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Unread 12-29-2013, 01:42 AM  
Zalanna
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Re: Version 455 - Zalanna

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Version 455 - Zalanna

This is an update that will only effect those of you who use alias type shortcuts. Zalanna discovered that these did not work correctly on Bevy bars - Turbines fault actually! - but I have come up with a workaround. This can cause a small but irritating bug if you are disposing of Alias' by dragging them off bars and then replacing them with things from Turbine bars. I can't fix that - this is the best of a bad choice!

Many thanks to Zalanna for giving me something to think about - I love a challenge!

((That didn't sound sarcastic did it? I wasn't being sarcastic... I love little problems to play with...))
Wow! With my name and everything! Thanks for finding a workaround so quickly!
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Unread 12-28-2013, 03:11 PM  
MrJackdaw
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Version 455 - Zalanna

Version 455 - Zalanna

This is an update that will only effect those of you who use alias type shortcuts. Zalanna discovered that these did not work correctly on Bevy bars - Turbines fault actually! - but I have come up with a workaround. This can cause a small but irritating bug if you are disposing of Alias' by dragging them off bars and then replacing them with things from Turbine bars. I can't fix that - this is the best of a bad choice!

Many thanks to Zalanna for giving me something to think about - I love a challenge!

((That didn't sound sarcastic did it? I wasn't being sarcastic... I love little problems to play with...))
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Unread 12-28-2013, 01:55 PM  
MrJackdaw
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Re: Re: Re: Moving contents of bar

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I noticed on the brand new update that there is a reference to shortcut in the bevyobars2.plugindata file, which I think is new. Is there any connection to the issue I am seeing?
Not that I know of - I have been programming whilst under the influence of Christmas though...

Quote:
I did some more experimenting and can provide additional info. I see this happening on a single bar. It does NOT seem to affect skills. Skills and milestones work fine. What is affected are shortcuts. I have a whole bevy bar devoted to emotes and toggling other plugins.
Interesting! I will have to look at this.

Confirmed as an issue!
Thanks for giving me something to engage my mind... working!

This is the most curious thing. All of the shortcut assignment is using turbines internal codes. I have never needed to do anything custom to it really, except for swopping slots. And the behaviour you state occurs - there is no way I can see why!

Update

I have a fix but...
This does cause an interesting error if they are drag dropped of a bar though!
As it is now if you take an alias and drag it off, then drag something from a turbine bar to a bevy bar you get the alias back!

Is this enough of a worry? Do many people use aliases? I am loathe to release a fix that causes other problems... However... It is just a small problem, and unlikely to come up often...

Last edited by MrJackdaw : 12-28-2013 at 03:03 PM.
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Unread 12-28-2013, 12:13 PM  
Zalanna
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Re: Re: Moving contents of bar

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Nope, this should work. Swopping with skills on bars has been an important facility from the word go.

Do you mean on one bevy bar, between bevy bars, or between Turbine and Bevy bars?
I did some more experimenting and can provide additional info. I see this happening on a single bar. It does NOT seem to affect skills. Skills and milestones work fine. What is affected are shortcuts. I have a whole bevy bar devoted to emotes and toggling other plugins.

I created these by doing /shortcut 12 /bow (for instance) and then dragging the shortcut from the 12 position of the main bar to the bevy bar for emotes. This works great. Where it has trouble is if I want to shuffle around the order on the existing bevy bar. I unlock them and drag them from one spot to another and they disappear. I have to redo the shortcut again onto the main bar and replace it on the bevy bar.

I noticed on the brand new update that there is a reference to shortcut in the bevyobars2.plugindata file, which I think is new. Is there any connection to the issue I am seeing?
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Unread 12-28-2013, 12:07 PM  
MrJackdaw
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Version 454

Version 454

Many minor bugfixes. All modules now represented in the new option frame.

Plus...

New Module! Key Modifiers Allows bars to show on combinations of shift/alt/control etc. I made this when playing with the concept of using a joypad for lotro. Worked quite well too!

