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AVR  Popular! (More than 5000 hits)

Version: 0.9.5beta
by: Olog [More]

Note: AVR will be broken in patch 3.3.5. See this

AVR (Augmented Virtual Reality) allows you to draw and add lines, circles and other markings on the 3D world itself. All markings may also be shared with others. Suitable for example to mark locations when explaining raid tactics. These marks can even be left visible for the fight itself. Other things you can do with AVR:

  • Draw range circles around you or someone else at any range
  • Clearly mark players close to you
  • Mark any location relative to player position and rotation, for example mage blink landing spot
  • Measure distances
  • Boss encounter warnings (using a separate addon)

Boss encounters

AVR does not contain a built in boss encounters module anymore. They are now done by a separate addon. At the moment there are two options.
  • AVR Encounters adds AVR warnings for various boss abilities. It does not require any other boss encounter addon to work. It is not a replacement for traditional boss encounter addons as it does not do ability timers, sound warnings etc. It can be used with any traditional boss encounter addon such as BigWigs, DBM or DXE.
  • Raid Watch 2 is a full boss encounter addon much like BigWigs, DBM or DXE. It has built-in support for AVR and also does timer bars and other kinds of warnings.

Whichever you choose to use, you will also need to install AVR.

Limitations and known issues

There are some fundamental limitations caused by what information is available to addons. These are mostly related to the exact position of camera and lack of unit Z coordinates. In particular you should note following:
  • Drawing works best on a flat surface (note that for example Dalaran has very uneven roads).
  • Camera getting stuck in a wall or ceiling will cause any markings to go out of sync with rest of the world.
  • Any kind of stairs/slopes and such cause troubles.
  • Jumping and other kinds of vertical movement causes the drawings to move with you.
  • Everything is drawn over the 3d world. This means that things that should be behind walls or units will appear in front of them.
  • Camera auto follow causes some problems. See also this

Some other known issues are:
  • All vehicles (like the ones at the start of Ulduar) are a bit problematic.
  • Lifts, moving platforms and in particular Gunships in Icercown Citadel raid have some problems.
  • Player map coordinates are unavailable in Icecrown Citadel raid on Lich King platform after the edges have collapsed. This means that any markings tied to zone coordinates or other players than yourself are unusable there. (Lana'Thel's room was fixed in 3.3.3 though the ramps leading there are still a bit odd.)
  • Player map coordinates are also not available in arenas or instances released before Wrath of the Lich King and so most things don't work in either of those.

How to use

See How to use.

Frequently asked questions

See FAQ.

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Unread 04-24-10, 02:59 PM  
Olog
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I'm not sure if you could get coordinates of your own team from minimap. But for one thing it seems to update much slower so it'd be quite inaccurate.
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Unread 04-24-10, 01:45 PM  
vard
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Originally posted by Olog
No it doesn't work because arenas don't have maps and hence no map coordinates. Only meshes that are centered on you work there, basically range circles around you but not much else.
Thanks for the reply - I think I get you

Are you absolutely sure there would be no workaround for this? I'd be awe inspired if there was - this addon has ridiculous potential in arena!

Thanks again
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Unread 04-24-10, 11:26 AM  
Olog
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No it doesn't work because arenas don't have maps and hence no map coordinates. Only meshes that are centered on you work there, basically range circles around you but not much else.
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Unread 04-24-10, 11:08 AM  
vard
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The party tracking doesn't seem to work in arena.

Works well outside, I just want the lines in arena =/

any ideas?
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Unread 04-23-10, 11:29 PM  
Kurtosis
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Very cool. I'm trying to find this in MMO Minion, but it doesn't seem to be there (at least neither searches for AVR nor Augmented Virtual Reality turn it up). Is it available to Minion yet, or do I need to manually install it? Thanks!
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Unread 04-18-10, 10:15 PM  
thebadmf
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Any chance we could have an ignore scenes from x user option? I know I could lower who I accept scenes from but, I don't want to make it more restricted for those have a maturity level over that of a teenager.
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Unread 04-16-10, 01:40 AM  
Olog
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After thinking about it a bit more, I probably won't be doing the embeddable version of AVR after all. I wrote about it a bit more at the WowAce AVR comments which is slightly more developer oriented. However AVR already can be used by other addons, it just needs to be installed separately. I also intend to document the current API better.
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Unread 04-14-10, 09:32 PM  
Mpstark
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Originally posted by Olog
I intend to make an embeddable library and also better documentation for addon authors. There are already a couple of addons that are interfacing with AVR. And you're right, I'm not going to do everything that could be done with AVR myself. As a side note, Allara has gotten AVR Encounters to a somewhat working state. It's a boss encounters addon that uses AVR to place various markers (http://www.wowace.com/addons/avr-encounters/). I'll test drive this myself soon and then probably drop support for the current AVR BigWigs module. Also latest alpha version of Raid Watch 2 (http://www.wowinterface.com/download...aidWatch2.html) has AVR support built-in.

