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Categories:TradeSkill Mods, ToolTip

GatherSage2  Popular! (More than 5000 hits)

Version: 2010-06-12
by: kellewic [More]

GatherSage2 is a re-write of the original GatherSage. Almost all of the original GatherSage functionality made its way into GatherSage2 and a lot more was added.

GatherSage2 shows what level is required to mine, pick, smelt, prospect, mill, or skin a resource (vein, deposit, ore, animal, plant, etc). The tooltip will show all skills for which the resource can be gathered or used up (i.e. an herb that can be both picked and milled).

It also shows you your current skill, how many skill ups you have gained since you logged in, and the difference between the skill you need to work with the resource and the skill you currently have.

It displays this information in the tooltip when you mouse over a resource in the world, minimap, inventory, auction house, mailbox, guild bank, and pretty much anywhere the item can be displayed. It will also show you if that resource has a chance of yielding special items (such as stone, gems, or other herbs).

A lot of testing has gone into making sure GatherSage2 does not interfere with other addons you may have loaded. Please report any problems found.

There is a readme.txt file that contains detailed information on GatherSage2

CHANGELOG

* (2010-06-12): No code changes. Added all Perl code-generation code to the package in case someone
needs to update the English locale or module Lua files.

* (2010-06-06): Fixed a bug where a creature has the same name as something else (i.e. Jade)
Also fixed a bug in the pattern matching of targets.

* (2010-06-04): Fixed bug with GameTooltip text going "wonky"... that's what happens when
you move stuff around :)

* (2010-05-30): Code cleanup and a few bug fixes.
Removed AceEvent-3.0, AceHook-3.0, AceAddon-3.0 dependencies
Added basic module code.
Changed how the locale strings work.
Cleaned up the GUI options panel.
Removed FR locale since it hasn't been updated
Updated DE locale
Added skill strings to items when the skill is different per item

* (2010-04-26): Removed support for ItemLevel module. It doesn't look to be maintained and the game now
provides the item level in the tooltip.

Removed all functionality related to quests. I have never used it and no one has ever
asked about it. It was a PITA to keep maintaining. Items gathered for quests should
still be listed on the tooltip.

Updated all module's data with what seems the most recent skill levels.

Updated code to fix reported issues. I cannot replicate the issues now so hopefully
they are good to go.

* (2009-09-08): Removed most tabs from the GUI options and condensed them to the "General" tab.

When disabling the addon in the options, all modules will be disabled.

When enabling the addon in the options, only modules for which you have a skill in
will be re-enabled by default. Manually enabling additional modules still works after
the addon is re-enabled.

When enabling parent modules (such as Mining), their child modules will also enable
(such as Smelting). If, for some reason, you don't want the child enabled, just uncheck it
after loading the parent. If for some reason you only want the child, uncheck both and re-check
the child.

Removed informational messages from displaying by default. This includes enable/disable
messages. They will appear if you set the log level to DEBUG.

Fixed an issue with deep copying game objects for no good reason. This resolved an issue
with the BasicChatMods addon and likely reduced memory footprint a tiny bit, which is
hardly ever a bad thing.

Fixed some creatures that used to be skinnable, but are no longer skinnable.

* (2009-09-04): Removed GUI configuration "Debugging" tab; placed all items under "General" tab.

Added options to only show tooltip information when a configured modifier key is used. All
modifier keys are supported (feature request).

* (2009-08-30): Updated herbalism, mining, and skinning locales and module files with new data from WoWHead.

Fixed an issue where adjusting the tooltip money frame was causing a lot of blank lines
to appear. In addition to removing the blank lines, the money frame and text was changed
to match the new in-game style.

Manually added in Titanium prospecting data.
Updated TOC for 3.2

* (2009-07-19): Changes made to Herbalism broke a few things so I had to fix them.
Minor code optimizations

* (2009-07-18): Re-organizing core code
Minor code optimizations

Fixed herbalism gathering from creatures skill levels. It seems these are the
same as skinning (based on level).

* (2009-07-11): Fixed issue with Fishing skill not being read correctly.

* (2009-06-23): Added fishing stub module for future development (was requested)

Removed data recording as the feature is fairly useless since GS2 keeps its own
database of information.

Removed locale files with no translations.

