these dont work together, I think that would be a truly great mod to write.
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Let me understand this... things are minimized, then you hold a key, and they pop out at you to full size, you look at them, then release the key and they return to their minimized state?
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11/20/07, 2:03 PM
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#84 (permalink)
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Piston Honda
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Originally Posted by masanbol
You don't need to hack Cartographer_Mining to get the behavior you want. Go into the config and change your filters to only show Fel Iron and Adamantite (and Nethercite if you do Netherwing Dailies), and disable all others. With filters in place mining a Rich Adamantite or Khorium vein will show/update only the parent vein type.
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Given that there is no reference to the filter settings at all in the code that handles the event of tapping a node, I can't see how that can be. Have you actually tested this?
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11/20/07, 2:28 PM
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#85 (permalink)
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Forgive me, $N! Your death only adds to my failure
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Originally Posted by Agren
Given that there is no reference to the filter settings at all in the code that handles the event of tapping a node, I can't see how that can be. Have you actually tested this?
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I use it every day on mining runs with these settings, so yes.
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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11/20/07, 9:07 PM
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#86 (permalink)
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Glass Joe
Draenei Paladin
Khaz Modan
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DepositBox
DepositBox allows me to hide money from myself and to setup an automatic deposit type situation so that a portion of all incoming money automatically goes into my deposit box. I'm not sure how long the addon has been around.. but afaik it's the only one in its category. (IE, the reason why I'd say it's a "Next Big Thing")
Mystic Chicanery ยป Deposit Box
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11/20/07, 9:44 PM
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#87 (permalink)
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Piston Honda
Night Elf Rogue
Frostmourne
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Pretty sure piggy banks existed when i was 2 years old, hardly the next big thing. :P
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11/21/07, 5:44 AM
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#88 (permalink)
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Piston Honda
Tauren Druid
Vek'nilash (EU)
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Originally Posted by Opioid
Let me understand this... things are minimized, then you hold a key, and they pop out at you to full size, you look at them, then release the key and they return to their minimized state?
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I guess he just means what Dash does now: Load the 2nd layer when you press your Dash key. Only with Visualthemes the lets say Omen and Violation windows would just pop up like they do now, but they would 'slide' in like VisualThemes does with things now.
Or atleast that's what I understand of it.
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11/23/07, 4:41 AM
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#89 (permalink)
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Von Kaiser
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Originally Posted by Led ++
I guess he just means what Dash does now: Load the 2nd layer when you press your Dash key. Only with Visualthemes the lets say Omen and Violation windows would just pop up like they do now, but they would 'slide' in like VisualThemes does with things now.
Or atleast that's what I understand of it.
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Something similar to this is still on my list of projects (and high on said list) but between school, work and my current project I have to delay it for a bit. I want to make something similar to the OSX dock, where you could either mouseover or press a key to have the dock come up and would give you a live "preview" of all docked frames. When you click on a frame in the dock it would slide it out into full size. Ideally you'd be able to just drag a frame onto the dock to dock it, or optionally, if the author adds support would have some sort of "send to dock" button.
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11/26/07, 5:25 PM
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#90 (permalink)
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Forgive me, $N! Your death only adds to my failure
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Originally Posted by Kameril
Something similar to this is still on my list of projects (and high on said list) but between school, work and my current project I have to delay it for a bit. I want to make something similar to the OSX dock, where you could either mouseover or press a key to have the dock come up and would give you a live "preview" of all docked frames. When you click on a frame in the dock it would slide it out into full size. Ideally you'd be able to just drag a frame onto the dock to dock it, or optionally, if the author adds support would have some sort of "send to dock" button.
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If you could pull something like this off and make it look good, be nonintrusive and functional, then this would probably fundamentally change how custom WoW UIs are built.
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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12/07/07, 8:17 PM
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#91 (permalink)
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Von Kaiser
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Originally Posted by Kameril
Something similar to this is still on my list of projects (and high on said list) but between school, work and my current project I have to delay it for a bit. I want to make something similar to the OSX dock, where you could either mouseover or press a key to have the dock come up and would give you a live "preview" of all docked frames. When you click on a frame in the dock it would slide it out into full size. Ideally you'd be able to just drag a frame onto the dock to dock it, or optionally, if the author adds support would have some sort of "send to dock" button.
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Finally got some time, here's what I have after ~3 hours of coding:
YouTube - Dock
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12/07/07, 8:21 PM
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#92 (permalink)
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Forgive me, $N! Your death only adds to my failure
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Originally Posted by Kameril
Finally got some time, here's what I have after ~3 hours of coding:
YouTube - Dock
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Wow. That is seriously impressive.
I volunteer to beta test! 
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Originally Posted by DeeNogger
Today I think I acheived the worlds first attempted pick up during a chemical spill. This kid behind me bumped into me while I was holding a big jug of 6M Ammonia which naturally sent it crashing to the ground between me and this blond chick that shares the lab table. So while we are both caughing and our eyes are watering I was all smooth like and said: "You know, I have over 1200 spell power and am hit capped"
Then I sealed the deal with a nice hip thrust or two.
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12/08/07, 2:45 AM
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#93 (permalink)
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Von Kaiser
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Originally Posted by Kameril
Finally got some time, here's what I have after ~3 hours of coding:
YouTube - Dock
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Jawdropping wow. Very impressive stuff!
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12/08/07, 8:14 PM
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#94 (permalink)
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The Google Map Team can no longer help you
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I like it, although it animates for a bit too long with the curve that you've got it on, it would be nice if it moved into place faster.
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Vyktianity already has over 75 billion followers. The first verse in his book "Gift of the Wild" is "In the beginning Vyk cast lifebloom and then maul."
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12/08/07, 8:38 PM
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#95 (permalink)
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Von Kaiser
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Originally Posted by Malan
I like it, although it animates for a bit too long with the curve that you've got it on, it would be nice if it moved into place faster.
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The way I've designed it you can control the animation (I have 8 different animations coded, 3 main types with some alternate styles) and the animation speed, from very very slow to near instant, or have no animation at all. The width, "zoom in" on mouse over size, colors, ect are all configurable.
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12/08/07, 8:58 PM
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#96 (permalink)
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omg phat loots
Draenei Warrior
Earthen Ring
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Originally Posted by Kameril
The way I've designed it you can control the animation (I have 8 different animations coded, 3 main types with some alternate styles) and the animation speed, from very very slow to near instant, or have no animation at all. The width, "zoom in" on mouse over size, colors, ect are all configurable.
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That was absolutely phenomenal! This looks like it's shaping up to be the 'must have' addon soon. The ability to hide things like damage meters will be appreciated by a lot of people. Given how it's been written, would this be able to catch something like CML or another text-based addon simply by grabbing the meta-frame everything is anchored to?
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12/08/07, 9:27 PM
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#97 (permalink)
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Von Kaiser
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Originally Posted by Sovereignty
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