/BB show is now a toggle, making it easier to set up your bars.

I am beginning to feel that feature-bloat is getting to Bevy! However, as all the modules are optional it shouldn't be a problem for most users.

There will be bugs!

No idea on what to work on next. I like the idea of a bar that automatically loads itself with the best Morale/Power/Debuff/Food items, but that is currently very difficult within the quickslot framework. I may work on it as a separate plugin.

Last edited by MrJackdaw : 12-28-2013 at 12:08 PM.
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Unread 12-26-2013, 09:56 AM  
MrJackdaw
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Re: Moving contents of bar

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This may be something that is a known issue. I skimmed the comments and didn't see it, but might have missed it.

When I want to move icons around on an existing bar, they won't move...they disappear and I have to re-drag them out my skills or bags. Or in the case of creating a bar of shortcuts, I have to recreate the shortcut on a regular quickslot and drag to the bevy bar.

Am I doing something wrong?
Nope, this should work. Swopping with skills on bars has been an important facility from the word go.

Do you mean on one bevy bar, between bevy bars, or between Turbine and Bevy bars?

Last edited by MrJackdaw : 12-26-2013 at 10:25 AM.
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Unread 12-25-2013, 02:38 PM  
Zalanna
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Moving contents of bar

This may be something that is a known issue. I skimmed the comments and didn't see it, but might have missed it.

When I want to move icons around on an existing bar, they won't move...they disappear and I have to re-drag them out my skills or bags. Or in the case of creating a bar of shortcuts, I have to recreate the shortcut on a regular quickslot and drag to the bevy bar.

Am I doing something wrong?
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Unread 12-21-2013, 12:18 PM  
Stever1388
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Re: Re: Re: Re: Following Bug

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Trying this now, thanks.

This just isn't happening for me. Does anyone else get this behaviour?
Perhaps it's just the way the plugin is suppose to work, now that I look at it. If I have two exact bar setups, with the exact same names for the bars, etc, and I then decide to share one bar (let's say a potion bar) across all stored bars, then on the set that I was on when I clicked to share it, it won't duplicate, but on the other sets that have the original, non-shared, bar, it'll show that one and the shared bar. It won't delete the other bars that aren't shared just because the shared bar has the same name. So I'm not really sure if this is a bug or not. You won't see it unless both sets have the same bar you are trying to share, otherwise you just see the shared bar like you want.

Might be the way the bars are saved though. I've noticed if I set a bar to be shared, but then decide to not share it, and then make a new bar, that "no longer shared" bar won't get copied over to the new set, while everything else does.

But it's easy enough to get around just by deleting duplicate bars as they show up (which only happens once).
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Unread 12-21-2013, 03:12 AM  
MrJackdaw
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Re: Re: Re: Following Bug

Quote:
not sure why it's only a problem when using the auto-loading
Thanks for the fix. I suspect it's due to errors calling the "sizechanged" event when the UI has not fully loaded.


Quote:
I basically just load the store bar module, add a bar to be shared across sets, then save a new set (which automatically switches to that new one), then switch back to the old set, and the shared bar is now duplicated on that set, one is shared, one is not shared. The new set doesn't have the duplicates. I've tried saving the shared bars prior to creating the new set, but that doesn't change it.
Trying this now, thanks.

This just isn't happening for me. Does anyone else get this behaviour?