* (2009-04-18): Added debugging routines and associated GUI options. If the logging level is DEBUG or greater,
additional information will be shown in the default chat window.

There is a new dump state function that will dump all of GS2's internal state to the database. This
will allow people to PM the file to me for debugging purposes. Some people see 'tonumber' errors that
do not always show up. Hopefully this feature will help track down what is going on. This data is cleared
at login.

This version was not released.

* (2009-04-14): Fixed a bug related to numbers being compared with strings.
Fixed some other miscellaneous bugs that came up in daily use of the addon.
Updated the readme.txt file.
Added some more "unknown" items to be ignored in the locale/ignore.lua file (only available for enUS).
Bumped TOC interface number to 3.1.0

Fixed herbalism skill for Frozen Herb. It seems Wowhead has 3 entries for it and only
one of them is corect.

Updated herbalism, skinning, and mining locale and modules files from Wowhead.

Fixed Tiger Lily skill to 375 from 400 as per 3.1 patch notes.

* (2009-03-08): The "Auctioneer" bug had nothing to do with Auctioneer after further testing.
I think I finally have this fixed, although I still don't know the cause of it.

Added a logging library to aid in future debugging. Modified the Print()
method to be more friendly to the logging library.

Removed the DEBUG variable as it's not longer needed.

* (2009-03-07): Fixed a weird bug when Auctioneer was loaded. For some reason the right
FontStrings of the GameTooltip would shift left in some instances.

* (2009-01-31): Created a locale "ignore.lua" file that contains items that appear to be of
interest, but are not. This only affects the recording of unknown data.

Mining has its own locale file now that is automatically generated from
Wowhead data.

Fixed bug where known data was being recorded as unknown data.

This version was not released.

* (2009-01-28): Updated deDE locale files with name changes that Peter sent me via email. Thanks!

Herbalism has its own locale file now, others will follow this paradigm soon.
Added many more creatures and items that herbalists can gather from.

Updated skinning locale and module files - 8 new creatures, 1 new item

* (2009-01-19): Fixed the skinning locale and module data. Known NPCs should now show the correct
skinning information in the tooltip.

* (2009-01-08): Fixed a bug that caused Altoholic tooltip lines to flow off the tooltip.
Releasing this version.

* (2009-01-03): Removed all slash commands in favor of a GUI configuration screen, which
can be found in the game Interface screen.

Fixed herbalism skill levels to follow the +25, +50, +100 progression.

Added code to save items and units it does not recognize to the database. These
will need to be posted on the mod forum so they can be added to the static data
and be recognized.

Unknown items are saved in global.UNKNOWN_DATA.
Recorded items are saved in global.RECORDED_DATA.
The file these are saved to is WOW_DIR\WTF\Account\NAME\SavedVariables\GatherSage2.lua

Removed esES localization file as it was empty.

Separated out pieces of the locale files as they were getting really big
with the addition of skinning.

Changed the version number to be shorter since the mod hosting sites don't like
it to be really long and it kept getting truncated.

Added a "skill distance" in the tooltip, which is the difference
between your current level and the required level. The format is
(without the dashes):

Required (req. level) -------- curSkill (skillUps/distance)

Requires XXXXX (250) --------- 105 (+10/-145)

Filled in all known skinning targets and items. These files are automatically
generated from WoWHead so it's a bit easier to accomplish now.

Fixed a few small display bugs. Wrong colors, bad line wrapping, etc.

Added inscription data to show what inks can be made from
which pigments. This revealed a weakness in how data is
associated and a small display change was made. If a single item
(i.e. Alabaster Pigment) can be used to create more than one item
at differing skill levels, then for the main "Requires" line, the
skill level is not shown; instead "varies" is shown. In the "Chance of"
listing, the skill level will appear per item line in the right column
correctly color coded. A screenshot is provided as an example. So far,
Alabaster Pigment is the only item in the addon that follows this, but I
added the ability so any module can use it in case more are encountered as
I suspect they will be with jewelcrafting.

Inscription locale data added to the English locale. Other locales will need
someone to translate them.

Corrected code comments.
Added more code comments in case anyone else feels like messing with it :)

* (2008-12-25): Added initial skinning information
Fixed a few bugs and potential problems

Added more items to the locale tables. Hopefully I didn't break
the German locale again.

