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Updated: | 07-08-12 02:21 PM |
Created: | 10-30-11 12:20 PM |
Downloads: | 11,411 |
Favorites: | 47 |
MD5: |
File Name |
Version |
Size |
Author |
Date |
1.4.1 |
1MB |
jca |
07-04-12 10:07 AM |
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1.4.0 |
1MB |
jca |
06-28-12 08:32 PM |
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1.3.0 |
1MB |
jca |
04-28-12 08:44 AM |
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1.2.0 |
1MB |
jca |
04-23-12 07:46 AM |
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1.1.0 |
1MB |
jca |
02-10-12 08:03 AM |
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1.0.0 |
1MB |
jca |
01-19-12 09:37 AM |
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0.3.3 Beta |
1024kB |
jca |
01-03-12 07:39 AM |
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0.3.2 Beta |
1024kB |
jca |
12-29-11 11:26 AM |
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0.3.1 Beta |
1023kB |
jca |
12-14-11 09:33 AM |
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0.3.0 Beta |
1023kB |
jca |
12-12-11 04:28 PM |
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0.3.0 Beta |
1023kB |
jca |
12-12-11 08:14 AM |
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0.2.2 Beta |
1MB |
jca |
11-16-11 06:01 PM |
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0.2.1 Beta |
1MB |
jca |
11-07-11 04:11 PM |
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0.2.1 Beta |
1MB |
jca |
11-07-11 03:38 PM |
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Version 0.2.0 B |
1MB |
jca |
10-30-11 12:20 PM |
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jca |
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04-24-12, 01:42 AM | |
Forum posts: 0
File comments: 3
Uploads: 0
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seems like alot of addons have a "click-thru" problem, is this just the API in rift being bad or can it be fixed? for example when i don't have a target and click where the target frame is i get lua errors and i cant click thru it .
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hedich |
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04-23-12, 06:03 PM | ||
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Re: Raid Growth options
Quote:
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jca |
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04-23-12, 12:58 PM | |
Forum posts: 0
File comments: 3
Uploads: 0
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Raid Growth options
So I'm not sure how i did it before, but i was able to have a movable frame for each person in my raid. and i loved being able to do that! when i did a /reloadui command to fix another addon it jumped back to default behavior of putting the entire raid in one "group" that just had each group in its own column and went to the right. is there a way to get back the individual per-person movable frames? or at least be able to move them per group instead of as a raid as a whole?
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Mekamu |
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04-23-12, 07:50 AM | |
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So the update is out.
Version 1.2.0 This is a fairly minor update consisting mainly bug fixes although one new, much-requested feature has been added. Addressed issue with frames not updating after zoning. Updated Rift version to 1.8. Have enabled the default context menus for unit frames. For new users, this will be enabled by default. Existing users should add '%menu' as the macro command for whichever button you want to show the context menu. This is needed so as to not overwrite any macros you might have already assigned. I'm still stupid busy so it will be at least a couple of weeks before I'm able to really go over the 1.8 api updates in depth as well as get back to some of the additional features I've wanted to add. |
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jca |
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04-21-12, 05:57 AM | |||
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Hi guys,
I'm finally home this weekend and will be for the next 2 weeks (yeah !!!). My plan is to hopefully have time on Sunday to get my office and gaming rig setup so I can log in and test my next update against 1.8 to make sure there aren't any new wrinkles to address. If all is good, I'll push that update out. If I find any issues from 1.8 I may have to delay a few evenings but nothing major. Quote:
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jca |
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04-21-12, 02:47 AM | |
Forum posts: 0
File comments: 1
Uploads: 0
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Trying to resize raid frames, but I don't seem to have the "pull bar" that the other bars have anywhere on the raid frames section. Am I just blind? =/
Also, is there a way to make the target's portrait be the "face" (I.e. same as vanilla Rift's UI) while I hide my own? |
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Jaradcel |
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04-16-12, 06:31 PM | |
Forum posts: 0
File comments: 26
Uploads: 0
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hey man just glad to hear your still in the game. Cant wait to see whats new with the addon when you get moved in. BTW grats on the new home.
