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Post by Exuro on Jun 4, 2008 17:49:28 GMT -5
What about the ability to lock a menu to being open? Like if you are using a menu as your action bar, you don't want to accidentally close the menu.
Also for the first part, what about click to open/then auto close when not moused over. Basically how it is now but on an individual button basis.
...silently preys for autostock bank...
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Post by Moongaze on Jun 4, 2008 18:00:59 GMT -5
What about the ability to lock a menu to being open? Like if you are using a menu as your action bar, you don't want to accidentally close the menu. That's there. It's the "Always open" option. It never closes. Also, that's there. "Click to open/close" and "all menus can have a delay, so after x seconds, the menu will close." So, if your mouse is over the menu button or the submenu buttons, it will stay open forever (till you click it again) if delay is turned off, or it will close when you move the mouse away after x seconds (0 seconds is immediate, 0.5 is a little better though, and 3 is what the default is now, but you can set it for 0-10, with 0.5 increments). I knew you would It really depends on how much time I want to devote to it at this time. I'm honestly getting burnt out on LS (which is why the updates don't have as much in them, nor do they happen as frequently). It's my hope to get those in, but if not, ya gotta wait ... I really want to make my Card Wars game, and that shouldn't take longer than a month or two, if I devote most of my time to it and some of my time to LS for feature additions. I've been thinking about this game for several months now and I'm getting slightly depressed because I haven't done anything with it. It has the potential to be an awesome multiplayer game in WOW, or outside of WOW as well (in real card game form, or online computer game form). I have some big plans for that card game, even outside of WOW
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Post by Chaos on Jun 5, 2008 15:12:33 GMT -5
Honestly Moon, if yer starting to get burnt out either:
a) take a break for a bit and work on something else b) get a nice stable version and make it public, THEN take a break for a bit and work on something else
I'd hate to see happen to you what happened to Lozareth with his Discord mods; get so sick of it that you just flat out stop working on it. Especially with such a dynamic and what will be one of the most popular mods out there.
Most coders get burnt out at some point or another on their projects so you're not alone. I think that's why a lot of popular mods fizzled out over time or were taken over by new coders. I know personally I've gotten sick of coding at times and don't return to it for a month or so. When you do get back to it though, it doesn't seem to feel as.... tedious anymore.
/peptalk off
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Post by Moongaze on Jun 5, 2008 15:21:30 GMT -5
Yeah, I keep hearing that. I made the above list (which is really short) to motivate me to finish this up. I love this project and I won't stop working on it unless my subscription to WOW ends (which would happen only if I get tired of WOW ... but now that I'm level 70, I have a whole new world that just opened up. Oh, and the expansion). The thing is that I have been taking breaks. 1-2 week breaks off and on. They have helped. But I also told myself that I won't start any new programming projects until this one is finished. Sooo ... this past year has been rough on me because I've been holding off on some fun stuff I've been playing my Wii and PS2 games to tide me over, and that's been good On a side note, I added the scroll bar to the entire window for the Button Settings window and it looks WAY better. That small scroll area I added looked horrible, haha. With the new code in place, I could make the window a little shorter, which is a good thing since that window is one tall bugger. Next up, menu settings
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Post by Moongaze on Jun 5, 2008 19:42:50 GMT -5
Finished adding the different menu opening types to the button settings window. Just need to add a button to assign the settings to ALL menu buttons and then that area is finished and I'll be moving onto the next section to work on
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Post by Moongaze on Jun 5, 2008 21:28:54 GMT -5
Done with the "Apply to all menu buttons" button in the "Menu opening type" section. Moving on to the button tab and fleshing it out.
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Post by Moongaze on Jun 8, 2008 22:59:03 GMT -5
Okay, the button tab is almost finished. I moved some stuff that was related to the buttons to the tab (Dr Damage support, global cooldown ignoring, vivid color use, and keybind hiding) as well as create a Main Button and Submenu Button global scale slider with "Apply" and "Reset" buttons. "Apply" will apply the set scale to all main buttons or submenu buttons (depending on which one you select) and "Reset" will clear the "use custom scale" setting from the buttons and reset the scale to 1.0.
Next up, the cooldown customization ...
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Post by Exuro on Jun 8, 2008 23:00:44 GMT -5
Any chance you can add macro support to the cooldown customization?