As for your other suggestions. You could render health on units (player characters at least) but those wouldn't be clickable so I'm not sure how useful it would be. I'd say that custom name plates work better here since they'll be clickable and also much faster. You could also place buff and debuff markers but again I think unit frames are better here since you can click them. Another thing is boss abilities which you have to be aware of but won't cure them. The boss encounter modules I mentioned above already do several of these.

There's a lot of various ranges you could do. In addition to the ones you mentioned you could have totem ranges, arcane explosion, thunder clap and the like, also for cone spells.

Just one thing to be aware of is that AVR does take up quite a bit of cpu time and so adding a lot of things could affect your frame rate.
I'm happy that you've been working on getting this embedded, that's a pretty large leap, and I'm looking forward to what you end up with. And I've heard of AVRE, though I haven't gotten a chance to play with it -- it looks very interesting, though I think that probably if it's an embedded library that the people behind DBM and Bigwigs would, like I said earlier, jump on it.

And, while I agree that there are some CPU and memory restrictions with having so much stuff rendering, I think that those can be pared down to a manageable level, even with lots of scenes rendering; maybe by limiting the rendering distance of certain scenes, or even by limiting the refresh rate or detail of far away scenes. I don't know; that sort of stuff is beyond my scope -- I'm not planning on writing any more addons (though this library might bring the inner geek out).

And don't shoot down the unit-frames idea too soon -- I certainly would use it, especially for PvP; I don't need... heck, I wouldn't want to click on the frame itself; that's what clicking on the person is for. I don't use friendly nameplates, though I do use Tidy Plates for the enemy ones, because they're just one more thing on my screen that doesn't help me. And the same thing goes for buff/debuffs, I don't want to be able to click on them, I just want to be able to see them around the person that has 'em. This addon enables information to be in the world frame itself, eliminating a bunch of UI clutter by moving position sensitive data to the position itself.

The range addons are self-obvious, and actually quite easy to do with the scene editor, however, I think that most of them have cases where the user would want them to disappear or would want them to change; in combat, when they are in certain places, when certain abilities are active, or really anything like that. The current scene editor doesn't allow for these kinds of things, and they're out of scope anyways.

I do want to point out that a user might want to disable an AVR embedded lib separably from the things that embed it because of the resource issues. Just a thought for when you get there.


Anyways... Cheers!
Michael
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Unread 04-14-10, 08:23 AM  
Imperfection
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wow.
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Unread 04-14-10, 12:34 AM  
Olog
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I intend to make an embeddable library and also better documentation for addon authors. There are already a couple of addons that are interfacing with AVR. And you're right, I'm not going to do everything that could be done with AVR myself. As a side note, Allara has gotten AVR Encounters to a somewhat working state. It's a boss encounters addon that uses AVR to place various markers (http://www.wowace.com/addons/avr-encounters/). I'll test drive this myself soon and then probably drop support for the current AVR BigWigs module. Also latest alpha version of Raid Watch 2 (http://www.wowinterface.com/download...aidWatch2.html) has AVR support built-in.

As for your other suggestions. You could render health on units (player characters at least) but those wouldn't be clickable so I'm not sure how useful it would be. I'd say that custom name plates work better here since they'll be clickable and also much faster. You could also place buff and debuff markers but again I think unit frames are better here since you can click them. Another thing is boss abilities which you have to be aware of but won't cure them. The boss encounter modules I mentioned above already do several of these.