If the threat meter is showing on the tooltip, it is adjusted
down the tooltip and it's little diamond texture is hidden (along
with all other textures since there is no easy way to differentiate
what texture belongs to which line).

Added support for more than a dozen other tooltip mods. GatherSage2
should co-exist with a good portion of the tootlip mods out there.

These changes also cover the 2008-12-25-2 release which was a minor bug
fix for skinning.

* (2008-12-05-4): Fix for German clients (I hope)

* (2008-12-05): Added prospecting information and a stub for jewelcrafting.

Re-wrote portions of code to get smelting and prospecting data
sets to play nice. Tooltips will now display both skills on
things such as "Copper Ore". If more than one skill has
"chance of" items, these will be tagged by skill. This is really
only relevant for Mining Jewelcrafters and other such combinations
that have two skills that use much of the same items.

German localizations added thanks to EnSabahNur

Added support for RatingBuster and ItemLevel as they modify the
tooltip in ways that interferes with GatherSage2 displaying all
pretty :)

Added colorization of all "chance of" items.

* (2008-12-03): Re-structured code a bit more.
This version is being tagged as Alpha since it does pretty much
what the original GatherSage did minus the "You can now pick..."
functionality.

* (2008-11-30): More code optimization and structuring.
This version was not released.

* (2008-11-27): Split code up to be more manageable (hopefully :))
Verified all data sets via wowhead, wowwiki, and thotbot.
Added "quest-awareness" for quest items that can be gathered.
This version was not released.

* (2008-11-08): Initial re-write of GatherSage.
This version was not released.
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Unread 12-28-08, 03:07 PM  
kellewic
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Originally posted by RHuebner
Thanks for taking on this project, it's a great mod. I play many alts, almost all of which are dual gatherers, so this is really useful.
Thanks for using it

GatherSage was the original and I used that until WoW 3.x broke it. At first I just fixed my local version, but then wanted it to do more (like skinning, milling, etc) and decided it would be best just to re-write it rather than try to hack up the old code as it makes a lot of assumptions about the tooltip it is modifying.


Originally posted by RHuebner
I noticed that in the current version (30003-12-25-2), skinning level colors are always red or gray, because you're always initializing the required skill array with requiredLevel x 4. I'm pretty sure the standard skinning color tier deltas are the same as for herbing, e.g. requiredLevel, requiredLevel+25, requiredLevel+50, requiredLevel+100.

...

(Edit2: OK, tested and wasn't as far off as I thought. Actual thresholds are min, min+25, min+50, min+85.)
I never knew the progression for skinning and could not find any information on it so I just set them all the same. I can fix that no problem with the data you provided.

About herbalism progression though, is it really that simple? The reason I ask is because I found this table that does not follow the progression you laid out 100%:

http://www.wowwiki.com/Herb

If you look at Bruiseweed, Grave Moss, Kingsblood, Fadeleaf, Firebloom, Arthras' Tears, and Golden Sansam the progression from green to yellow is either 30 or 20.

Maybe the table is wrong, but I like to follow up on any discrepancies I find to make sure I have the most accurate data. Do you know for sure if the table is wrong?


Originally posted by RHuebner
Also, because you're storing skinnable mobs by name and level, I often have the case where I skin a 25th level Huge Bear or whatever, but the 24th and 26th level ones still aren't recognized until I specifically skin one of them as well. Is it possible to check if the database contains a Huge Bear of any level, not just the current mob's level, and if so then synthesize the initial data for this specific mob's level if it wasn't one of the ones already stored? This would really reduce the number of false negatives while you work on filling in the database.
I actually started heading down the road you described but saw too many issues with it and the code got real "hackish" fast. I decided to just list all the skinnable mobs with what they produce inside the skinning module like I did for all the other modules. This, of course, presented the next challenge of actually getting the data into the LUA code since there are hundreds of skinnable mobs and dozens of resulting items (i.e. a hell of a lot of typing )


Originally posted by RHuebner
I've never seen any case where a mob's skinnability depended on its level, i.e. all Huge Bears are skinnable, no Green Spiders ever are, etc., so that won't cause a problem. I assume the main reason you're storing by level is to allow different drops to be remembered for each. If you're only doing it for speed, to avoid synthesizing the data once the db is filled in, the huge database you're going to end up with may be more trouble than the efficiency is worth. I've never noticed a delay popping up the tooltip, even on a new mob, so if you don't really have to keep separate data for each level I think you'd be better off just storing a simple list of mob names and dynamically filling in the data on the fly.
Correct. I only use the level now to calculate the first level required to skin the creature. With the progression data you provided, I can fix the coloring in a few minutes.