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Post by Moongaze on Jun 8, 2008 23:28:41 GMT -5
I'll see what I can do.
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Post by Moongaze on Jun 10, 2008 16:12:16 GMT -5
Any chance you can add macro support to the cooldown customization? Actually, what do you mean exactly? I have a macro: /cast Flash Heal And the cooldown appears on the macro for the global cooldown when I use it, and another macro: /case Scare Beast Shows the 30 second cooldown when I use it. What macro are you talking about that needs the support? Is it one of those "#show" macros or cast sequence or whatnot? ... then again, maybe I added the support (or fixed it) earlier today while working on the pet cooldown support *shrug*
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Post by Exuro on Jun 10, 2008 21:34:21 GMT -5
I vaguely remember that my I win macro did not show a cooldown. Basically it's cast water elemental, cast icy veins, cast cold snap, cast trinket, cast fireball. What bongos did was nice. It would show the longest cooldown of whatever was in the macro, so you would know when the "whole" button is up again.
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Post by Moongaze on Jun 10, 2008 21:52:38 GMT -5
So you were using a cast sequence, right?
/castsequence
And not:
/cast A /cast B /cast C
etc.
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Post by Exuro on Jun 10, 2008 22:08:04 GMT -5
I use a cast sequence now that i'm using LS w/ my bars. With bongos I had them set up as individual casts. When I left clicked the button, it would cast one at a time. When I right clicked, it would cast everything with one click. I don't think that would work w/ LS though with all the left/right/middle clicks.
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Post by Moongaze on Jun 13, 2008 2:30:13 GMT -5
I know that if you have one macro that has two conditionals: left click right click And they will do different actions, you can just drag the macro on both the left and right click actions of the button so it will register them. *shrug* On a side note, I've been messing around with various cooldown effects and have good news and bad news. Good news: They look great and will be in the next version Bad news: If you opt to use the cooldown effects (fading-in the button, fade from black, and some others), it is an animation that is 100% controlled by LunarSphere. Thus, to get the animation to be fairly smooth, I set a timer of 0.1 second per update (buttons are on 0.4 second updates for the text). If you are doing the extra cooldown effect, the buttons will update more frequently while a cooldown exists on the button. I tested this with 40 spell buttons on the screen and the CPU jump was about 10-12 CPU units for the global cooldown when you cast stuff. The jump was a little higher, but I optimized some of my code to keep the CPU cycles down. To give you an idea: 40 buttons all on the screen, average of 7-9ms of CPU time a second (fairly good, considering the Bartender that I'm testing against is always running a constant 19ms with 40 buttons). When you cast a spell and you have the global cooldown set to be shown, all buttons with spells (in this case, all 40) will show the cooldown effect that was selected. The CPU usage during this time will be around 16-22ms, depending on various things. This, I think, is still very acceptable and will not affect the framerate much. Also, since all the time spent in LunarSphere during this time is attached to the update functions of the buttons, that's 40 buttons running code, one after another. The big lag hits is when ONE function likes to tie up 10-20ms by itself, preventing anything else from happening. However, with 40 buttons taking up around 10-12ms of time, each button is using a LOT less and allows for other elements to update, which results in little to no FPS hit. In theory, at least =) Still, the CPU use is more in line with Bartender at this rate, while casting a spell. But while you're not casting spells, or just ignoring the global cooldown, everything is still running below 13ms with 40 buttons, which is quite nice. Of course, if you hide all of your buttons and operate on keybinds, or the auto-closing of menus while in combat, your CPU use will also go down I've been adding a good amount of stuff here and there with the next version. When version 709 hits, I anticipate 2-3 more versions until public release. One version will be with all the templates, and another with localization ... so 709 and 710 should be the last of the content updates, with 711 and 712 being the templates and localization Almost done, woot!
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Post by Exuro on Jun 13, 2008 9:10:08 GMT -5
That sounds great Moon. One request. Can you make it default or add an option to make the cooldown part of LS work for everything? For example work with things in the bank, inventory, and I guess the default WoW UI?
If not it's cool. Keep up the awesome work.
Side note: I'm happy to know that if I assign the macro to left and right click I still get that functionality. I thought that was just something different that Bartender did. Thanks for the tip.
