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Updated: 08-15-12 10:08 AM
Addon for:
KaruulAlert.
Updated:08-15-12 10:08 AM
Created:07-22-12 03:32 PM
Downloads:599
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KaruulAlert beta
Version: 1.32 beta
by: Thorarin [More]
This is the beta release of KaruulAlert. Some major internal changes have been made. If you are a power user, please check it out. I could use some help testing these changes.
1.32 beta
----
The ability scanner has received a major overhaul. First of all, the amount of CPU resources it uses has been reduced drastically. You can now play with the ability scanner enabled without noticing a slowdown on most systems. Secondly, it now scans the entire raid force and their targets for new buffs. This should make it much quicker to pick up specific buffs in a boss fight.

A very basic tutorial has been added to get first time users started. New users will be guided through the process of learning your character's abilities and buffs. It will also explain how to open the main configuration dialog in the future and how to access the built-in help system. The tutorial can be started manually using the "/kalert tutorial" command.

When KaruulAlert detects that the user is getting performance warnings (or being dangerously close to getting them), it will now suggest a tweak in the configuration settings that makes them less likely to occur (this setting was already available in the configuration dialog).

Note: There is a cosmetic problem with the "message box" screen used by the tutorial, causing the buttons to be the wrong size sometimes. Unfortunately this is a Rift client issue and I've been unable to find a workaround so far.
Archived Files (3)
File Name
Version
Size
Author
Date
1.30 beta 4
1MB
Thorarin
07-24-12 10:23 AM
1.30 beta 3
1MB
Thorarin
07-23-12 10:11 AM
1.30 beta 2
1MB
Thorarin
07-23-12 06:07 AM


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Unread 07-24-12, 06:06 PM  
Rasputin
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Tested 1.4 and it's better but still seems to be tied to energy in some way. When I have both the nkRebuff alert and KA alter side by side, the nkRebuff one shows immediately it comes off CD, regardless of energy. The KA Version is about 1 second behind until the energy regens enough for it to show and then it appears.

Edit: I re-read your change log and you only mention the timers, but I don't use timers for Shadow Fire or Strafe etc.
Last edited by Rasputin : 07-24-12 at 06:11 PM.
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Unread 07-24-12, 09:20 AM  
Rasputin
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Quote:
Originally Posted by Thorarin
Quote:
Originally Posted by Rasputin
Tested the new version tonight on the dummy. Cooldowns still do not work correctly for rogues whether you check Cooldown or Ready for the ability. When you don't have the energy to use the skill it is treated as still on CD.
Perhaps I was not clear, but the change I mentioned is not yet in beta 3 (it was already out when you posted). It will be in the next release.
My apologies. I look forward to testing it when it is released.
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Unread 07-24-12, 01:02 AM  
zuel
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Well outside of the strafe thing I have had complete success going for stable to beta release.
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Unread 07-24-12, 12:54 AM  
zuel
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Quote:
Originally Posted by Rasputin
Tested the new version tonight on the dummy. Cooldowns still do not work correctly for rogues whether you check Cooldown or Ready for the ability. When you don't have the energy to use the skill it is treated as still on CD.

It's very obvious when you specify it as a timer because when you don't have the energy the time display disappears.

More work required until I can replace nkRebuff for cooldowns.
Also Strafe keeps popping then hiding because of the GCD so the addon is treating Strafe as if it is still on CD even though it's just the GCD effecting the castable state. I suspect this is okay for the moment and probably doesn't effect usability. And maybe some may like the flashing aspect of it, "USE ME! USE ME!" however, I am not a fan of it.

Oh I was wrong, it was exactly like Rasputin said. it only matched up to GCD cause of thats the energy drop too!
Last edited by zuel : 07-24-12 at 01:23 AM.
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Unread 07-23-12, 11:49 PM  
Thorarin
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Quote:
Originally Posted by Rasputin
Tested the new version tonight on the dummy. Cooldowns still do not work correctly for rogues whether you check Cooldown or Ready for the ability. When you don't have the energy to use the skill it is treated as still on CD.
Perhaps I was not clear, but the change I mentioned is not yet in beta 3 (it was already out when you posted). It will be in the next release.
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Unread 07-23-12, 07:35 PM  
Rasputin
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Tested the new version tonight on the dummy. Cooldowns still do not work correctly for rogues whether you check Cooldown or Ready for the ability. When you don't have the energy to use the skill it is treated as still on CD.

It's very obvious when you specify it as a timer because when you don't have the energy the time display disappears.

More work required until I can replace nkRebuff for cooldowns.
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Unread 07-23-12, 06:59 PM  
zuel
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Re: Re: Question about sets

Quote:
Originally Posted by Thorarin
Quote:
Originally Posted by Hawkmoon
Are you currently using only 6 sets of saved variables because we only have 6 role slots? I haven't tried using any of the sub-sets; but I would assume they are somehow attached to the original sets...?
Sub sets are actually a bit of a misnomer; there is no relation to the sets, which is what the name is implying. You can have 1 set plus 1 sub set active at the same time, in any combination.