I have however, seen skinnable spiders and non-skinnable bears so I couldn't do something like "all spiders are not skinnable" and even if this were the case, the types/sub-types are typically so messed up as to be unusable.

The new version about to come out (today I hope) does pretty much what you outlined. I ended up writing a small Perl script to pull data from WoWHead and I told it to grab the pages for every item that results from skinning (that I know of anyway) and then I parse the HTML for the names of the creatures the item is skinned from. This then results in two auto-generated LUA files... one for the locale names and the actual skinning module itself. This should make it a lot easier for me to keep up with future changes and if I find another item not in my list, it is easy to add it and regenerate the files (takes less than 10 minutes).

So with the new version, the tooltip data will show on all mobs (alive or dead) that the module knows about, which is almost 1,400 of them.

This does increase memory consumption to about 1.3M with all the modules loaded (obviously skinning takes the most memory). I don't think this is too bad since no one can learn more than 2 skills and even if it took 5M of memory, that is nothing for even the crappiest computer. GatherSage2 takes almost no CPU at all even when processing the tooltip.

I am working on ways to reduce the memory footprint, but I won't do it at the cost of CPU time or if it makes the code worse (if it can get any worse ).


Originally posted by RHuebner
And a minor feature request... in the right-side tootip text where it shows your current skill, I'd rather see currentSkill minus requiredSkill. Every time I look at that, I'm always doing the math in my head. If too low, how many more points do I need before I can harvest this? If higher than required, how far above the minimum is it, and so how likely is it to give me a skillup? The skill color is a rough guide, but I've found there's a big difference in the odds between green (min+53) and green (min+82). It's not just a flat chance by color category.
I can easily put the difference in required vs current skill on the tooltip. It would be interesting to figure out a way to give a rough percentage based on that. Not sure if it's possible, but I can look into it. I expect I can get the "skill distance" in there for this next release as it's pretty easy.


Originally posted by RHuebner
Anyway, thanks again for this. You've found a good, largely unexploited addon niche to play in, where you can make a real difference and become a must-have mod for many players.
Thanks for the support.
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Unread 12-28-08, 04:13 AM  
RHuebner
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Thanks for taking on this project, it's a great mod. I play many alts, almost all of which are dual gatherers, so this is really useful.

I noticed that in the current version (30003-12-25-2), skinning level colors are always red or gray, because you're always initializing the required skill array with requiredLevel x 4. I'm pretty sure the standard skinning color tier deltas are the same as for herbing, e.g. requiredLevel, requiredLevel+25, requiredLevel+50, requiredLevel+100.

(Edit: thinking about it more, I realized this can't be right, or you'd be getting skillups from mobs up to 20 levels lower than max, which is silly. Now I'll have to go figure out what the right deltas really are.)

(Edit2: OK, tested and wasn't as far off as I thought. Actual thresholds are min, min+25, min+50, min+85.)

Also, because you're storing skinnable mobs by name and level, I often have the case where I skin a 25th level Huge Bear or whatever, but the 24th and 26th level ones still aren't recognized until I specifically skin one of them as well. Is it possible to check if the database contains a Huge Bear of any level, not just the current mob's level, and if so then synthesize the initial data for this specific mob's level if it wasn't one of the ones already stored? This would really reduce the number of false negatives while you work on filling in the database.

I've never seen any case where a mob's skinnability depended on its level, i.e. all Huge Bears are skinnable, no Green Spiders ever are, etc., so that won't cause a problem. I assume the main reason you're storing by level is to allow different drops to be remembered for each. If you're only doing it for speed, to avoid synthesizing the data once the db is filled in, the huge database you're going to end up with may be more trouble than the efficiency is worth. I've never noticed a delay popping up the tooltip, even on a new mob, so if you don't really have to keep separate data for each level I think you'd be better off just storing a simple list of mob names and dynamically filling in the data on the fly.