Also if you want to do come cpu cycle comparison w/ your code, you can check out OmniCC from Curse or CooldownCount from Ace.
Also i'm sure you have this in there, but if the button is not shown (hidden in a menu), LS isn't wasting cpu cycles for the cooldown count is it?
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Post by AvaCam on Jun 13, 2008 13:13:20 GMT -5
Still, the CPU use is more in line with Bartender at this rate, while casting a spell. But while you're not casting spells, or just ignoring the global cooldown, everything is still running below 13ms with 40 buttons, which is quite nice. Of course, if you hide all of your buttons and operate on keybinds, or the auto-closing of menus while in combat, your CPU use will also go down What about hiding the buttons while the cooldown is in effect? Would that save CPU cycles? An odd approach, yes, but it may be a nice effect/option.
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Post by Moongaze on Jun 13, 2008 14:42:40 GMT -5
The problem is that I can't hide the button while in combat to effectively do this, but I can just make ONE cooldown tick force the button to be 100% transparent and then when the cooldown is up, it will be fully visible again. If you mouse over that area where the button would be, though, you'll get the tooltip and still be able to click it (I can't disable mouse support while in combat). There will be some strange stuff I'll come up with. Doing it this way will only need two updates (one at the start, one at the end) while the normal way requires 15-17 updates for the global cooldown display. Of course, I could also just gray out the icon in the same way, thus having two updates only as well. Exuro: Correct, buttons that are hidden (because you have the menu closed, or you set the menu to hide while in combat, or hide while out of combat, etc) will not update. When a button is officially "shown" in WOW, it receives events from the game (spell cast updates) and it also is allowed, every FPS update, to run code to update it's appearance or some other update code. This all takes CPU cyles. However, as soon as it is set to "Hide" ... it will be taking off the queue of updates for Events and screen updates and WOW will skip it for less CPU hits As for the cooldown effect being for everything ... sorry, won't be able to do. I might be able to do this with the LunarSkin addon I *might* finish working on one of these days, which will affect the default blizzard elements, but even then ... it won't touch other action bar addons.
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Post by AvaCam on Jun 13, 2008 15:30:28 GMT -5
Graying out the icons might be a pleasant option, especially since the buttons would remain visible and it would require fewer CPU cycles than showing the global cooldown. One thing I don't understand fully is the five second timer option for the main sphere. Is that referring to the global cooldown or different one? If not could the cooldown be shown somehow on the main sphere instead of individual buttons, while the buttons remain greyed for the duration of the cooldown, to save cycles? Thank you for all the effort you put into Lunarsphere Moonsgaze, and also for taking the time to communicate with the rest of us!
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Post by Moongaze on Jun 13, 2008 15:42:14 GMT -5
The "Five second rule" is there for people who want to know when their next hit of mana will come, while they are casting. When you cast a spell, 5 seconds must pass before your in-combat mana regen starts. That timer just shows you when to expect it, is all. I'm still seeing what things I can do. On a side note, due to a request from some people over time, I have allowed the LunarSphere buttons to also show tooltip data from DrDamage if you so desire. I HIGHLY HIGHLY HIGHLY (... HIGHLY!!!) recommend setting the DrDamage tooltips to show when you hold ALT or CTRL or something other than "Always" from the DrDamage options in DrDamage so that you don't get bombarded with a HUGE tooltip if you have 3 click assignments on a button. Also, due to the way DrDamage handles the tooltip data, it will display the name of the spell, have a blank space afterwards, and then all the detail will appear. Sadly, this is the only thing I can do, and I can't remove that double spell name at this time. I will investigate having a temp tooltip load data from DrDamage and copy everything over, but this might be more CPU and memory intensive. Of course, if you don't have DrDamage support turned on, you don't need to worry about this. If you want to see your DrDamage text on the button (like always) but don't want to see that tooltip texts, turn your DrDamage tooltips off or set them to ALT or CTRL of something (yes, I already said this, but I need to emphasize it). This, of course, will be in the next version of LS, which will be out soon.
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Post by Moongaze on Jun 13, 2008 19:01:30 GMT -5
I loaded up version 708 to compare the CPU increase with 709 and ... well ... it looks to be about the same. If there is an increase, it's very small. So, I was just being paranoid Still, LS performs a SLIGHT bit better with 709 vs 708, so that still a plus
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