well I changed scotts way of reading through the spell book with a while an infinite break when we run out of spells loop to a for loop that just reads through the spell tab using the following block of code. No errors since I did that but when I logged in earlier before the change i got the same error.
Lua Code:
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For the 16004 build seems they only added GetLootSourceInfo(slot) (unused) wowpedia/wowprog
Edit: It seems to be used for differentiating between from what GUIDs an item (stack) is while AoE looting In my case there were [Wool Cloth] x10 in the 4th loot slot Lua Code:
"Riverpaw Slayer" = 0xB4A9 = 46249 "Riverpaw Shaman" = 0xB4AC = 46252 |
The following code crashes the client:
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local f = CreateFrame("Frame") |
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@Lombra: just tested, it doesn't also crash on live* |
Using "MONOCHROME" font modifier instantly crashes game client for me.
@Xrystal: Thanks a lot, will change it this way too. |
I use "OUTLINEMONOCHROME" and I haven't been seeing these problems.
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Hmm... "MONOCHROME" was fine for me a couple builds ago.
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SummonRandomCritter()
Does anyone know the status of SummonRandomCritter()? Currently this only returns an error message of "You do not have a pet". Is this to be removed or is it just bugged?
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Fontstrings with the MONOCHROME style set (and no outline styles) still crash the client as of 16010.
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Still not response on the API bug:
http://us.battle.net/wow/en/forum/to...5843?page=1#10 (illustration) I hope they fix it for release, jeez. Cladhaire if you are here, any inside info? :( |
I hope this gets fixed for release as well:
[Bug] SecureAuraHeader I've tried to make it as easy as possible for them to implement the necessary code changes. |
And the MONOCHROME fontstring style crash is still in as of 16016. Might have to remove it as a configurable option for now :(
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Anyone has details on what they changed to the 3dmodels to freak out like they do at the moment?
edit: Seems like a Dx9 bug only. |
To extend on Miiru's post, player models for units under DX9 and OpenGL (on Windows) are very broken.
Under DX9, the models aren't being constrained to the bounds of the model frame. Rather than being clipped by the edges of the frame (which gives that floating 3D head), the models aren't clipped and you get the entire unit in the display. Due to the in-built camera positioning the models appear slightly distorted as a result, but that's not really a problem (the "head" portion will appear perfectly fine). Under OpenGL, and this was only tested on Windows, the 3D models simply aren't being rendered at all. This might have been a config issue (I just force set gxAPI to "OpenGL"). Edit: Not sure if this is the case on live, but I just noticed that the GetNumber (and possibly SetNumber) methods available to editboxes use floats internally which causes some unfortunate wrapping behaviour (values from 0-16777215 are fine, 16777216+ will be flattened to the nearest 2). Anyone mind checking if this is a difference from live? |
Can someone post in the US UI forums to ask if they plan on fixing the weird behaviour of UNIT_SPELLCAST_CHANNEL_UPDATE when it's triggered by Kil'jaeden's Cunning?
To explain - only DEX_DBG lines are events received, rest is extra debug data: Start a channel Code:
[22:43:10] DEX_DBG: UNIT_SPELLCAST_SENT Code:
[22:43:14] DEX_DBG: UNIT_SPELLCAST_CHANNEL_UPDATE LEN=14.564ms LEFT=10.895999999999s STARTdelay=0s Initial UPDATE message, gives no KC length/ticks Code:
[22:43:16] DEX_DBG: UNIT_SPELLCAST_SENT Code:
[22:43:16] DEX_DBG: UNIT_SPELLCAST_CHANNEL_UPDATE LEN=17.801ms LEFT=17.800999999999s STARTdelay=0s Code:
[22:43:17] DEX_DBG: UNIT_SPELLCAST_CHANNEL_UPDATE LEN=17.801ms LEFT=11.136999999999s STARTdelay=6.3899999999994s Not sure where the bug is, in channeled spell code or lua gathering of these events (bad state machine?) I think this is the last piece I need to get proper cast bar functionality, for channels at least. |
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---- Queue Time ---- function nibMinimap:QueueTimeUpdate() local lfgMode = GetLFGMode() if lfgMode == "queued" then local queueStr = "" local hasData, _,_,_,_,_,_,_,_,_,_,_,_,_,_, myWait, queuedTime = GetLFGQueueStats() if not hasData then queueStr = LESS_THAN_ONE_MINUTE else local elapsedTime = GetTime() - queuedTime local tiqStr = strform("%s", ConvertSecondstoTime(elapsedTime)) local awtStr = strform("%s", myWait == -1 and TIME_UNKNOWN or SecondsToTime(myWait, false, false, 1)) queueStr = strform("%s |cffc0c0c0(%s)|r", tiqStr, awtStr) end MMFrames.info.queue.text:SetText("|cffffa000Q:|r "..queueStr) MMFrames.info.queue:SetWidth(MMFrames.info.queue.text:GetStringWidth() + 12) -- Set to show Queue time InfoShown.queue = true else -- Set to hide Queue time InfoShown.queue = false end if not UpdateProcessing then self:UpdateInfoPosition() end end |
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