And a minor feature request... in the right-side tootip text where it shows your current skill, I'd rather see currentSkill minus requiredSkill. Every time I look at that, I'm always doing the math in my head. If too low, how many more points do I need before I can harvest this? If higher than required, how far above the minimum is it, and so how likely is it to give me a skillup? The skill color is a rough guide, but I've found there's a big difference in the odds between green (min+53) and green (min+82). It's not just a flat chance by color category.

Anyway, thanks again for this. You've found a good, largely unexploited addon niche to play in, where you can make a real difference and become a must-have mod for many players.
Last edited by RHuebner : 12-28-08 at 06:17 AM.
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Unread 12-27-08, 10:27 PM  
kellewic
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Newer Version

I have already been working on a follow-up version to add a LOT of skinning data.

I have also added inscription data so if you mouse over pigments it will tell you what inks can be made (even though it still says "Chance of", which I will likely change to "Will produce" for those instances).

Alabaster Pigment produced a slight challenge as it is used to make two inks, but at different skill levels. GatherSage2 was not written to handle it, but it is now. Basically, instead of the "Requires Inscription (120)" line, you will see, "Requires Inscription (varies)" and then the skill level will appear as the 2nd column in the "Chance of" section of the tooltip.

Example:



Right now, this only applies to the Alabaster Ink, but the capability is there for any future items that may need it.

At this point, I am running this newer version and testing it out. If all goes well, I will probably post it by Sunday night. To upgrade, you will need to delete the old GatherSage2 folder rather than overwrite it.

If anyone has any comments, suggestions, etc let me know.
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Unread 12-25-08, 08:11 PM  
kellewic
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New Version

A new version of GatherSage2 has been posted. This includes some bug fixes and skinning.

For Skinning, I only included some static data in the skinning module. This means as you encounter skinnable creatures, the skinning module will remember them. As it remembers them, you will see what a creature can be skinned for on live creatures as well as corpses.

Until the skinning module knows what is skinnable, you will not see what a creature can be skinned for on live mobs.

This skinning data is saved in "WOW_DIRECTORY\WTF\Account\LOG IN NAME\SavedVariables\GatherSage2.lua

Even if you don't have the skinning ability, you can turns this on via:

/gs2 load skin (this will only load for the play session)

or

/gs2 load skin always (this will always load the skinning data and tracking)


If anyone can message me the contents of their

global.modules.load.data.SKINNING

skinning data it will help a lot to fill out the static skinning information so the tooltip is filled in for live creatures as you mouse over them.
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Unread 12-22-08, 06:44 PM  
kellewic
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Re: 12-18 update?

Originally posted by Jaim Sandar
What is the "patch" posted at http://www.wowinterface.com/download...therSage2.html ?

I installed that, but get a lot of errors. See the comments on tha page for details of the errors.

Also, what is the difference between this AddOn and another one called "GatherSage"?
http://www.wowinterface.com/download...SageWotLK.html

Can they be combined into one mod so we can all benefit from the work of both projects?
The "patch" should have been an optional file. It is a beta version I have a few people testing where the GatherSage2 information is not placed in the GameTooltip, but in its own frame attached to the bottom of the target tooltip (GameTooltip, CowTip, EnhTooltip, etc). It's a concept I am working on to make it easier to show the data I want to show and not have to worry so much about hacking the GameTooltip along with other mods that also change it.

I'll have to check out what errors you saw as I am running that version with no problems.

GatherSage2 is basically a re-write of GatherSage and provides almost the same functionality. I added some things and took one or two things out of GatherSage, but essentially they are the same.

GatherSage broke when WoLK came out and the original author was not available so GatherSage was pretty much abandoned with no one to maintain it. I ended up re-writing it into GatherSage2 while some other people fixed GatherSage. This all happened at about the same time.

