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It'd be a single toggle to enable advanced options across the addon's option tables. |
Dislikes:
I dislike how timers are now a separate aura that you have to rebuild completely. -Solution: Just build a timer into the settings of the texture and not make a timer the texture. I dislike how the aura itself is built around a picture and not a spell/name, ie spell names are just a mere setting not the cornerstone. -Solution: Back in the old PA, you had one aura that did one thing based around a name. Now with the new if/then activation trigger scenario you can tie a much smarter ai into your auras. However more often than not I will do duplicate settings to several different "textures." Either have the setup based on the name, or have the setup based on an activation. Either way you end up having to do both for everything and it seems like the original "aura" you set up is more like an organizational folder. There seems to be an extra unnecessary layer between the browser and the textures. I realize that this layer is put there because of timers and charges and stacks as well as multiple triggers on separate auras but there really isn't a need to set up this stuff when you can just source the event triggers. -Solution: have the "group" of spell events be a level higher than the initial creation, not way deeper in. I know its still in developement but honestly being able to go in and quickly change/add something new is fundamental to testing this. I love all of the new features and I know I could get used to the new ui, its just the placement and flow of it seems like a skinny bookcase with wide novels. -Solution: Group the settings more intelligently. For example "style" and "Layout and Positioning" should pretty much be the same catagory since people are going to be doing both of those at once more often than not. Likes: You seem to have put quite a bit of work into this and I definitely appreciate that. Your tutorial is great I would love to see moar once you get the ui worked out. All of the new options with animations and combining different events is great and I have been wanting something like that for awhile. Waiting on: Using the original spell texture automatically. -Maybe I am just stupid but I couldn't find a way to do this without adding the texture to the folder myself and calling it. Quicker feedback on aura changes. -Seeing the texture while making settings to it would be great, still a work in progress I know but it discourages me from doing any testing expecially when the breadcrumb interface is seemingly long. Clicking and dragging around the aura for quick placement is missed. Slidebars as well. Thats all for now, I really want to see this addon become great in mop and I am posting what I believe to be true. If you need anything clarified let me know. |
about the new texture scale, seams in advanced mode thry are in px, in simple mode the will be in % like on live version or in px, if they are in px is possible implement a scale switcher (px<=>%) on both mode?
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Great feedback in general, I'll cover it in hopefully less than thirty paragraphs this time :)
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I might just add the setting in and see how it feels, realistically texcoords can be handled with just one control. Quote:
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I love you :) Quote:
I think by default, 'transmuting' a display would cause the editor to automatically synchronise all relevant settings between the two (so the sources/activation/animations/etc.), but should include options for unlocking parts so that they can be edited manually rather than be constantly updated. The end result being that you could create a timer/stack counter/whatever from any existing display in one click and not have to worry about redoing the activation conditions, etc. However, if you wanted to, you'd still have the ability to create a custom timer and manually configure it all. Seems like a nice balance to me. Quote:
The whole 'style vs. activation' thing comes up a lot in terms of 'which is more important?'. I'd agree that activation is more important, but in terms of navigation it's a lot easier to visually see your displays and say "that's the one I use for tracking my holy power" than it is to mouseover tooltips or remember their positioning. Duplicating triggers and whatnot sort of overlaps with the first point, the 'transmute display' feature could/should fix that. Additionally I think creating dependencies should be promoted more as a 'basic' feature and as something the user should ideally do, as opposed to an advanced one. From a performance standpoint, dependencies are one of the cheapest trigger types. From an ease of use standpoint, they could be one of the easiest too when I put in their ID picking dialog because as it stands, they don't require you to duplicate triggers. One feature I've seen a few times is some sort of multi-editing system whereby you could edit multiple things at once, so for instance you could select five texture displays and change their scale and colour in one go as opposed to five. It'd be a lot of work to implement, but it's feasible. Maybe not a 5.0 release thing however, we'd have to see. Quote:
I'll make this really clear, I don't like how sources are handled in the UI. Once again it comes to power vs. ease of use, and the sources are sort of like patch 3.0 retribution paladins. They hurt. The thing is this though, you've currently been forced to live with the 'advanced' activation editor which lets you combine 63 triggers into some silly complex logic at your whim. That's good for power. The 'basic' one doesn't let you do that, you get a single 'main' trigger and up to one of each 'support' trigger which cover things like "Is mounted", "Is in a battleground" and so on. Functionally, it's the same as the 4.x one just with a few tweaks here and there. On the subject of editor 'depth', you don't have to go down a level to edit triggers in the basic editor. There's no navigation needed in the basic version, apart from making your way to 'activation'. Hopefully that's what all the basic editors will look like, but we'll evaluate it on a case by case basis. Sources come in as an advanced feature for saying "timer, this is where you get your timing information from". When it comes to the basic activation editor, we can easily automate this and hide the feature outright (you may have seen the Edit Mode dropdown under the sources section including the option 'automatic'). When it comes to an advanced activation condition, things get hairy simply because a source is designed for taking information from one location, not 63. It can't automatically determine which of your triggers is most important. The best guess it might be able to take is to say "trigger #1 is important, therefore I shall try to use it as a source". The best solution to this would be to allow automatic synchronisation, but make the user decide which trigger is being used for it. I think the solution to this is to just wait for the basic components and see how it gets handled, I think automatic source creation/syncing is the best route out of this whilst still keeping the system in for some extra power should some crazy scientist need it. Quote:
Two or so days before the initial release, Style and the Layout categories were merged. I split them to see how much of a difference it'd make, and to be honest I think it works a bit better split. The downside is the Layout category is very 'light' right now, however that might be because the Layouts feature in general is (almost) NYI. In addition, I hate scrollbars and that's what you'd be getting with a lot of the Style editors should I move layout stuff into there. The thing with the layout system is, ultimately, I don't even want it in the editor. At the moment it's one of those necessary evils because the on-screen previews (as in, over-the-game-world previews) are disabled. Positioning displays simply by drag and drop feels the most natural than using pixels and dropdowns. I'll keep the layout editor in there, but I want the mouse interaction with displays to be able to do just as much as the editor would. Quote:
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On a side note, how would you feel about a small hotkey for reducing the opacity of the editor to help view the main screen? Say, you mouseover the editor and press ctrl and it'll reduce the opacity of the window by ~75%. Quote:
On an unrelated note, I'm thinking of visually marking the editor categories in some way after creating a new display to assist in telling people what they need to do next. So you create a new display and the 'activation' section is highlighted, or has an icon, or something. Maybe a tutorial-style popup telling you what to do next. In addition, some other form of quick navigation between categories seems pretty required at this point. Ideas welcome, so long as they're constructive :) ~25 paragraphs, success! |
Expect the next alpha release on sunday/monday-ish.