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aventia |
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04-13-12, 07:32 AM | |
Forum posts: 0
File comments: 31
Uploads: 0
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Thanks for letting us know jca!
Real Life before games... just glad you are still in the game! I've tried several other UI's and they just don't work as amazingly well as yours does. I don't know if I speak for others, but take care of your real life stuff before the UI. I am happy to know you are not gone!
Last edited by Grixal : 04-13-12 at 07:33 AM.
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Grixal |
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04-13-12, 05:48 AM | |
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HI all,
Listen, I really apologize for being AWOL the last couple months. Long story short, I closed on a new house 2 months ago and at the same time **** hit the fan at work and I've been on the road almost every week since then 'til now. Between work and trying to get in the move/setup for the new house I've been completely overwhelmed and coding a game addon has not even been on the radar as far as things to have time for. However, I do have an update in the can that I'll put up soon. It doesn't contain any new features but several fixed to address the bug where frames don't always update, particularly after zoning. The complication is that the code changes are on my gaming rig which isn't even setup at the new house (my whole office is a shambles) and I'm not home for more than a few hours 'til the weekend after next. At that point, I'll actually have a week at home (yeah - knock on wood) and I should be able to get up and running and push that update out. Once again, I apologize for not keeping things updated, things have just been insane for me lately. Oh, let me answer a couple of the latest questions I see: Regarding @mouseoverui - this is an api thing. To enable mouseover unit recognition, each unit's frame have to be registers with the api for that unit. It seem to work for @mouseover but @mouseouverui doesn't. Hopefully, the api will be changed to address that. About the area behind unit frames being non-clickable even if the frame's unit isn't present - that too is an api thing. To perform the various things unit frames need to do, the frame must be registered as a "secure" frame. The issue with secure frames is that they are extremely limited in what actions they can perform during combat. This included changes to click-actions and visibility. Each unit's frame is composed of a number of normal frames (so text, bars, etc can be updated in combat) overlayed on an invisible secure frame to catch mouse-clicks, perform macros, etc. In theory, you could possible show/hide the secure frame using by catching an even that signals the beginning of combat (but before actually entering combat) but my work with that proved to be very unreliable.
Last edited by jca : 04-13-12 at 06:01 AM.
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jca |
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04-12-12, 02:49 PM | |
Forum posts: 0
File comments: 26
Uploads: 0
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so were has this other gone. any one know.
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aventia |
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03-25-12, 04:03 PM | |
Forum posts: 0
File comments: 31
Uploads: 0
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CPU use?
I found an addon that shows cpu usage in the main UI window, not the mouseover one built in.
I have been trying to figure out the lag I have been having in encounters like the Emerald Isle invasions. What is curious to me is that when I just mouseover another player, the CPU % can jump to as high as 38-43% CPU use. Yes, just mousing over a player, not their name in the group list, the actual player. I'm a little puzzled why the CPU % would jump this high for just mouseover of a player? Is there a way to optimize the add-on so this doesn't use so much CPU?
Last edited by Grixal : 03-25-12 at 04:04 PM.
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Grixal |
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03-24-12, 11:26 AM | |
Forum posts: 0
File comments: 26
Uploads: 0
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i was thinking the same thing. I hope this addon isnt dead.
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aventia |
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03-24-12, 08:11 AM | |
Forum posts: 0
File comments: 31
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I truly hope the author of this add-on has not faded away.
I have not seen a comment from them in quite awhile. |
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Grixal |
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03-23-12, 09:16 PM | |
Forum posts: 0
File comments: 1
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Minor Issue
I'm having an issue where the healthbar text doesn't update as it's dropping. The graphic (bar is dropping properly). It seems it only is on the player unit while target unit is working fine.
Doesn't seem to matter if I pick %, health, etc. Anyone else experiencing this? |
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Ageeb |
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