Also GatherSage2 aims to work even if other tooltip mods are installed (like Tinytip, CowTip, etc). GatherSage will likely not function if other mods move things around on the tootlip since it looks for specific text at specific tooltip lines. CowTip, for instance, moves the "Skinnable" line to the bottom of the tooltip and GatherSage looks for it on line3 of the tooltip so will not find it in this instance.
Last edited by kellewic : 12-22-08 at 06:54 PM.
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Unread 12-22-08, 06:36 PM  
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Re: missing herb

Originally posted by stanchubb
like your addon.

missing herb: Swiftthistle http://www.wowhead.com/?item=2452

keep on the good work.
Swiftthistle is in there. It's not something that can be picked by itself, but something that is gained while picking Mageroyal or Briarthorn.

When you mouse over one of those 2 items you will see "Chance of...." with Swiftthistle listed.
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Unread 12-22-08, 02:36 PM  
Jaim Sandar
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12-18 update?

What is the "patch" posted at http://www.wowinterface.com/download...therSage2.html ?

I installed that, but get a lot of errors. See the comments on that page for details of the errors.

Also, what is the difference between this AddOn and another one called "GatherSage"?
http://www.wowinterface.com/downloads/info11937-GatherSageWotLK.html

Can they be combined into one mod so we can all benefit from the work of both projects?
Last edited by Jaim Sandar : 12-22-08 at 07:25 PM.
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Unread 12-22-08, 04:11 AM  
stanchubb
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missing herb

like your addon.

missing herb: Swiftthistle http://www.wowhead.com/?item=2452

keep on the good work.
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Unread 12-11-08, 12:43 AM  
kellewic
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Skinning

I have the basics of skinning implemented and will hopefully release an update by the end of this weekend.

I need to verify it works with other tooltip mods, especially those that modify unit tooltips, which is basically most of them.

The skinning module is a bit different in that there is no default static data like the other modules; there is a formula for determining if you can skin a creature or not based on the creature's level. Since there are so many creatures that can be skinned and it would have to depend on the level, it was not feasible to provide all that static data. Not to mention loading it all would consume memory and most players are unlikely to encounter all the creatures that could be skinned.

So, what happens is that GatherSage2 loads with no initial skinning data except the formula. As you play and encounter mobs that can be skinned (whether you have the skill level to skin them or not), GatherSage2 will remember them and load that data on subsequent sessions.

Once a creature is cached in the database, skinning information will show on both live and dead creatures that you have encountered. This does mean, however, that if you skin a level 63 CreatureX and encounter a level 64 CreatureX, no tooltip information will show on the level 64 until you kill it and the "Skinnable" line appears on the game tooltip.

GatherSage2 only knows a creature is skinnable once it sees the "Skinnable" line in the tooltip. It does this since not all creatures of a given type are skinnable and I know of no "rule" to determine if a creature is skinnable.

Also, only common items will be in the first skinning release. Items such as scales and animal-specific hides/leathers will not show up in the tooltip until I can do some more research on them. These will likely be added as static data in subsequent skinning releases.
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Unread 12-07-08, 04:19 AM  
kellewic
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Originally posted by EnSabahNur
no errors for me anymore with latest Version
YAY!

NachtkindFX, you will want to try downloading the latest available since EnSabahNur also uses the German client and is reporting no errors.

The version in the .toc is currently wrong, but the ZIP file should be named with the correct version (being 30003-12-05-4).
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Unread 12-07-08, 03:17 AM  
EnSabahNur
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no errors for me anymore with latest Version
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Unread 12-06-08, 08:33 PM  
NachtkindFX
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## Version: 30003-12-05

From the toc file
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Unread 12-06-08, 05:49 PM  
kellewic
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Re: Error on German Client

Originally posted by NachtkindFX
Code:
 GatherSage2-30003-12-05\GS2_Event.lua:70: invalid capture index
GatherSage2-30003-12-05\GS2_Event.lua:70: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[12]":4: in function <[string "safecall Dispatcher[12]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[12]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
  ---
Can you verify the GatherSage2 version you are using as v30003-12-05-4?

Thanks.
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Unread 12-06-08, 02:17 PM  
NachtkindFX
A Kobold Labourer

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Error on German Client

Code:
 GatherSage2-30003-12-05\GS2_Event.lua:70: invalid capture index
GatherSage2-30003-12-05\GS2_Event.lua:70: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[12]":4: in function <[string "safecall Dispatcher[12]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[12]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>

  ---
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Unread 12-05-08, 09:57 PM  
tinyu
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all seems to work mate
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