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Things that are done:
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Sure, full trigger status atm:
You'll note a lot of the new ones say they have no GUI, that's not a major issue because most of them have fairly simple options that take about 10 minutes to expose and test. The ones with major GUI requirements are Equipment and Runes. As for custom triggers, I finished the code needed to implement them but I've not exposed them to the editor just yet. If there's a trigger present in 4.x that you think is missing and needs to be implemented, just say. However note that ActionUsable is currently planned to be scrapped. The Runes GUI is completely different to the one in 4.x, so you don't need to bother with that abysmal "DDUUBB" mess. Instead it's literally point and click for rune selection. So here's a screenshot of the Shaped runes type, a Runes trigger with this type will activate only if you have the chosen runes available in the exact slots. In that screenshot you'll see that in slot #1 I'm matching either a Blood or Death rune, in slot #2 I'm matching an inactive death rune, slot #3 is an ignored slot (so any rune regardless of state), and #4-6 are the same as #2, but for other rune types. The other match type for Runes is Shapeless, which activates whenever you have the specified runes available regardless of slot. There's a special case for death runes with Shapeless in that you can say "this death rune must have replaced a rune of <x> type", but that's optional. |
Not a fan of the new powa.
I loved how simple the old powa was, type the spell name, tick what you want, pick a aura and your done, this is back and forth, back and forth through menus. Not a fan of this at all, was not broken in it's old form, why u try to fix ? |
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All of you who are complaining about the new UI setup (which, btw, still isn't finished remember) are *used* to the old way. You can get used to a new way, too. ;)
Personally, I always used to find the old PowerAuras UI too confusing/cumbersome to bother with. Several times over the course of a few years I tried it and always gave up. I started using WeakAuras when it came out because the UI was completely different. To each his own. ;) Just remember to keep discussion civil and polite on these forums with constructive criticism. :) |
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Yeah, importing from an old version will definitely be supported, it's just a matter of getting around to it right now.
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Alpha 2 uploaded. Changelog covers the important bits. Most of the changes covered in the discussions in this thread are still not implemented, simply because time isn't infinite :)
Edit: Alpha 3 uploaded, I've had to disable the on-screen previews because of the stupid amount of errors/bugs I completely missed with them (for instance, errors when creating displays, deleting them, etc.). They'll be re-enabled soon. Yet Another Awesome Edit: Alpha 4 uploaded, re-enabled the previews after fixing the most obvious errors. Please report any others that you find :) |
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Message: ...rface\AddOns\PowerAuras\Types\Displays\Interface.lua:11: Display class 'Texture' does not exist. |
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I blame Mondays. |
all I'm saying is that the nav gui should flow in one direction in a logical sequence.
again, you can easily accommodate all users by coding the navigation in the simplest form. the version we all know & love is a very good reference for keeping it simple, and not completely doing a 180 deg turn into who knows what direction. |
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I see, at most, two more steps. That's not a whole lot. Descriptive feedback would kinda help pinpoint the issue here, at the moment the main thing is there's too many levels of depth to navigate though for the advanced editors, and one other possible issue is having to go up/down a level to change sections (such as from style to activation). Apologies if I'm being a bit rough in terms of given feedback here, but at the moment it's somewhat like trying to find my way through a maze while blindfolded, and the directions I'm being given are "don't walk into a wall". I'll try and work on something tonight and post a couple of screenshots later on (if I get it all hooked up). Feedback would be appreciated :) |
btw .... i still have no clue how copy aure in the new version XD
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I was playing around in the Animations section, not really knowing what I was doing, and managed to completely break the addon. In Animations -> Repeat -> Channel 1 -> Action, I had added a sequence then removed it, and I then accidentally selected "Delete Action". Deleting the only action immediately provoked an "Action ID -1 does not resolve to a valid action" error, and the addon became totally unusable until I deleted my saved variables (I could open the Auras/Layouts window but do nothing beyond that without returning that error).
Obviously it's early beta, and protecting from user idiocy comes after getting the basics working right, but it seemed like the kind of thing that could slip under the radar if no one else is stupid enough to delete the only Action, heh. * As to the new interface, I like the direction it's going, but it does have a bit too much moving up and down through sections. Having to go back to the top level menu to then enter another submenu, rather than having a tabbed interface or an always-visible sidebar menu where you can access any part with one click, does make a big difference in how using this feels (it's the most annoying thing about the Dungeon Journal, too). Personally I'd favour a sidebar menu, if that was possible. |
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