Last edited by MrJackdaw : 12-21-2013 at 03:14 AM.
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Unread 12-20-2013, 07:00 PM  
Stever1388
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Re: Re: Following Bug

Quote:
Stever - Seen the errors, icons fixed by using the alternate loader, which I may make the only load method. This also fixes a couple of other minor annoyances. I am looking at ways of delaying loading on first run, but then not delaying on a reload. Annoying, but it works.
Adding these two lines of code at around line 120 in BarStore.lua should fix the size issue, no matter when it's loaded (not sure why it's only a problem when using the auto-loading, but oh well):

Code:
StoreButton.Icon:SetSize(32*StoreButtonData.Scale,32*StoreButtonData.Scale)
StoreButton.Cover:SetSize(32*StoreButtonData.Scale,32*StoreButtonData.Scale)
Quote:
As noted, I expected some weirdness with the new module as my plugin was never really designed with multiple set ups in mind. I have been unable to reproduce the error, however. Please could you detail the steps needed in order to reproduce the bug.
I basically just load the store bar module, add a bar to be shared across sets, then save a new set (which automatically switches to that new one), then switch back to the old set, and the shared bar is now duplicated on that set, one is shared, one is not shared. The new set doesn't have the duplicates. I've tried saving the shared bars prior to creating the new set, but that doesn't change it.
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Unread 12-20-2013, 06:50 AM  
syfr
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Re: Re: Following Bug

Quote:
Sounds like they have messed up the Burglar procs.
Ah, yes... these never worked did they?

I must have enabled it, forgot to check it, and released. For a while I was working on Bevy in very small bursts, often with little time to fully test my work. This must come from then.

Disable the Burglar module and all should be fine - sorry about that.

I will take it out again in the next patch.
No idea if they worked before HD update was using another bar system before that, but HD broke it and author decided not to continue. Loving this one so far as it fits my play style better.
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Unread 12-20-2013, 02:05 AM  
MrJackdaw
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Re: Following Bug

Quote:
Getting this bug on my burglar. Works great on my guardian

JackdawPlugins\Bevy2\Burglar.lua:5: attempt to call method 'IsCriticalTier1Available' (a nil value)
Sounds like they have messed up the Burglar procs.
Ah, yes... these never worked did they?

I must have enabled it, forgot to check it, and released. For a while I was working on Bevy in very small bursts, often with little time to fully test my work. This must come from then.

Disable the Burglar module and all should be fine - sorry about that.

I will take it out again in the next patch.

Stever - Seen the errors, icons fixed by using the alternate loader, which I may make the only load method. This also fixes a couple of other minor annoyances. I am looking at ways of delaying loading on first run, but then not delaying on a reload. Annoying, but it works.

As noted, I expected some weirdness with the new module as my plugin was never really designed with multiple set ups in mind. I have been unable to reproduce the error, however. Please could you detail the steps needed in order to reproduce the bug.
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Unread 12-19-2013, 11:17 PM  
syfr
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Following Bug

Getting this bug on my burglar. Works great on my guardian

JackdawPlugins\Bevy2\Burglar.lua:5: attempt to call method 'IsCriticalTier1Available' (a nil value)
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Unread 12-18-2013, 06:25 PM  
Stever1388
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Store Bars

I really like the new feature to store different sets of bars. I wasn't sure how I was going to update my bars with the new trait system, but you provided a solution.

I am getting some odd bugs with using the shared bar feature, where the shared bars will duplicate themselves between sets, so I end up with two of the same bars. Also the names get messed up in the options panel (but not on the DragBar themselves) so that the name will be wrong for the bar but you can still alter the bar without a problem.

Also the stored bar icon doesn't size correctly when you use Turbine's plugin loader, you just need to set the size of the icon and cover after you set the size of the button in order to get it to size correctly.

Glad to see you back and developing a bit. Don't work too hard
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Unread 12-14-2013, 04:40 PM  
Dwalhin
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Thumbs up Re: Version 445

Quote:
Version 445 "Dwalhin"

Many thanks to Dwalhin for the bug report. I put one, ONE!, line in the wrong place. *sigh*

This update also includes some code improvements to the Option window. Noting noticeable from a user perspective, but better nonetheless. The label movement window has been merged with the Option window as well.

I had wanted to test this for slightly longer, but Dwalhin's bug means I have had to release post-haste! I apolgise for any other errors...
Thanks to you, for this exceptional plugin, for your time and programing skills!
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