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Compatibility: | Chains of Domination (9.1.0) The Burning Crusade Classic (2.5.1) Shadowlands patch (9.0.5) Classic Patch (1.13.7) |
Updated: | 06-30-21 04:21 PM |
Created: | 01-31-12 07:34 PM |
Downloads: | 55,460 |
Favorites: | 152 |
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Nimhfree |
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07-20-12, 07:04 PM | ||
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Re: Re: Re: Re: Wedging/freezing ?
It definitely happened when I passed under one of those bridges. I believe it happened when a quest giver came into my field of view. And it happened when I interacted with the quest giver. After it had happened a total of about 10 times, and I'd gotten disconnected/reconnected about 5, I turned off the 'new things' e.g. Wholly and Grail both, and it stopped happening at all. The freezes were ranging in time from 10 seconds to over 3 minutes. After I'm done with what I'm doing on this toon, I'll re-enable and try other toons, other areas, and other swaps. I'm willing to help isolate, but I want to get some fun in tonight also.
Last edited by Barleduq : 07-20-12 at 07:08 PM.
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Barleduq |
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07-22-12, 04:49 PM | ||
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Re: Re: Re: Re: Re: Wedging/freezing ?
If the problem is similar to the one Carbonite was causing, a bunch of WORLD_MAP_UPDATE events were being sent, and the prerelease version of Wholly on http://ns1.mithrandir.com/WorldOfWar...erelease.shtml should fix that issue. So the first thing I would suggest is to load that version and see if the problem still happens. If that does not fix the problem, could you get yourself in a situation where the hang is about to happen and turn on Blizzard's event tracing. You can do this with the slash command "/eventtrace" which will open a window listing the events that happen. And then put yourself into the situation where the addons hang. If you can note any excessive events perhaps I can see whether any of them are impacting Grail and/or Wholly. |
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Nimhfree |
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07-26-12, 03:44 AM | ||
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Re: Re: Re: Re: Re: Re: Wedging/freezing ?
I just downloaded the pre-release, and tried to reproduce the problem. Unfortunately, I've already done the dailies on the toon I was on when I experienced it, wherein before I'd just logged in and was going around collecting the daily quests. I logged in a couple of other toons and took them to Shattrath; one of them had never been there at all, so many things would have been new data for that character. I was seeing some intermittent jitters in the video, most often as the screen was about to display a new area name (as, when you're flying over a zone, and the names come up on your screen as you go over places like a lake or a town or something). I wasn't able to catch if my bandwidth was lagging; nor did anything show up on eventtrace, at all. (not sure if that's good or not, surely there were some events for the system? I don't know...) I wasn't seeing anything laggy when I went around the ring of the Terrace of Light on either of the other toons. I'll reboot my machine before I login again, to give it a 'fresh' start, most like the time that I had that problem, and we'll see if it starts again. Later! |
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Barleduq |
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08-29-12, 08:19 PM | |
A Murloc Raider
Forum posts: 6
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Error when going into a new area
Was on my way from chillwind camp to SM to level a guildie..
Message: [ADDON_ACTION_BLOCKED] AddOn "Wholly" tried to call the protected function "CompactRaidFrame1:Show()". Time: 08/29/12 22:14:19 Count: 1 Stack: [C]: in function `Show' Interface\FrameXML\CompactUnitFrame.lua:276: in function `CompactUnitFrame_UpdateVisible' Interface\FrameXML\CompactUnitFrame.lua:234: in function `CompactUnitFrame_UpdateAll' Interface\FrameXML\CompactUnitFrame.lua:96: in function <Interface\FrameXML\CompactUnitFrame.lua:43> Locals: <none>
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It's not an addiction!! It's a hobby that's got me by the balls. |
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Vytae |
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08-30-12, 06:54 AM | ||
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Re: Error when going into a new area
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Nimhfree |
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09-06-12, 05:49 AM | |
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Thank you!
... for having this (and Grail) updated. It's been *very* useful, and I'm happy to be able to continue to use it!
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Barleduq |
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11-11-12, 10:16 AM | |
A Kobold Labourer
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Help
I am fairly new to using add-ons, so please forgive me if this is a silly question...