There's a lot of various ranges you could do. In addition to the ones you mentioned you could have totem ranges, arcane explosion, thunder clap and the like, also for cone spells.

Just one thing to be aware of is that AVR does take up quite a bit of cpu time and so adding a lot of things could affect your frame rate.
Last edited by Olog : 04-14-10 at 12:34 AM.
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Unread 04-13-10, 09:03 PM  
Mpstark
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AVR

Been playing with AVR off and on for about a week now, and I've got to say, you've got something good here.

The rendering back-end had to have been a pain in the ass, but it is simply by-golly-gosh the most interesting thing that I've seen done in a while. Everything looks like it works as intended and the 'paint' function is a complete joy to play with (as long as the environment is actually flat). And I do want to say that you've done a great job so far on the development of an awesome addon.

I do have some suggestions, though.

First of all, the rendering back-end of this has much more potential then what has been explored, and I think that opening up a dev-like API would be best. From my brief glance at the code (and I haven't written for WoW in a long time), it doesn't look like exactly the easiest addon to interface with. In fact, the back-end would be a wonderful embedded library, if you could manage it, with the scene editor tools split off into a separate addon.

If you could manage to get an API documentation all polished and shiny (and maybe even pack it down to an embedded library), it would be much easier to get all of the separate boss mods to implement their own specific render instructions without you trying to sneak a plugin into their system. I really don't see any good developer not leaping at the first chance to add support for an innovative addon like this, especially addons like DBM and Bigwigs.

To add even more flavor to the above statements, here's some ideas based on the AVR tech that could be done. And since the API would be open to anyone, any author could be doing this stuff, instead of you sticking more and more options (and specific 'Blink'-like meshes) into your addon.
  • Interesting party/raid unit-frames that render health and power around the character itself. Could have a render range of 20 yards or something to keep it useful without being a resource hog.
  • Along the same lines, a HUD that renders underneath your character.
  • Warlock addon that points an arrow in the direction of the last teleport pad put down.
  • Range frames for raids, especially for healers. I've actually had great luck with implementing this in the scene editor for my guild BG group. 40 yard transparent green circle around your pocket druid healers keeps me close (and alive).
  • Along the same lines, pre-set up range scenes for classes like the below two.
  • Hunter addon that shows all the different 'zones'; 'kill zone', 'dead zone', 'melee zone', and 'scatter zone'. Maybe have the zones change color as the buttons go active/not active
  • Melee range addon that shows the 110 degree cone of attack at 5 yards. I've actually set this up for my PvP DK.
  • Hunter addon that shows where a trap would go down, only appearing in AVR when mousing over the trap buttons.
  • Any type of pre-setup scene; for example QuestHelper could have markers at the quest objectives. Or a tour-guide addon could have little markers that indicate things.
  • Notifications for raid-buffs/debuffs that appear underneath their character.
  • As mentioned by someone else, an approximate aggro-range indicator based on levels of the mobs around you
  • Indicators for stuff, much like PowerAurasClassic, but rendered on the ground.
  • ....
  • And anything else along those lines.

But, like I said, there's a bunch possible with an addon like this; it's just not possible for one person to do all by himself. Oh, and it'd be nice to have some scene visibility controls in the scene editor; maybe a toggle for combat, and a render radius slider.

Cheers,
Michael
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Unread 04-13-10, 05:17 AM  
theomegapoint
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Edit: nvm just found the answer over at the comments section on curse.
Last edited by theomegapoint : 04-13-10 at 05:56 AM.
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Unread 04-13-10, 01:45 AM  
MidgetMage55
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Just wanted to say this is a truly amazing addon. I don't raid and i still downloaded it purely based on how amazing it is. Fabulous work!
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Unread 04-09-10, 12:33 AM  
Olog
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That you can do yes. One thing to keep in mind though is that the circle will not follow terrain elevation so on uneven terrain it will be somewhat inaccurate.
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Unread 04-08-10, 03:08 PM  
nightcracker
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Originally posted by Olog
I think aggro radius of creatures vary a lot so that's one problem. Bigger problem is that addons can't get coordinates of anyone but player characters in your group or raid. So AVR has no idea where anyone but you yourself or raid/group members are.
Hmm, it still would be possible, you can generate a mesh around you with the radius set to the aggro range of your current target.
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