Typically you would have a set specifically for a role, and perhaps a sub set for more general alerts. You could have a sub set for PvE raids or for PvP related alerts for example.
The interesting thing here is the nomenclature. A rift "role" is a set of three class trees. However, you can have the same set of 3 class trees perform multiple roles even having identical point attributes. This means since their are only 6 "sets" in Karuul's alerts one may imagine more utility roles given 6 Rift roles. Therefore, in my VERY little experience I find that a set is a collection of base alerts for a 1 to 1 relationship of Set to Rift Role. Your subset should actually contain the alerts specific to your utility role.

An example for me is Blade Dancer's Meditative Trance. I may use a tank build with Blade Dancer and the same build for Elite Grinding. However, when I am tanking I don't care if Meditative Trance buf is healing me but while I am grinding I do. As well I may use stalker phase for griding not Guardian phase. Thus two Roles VIA one "Rift Role" Therefore, you place your base alerts for the "RIFT ROLE" in a set and fine tune your alerts by Utility Roll VIA SubSets.

Unfortunately, there are no SUBSUBSets that can manage class specific alerts like combo points or charge.

Therefore, one might say, there should be Class alerts, Role alerts and Utility Alerts.
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Unread 07-23-12, 05:08 PM  
Thorarin
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Re: Question about sets

Quote:
Originally Posted by Hawkmoon
Are you currently using only 6 sets of saved variables because we only have 6 role slots? I haven't tried using any of the sub-sets; but I would assume they are somehow attached to the original sets...?
Sub sets are actually a bit of a misnomer; there is no relation to the sets, which is what the name is implying. You can have 1 set plus 1 sub set active at the same time, in any combination.

Typically you would have a set specifically for a role, and perhaps a sub set for more general alerts. You could have a sub set for PvE raids or for PvP related alerts for example.
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Unread 07-23-12, 05:04 PM  
Ceres

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Quote:
Originally Posted by Thorarin
Quote:
Originally Posted by Ceres
Beta 3 seem pretty stable as i did not got any errors using it but i'm currently in Meridian doing nothing at all and karuul is taking 24% and it's way too much compare to other addon taking less than 3% each. Prior to that i did raid all evening in primeval feast and my ips was low compare to 1.29.
Huh? Are you sure you don't have the ability scanner enabled? KaruulAlert takes 0.1% for me when idle. The ability scanner will use a lot of resources however.
Oops my mistake i did enable it during the raid and forgot to turn it off
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Unread 07-23-12, 05:01 PM  
Thorarin
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Quote:
Originally Posted by Ceres
Beta 3 seem pretty stable as i did not got any errors using it but i'm currently in Meridian doing nothing at all and karuul is taking 24% and it's way too much compare to other addon taking less than 3% each. Prior to that i did raid all evening in primeval feast and my ips was low compare to 1.29.
Huh? Are you sure you don't have the ability scanner enabled? KaruulAlert takes 0.1% for me when idle. The ability scanner will use a lot of resources however.
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Unread 07-23-12, 04:51 PM  
Rasputin
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Re: Question about sets

Quote:
Originally Posted by Hawkmoon
Are you currently using only 6 sets of saved variables because we only have 6 role slots?

I haven't tried using any of the sub-sets; but I would assume they are somehow attached to the original sets...?

Is it possible to consider adding additional save sets beyond 6? I ask because I like to try out a lot of new specs, and hate deleting alert sets, then deciding I hate the new spec, go back and re-make old alert set....

Thoughts?
Subsets are specified separately. In my macro I use:

/karuulalert subset=n

You can also export all your alert sets if you want to try others.
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Unread 07-23-12, 04:30 PM  
Ceres

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Beta 3 seem pretty stable as i did not got any errors using it but i'm currently in Meridian doing nothing at all and karuul is taking 24% and it's way too much compare to other addon taking less than 3% each. Prior to that i did raid all evening in primeval feast and my ips was low compare to 1.29.
Last edited by Ceres : 07-23-12 at 04:54 PM.
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Unread 07-23-12, 04:11 PM  
Hawkmoon

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Question about sets

Are you currently using only 6 sets of saved variables because we only have 6 role slots?

I haven't tried using any of the sub-sets; but I would assume they are somehow attached to the original sets...?

Is it possible to consider adding additional save sets beyond 6? I ask because I like to try out a lot of new specs, and hate deleting alert sets, then deciding I hate the new spec, go back and re-make old alert set....

Thoughts?
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Unread 07-23-12, 12:40 PM  
Rasputin
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Quote:
Originally Posted by Thorarin
Are you using an alert with the "Ready" status and a warning, or a "Cooldown" alert with a timer? They behave slightly differently.
I'm using both but if I remember correctly it was the Ready alerts that were problematic with rogue energy.

If your refactoring has removed the problem I will be a very happy bunny.
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Unread 07-23-12, 11:49 AM  
Thorarin
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Quote:
Originally Posted by Rasputin
Does this version co-exist with the current stable Karuul Alert? I wouldn't want to overwrite any saved variables if I install this version for testing.
The saved variables are mostly compatible with 1.29. Due to the change in image format for the included artwork the file names for those are converted. If you then load 1.29 it may require you to select the right image again.
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