I have downloaded Grail, tomtom, and Wholly and they all are in my add-on folder on my hard drive (wow folder-interface-addons). When I boot up wow I can see the add-on for tomtom and it looks fine. I can see Wholly, but it says "dependency missing". I cannot see the add-on for Grail at all. I would really like to use Wholly. I am missing many quests in many different regions; it would help me get a lot of quest achievements. I would really appreciate any help/advice. Thanks. |
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emeraldrose |
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11-11-12, 11:34 AM | ||
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Re: Help
Grail Grail-Achievements Grail-Reputations These should be sitting along side the TomTom and Wholly folders as well. If this is not the case, that would explain why you are not seeing them in game. If they are present, then when you start WoW, you should look to the bottom left of the screen for the Addons button and click it to manage your addons. Here you should make sure all three Grail addons are active. |
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Nimhfree |
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11-11-12, 06:50 PM | ||
A Kobold Labourer
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Re: Re: Help
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emeraldrose |
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12-16-12, 09:07 AM | |
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TomTom Waypoints & Carbonite
Carbonite has an option to emulate TomTom by accepting /way waypoint creation, but does not react in the same fashion as TomTom when waypoints are reached or cleared.
As a result, if I have Wholly create waypoints for quests, they continue to be loaded whenever I log in or reload my interface. The only solution I've found for this is to manually edit my saved variables file to erase the waypoint locations. Is there a way to clear the list of waypoints that Wholly remembers for login within the game independently of TomTom? |
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Doskious |
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12-16-12, 01:04 PM | ||
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Re: TomTom Waypoints & Carbonite
As a workaround is it possible to remove (i.e., not use) the waypoint simulation from Carbonite and actually run TomTom? |
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Nimhfree |
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12-17-12, 06:38 PM | ||
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Re: Re: TomTom Waypoints & Carbonite
From what I can tell based on observed behavior, Carbonite is coded to interpret TomTom Waypoint Creation into its own waypoint system (it translates "TomTom.AddMFWaypoint" calls), but not to respond with simulation of subsequent TomTom functionality for any other waypoint interaction. The relevant Wholly code that seems to invoke past waypoints at UI load starts at line 2447 of the Wholly.lua file, from what I can see, in a function called "_ReinstateDirectionalArrows" - is there a way to call either of the subsequent functions from within the game ("_RemoveAllDirectionalArrows" starting on line 2466 or "_RemoveDirectionalArrows" on line 2475)? I haven't been able to find one, but I may be blind or silly. ^_^; I can understand, from a development perspective, that in the process of writing code for use with a 3rd party API it's not unreasonable to expect the entire API to be present if one component is. I also, however, don't think that an expectation of some provision for the management of local database assets is particularly unreasonable. The integration of waypoint creation suggested to me the potential for a capacity for waypoint removal from within Wholly, rather than relying on the need to interact with the TomTom waypoint directly after initial creation... I was hoping for some functionality that allowed the removal of waypoints in a fashion similar to how they are created (as an ease-of-use measure in the event that a user clicked "The Wrong Quest" by accident when meaning to click "The Right Quest Here Underneath It"), or failing that some debug mode that could be activated allowing for database waypoint control. If, as it seems, no such functionality exists, I certainly don't expect you to add it just for me, though. |
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Doskious |
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12-17-12, 08:10 PM | |||
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Re: Re: Re: TomTom Waypoints & Carbonite
Basically Wholly does not support Carbonite for waypoints, and any functionality Carbonite has for this is because of its limited TomTom "support". For Wholly to properly work with Carbonite, I will need to know how Carbonite really handles its waypoints and have Wholly interact with that system. Also, Wholly does not put map pins on Carbonite's map, and until Rythal is done with the new mapping system, I imagine there will be no support for that. Perhaps it will be possible, but I do not know how Carbonite's maps work either. |
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Nimhfree |
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12-17-12, 09:39 PM | ||
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Re: Re: Re: Re: TomTom Waypoints & Carbonite
I know that Carbonite is a massive pain in terms of inter-operational functionality with other addons that impact the world map in some way. As I said, I wasn't looking for you to add anything to Wholly, just enquiring if something was there that I missed. (Sorry if that wasn't apparent from my initial post.) I do, from time to time, open the standard non-carbonite worldmap to examine Wholly's node pins, and I've often wished for Carbonite support, but it'd be excessively unreasonable to enquire about that with Carbonite in its present state of development flux, and my eyes did that old-timey cartoon cash register spinny-numbers-no-sale effect when I started poking around in the Carbonite mapping code to investigate what might be necessary if I wanted to try my hand at coding an interaction myself. O.o So ... yeah. Anyway, thanks for the prompt answers even though it wasn't what I was hoping for, at least I know now and I can stop wondering if there was a setting I missed... ^_^ |
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Doskious |
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