I'll try it out. Have to release a patch for 7.2 anyway and it might just tag along.
Member for 2 years, 1 month, and 10 days
Last active Fri, Mar, 24 2017 01:59:53
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Mar 22, 2017Link Removed
Unfortunately there's not much to be done about that since addons can't touch or see the minimap POIs. A solution would be to hide the minimap completely instead of just fading it out, but not sure whether that's a good idea in case it messes with some other addon.
Mar 9, 2017Link Removed
In 0.2.0 I've added a new inspection binding that will blow up all the item tooltips on screen so you can quickly choose between items just by clicking on the tooltip. Since it's hard to find a place in game to test out every single use case, I would appreciate feedback and any bug reports you can provide if it turns out to not be working as intended or if it feels weird to use.
Mar 5, 2017Link Removed
Yeah I had an incorrect file path for the yellow question mark. I've fixed this but haven't released the patch yet. I sort of agree with you about showing the player like it was before, but it doesn't always make sense. This solution does.
Mar 3, 2017Link Removed
Immersion and ConsolePort are two very different beasts, because they might look the same but the way they are working with the UI is quite different from one another. Immersion isn't blocking DynamicCam, it's simply that DynamicCam isn't using events to trigger the camera change, instead directly relying on the gossip/quest frame to be shown on screen.
In order for Immersion to work completely without issues, the gossip/quest frames have to be disabled. ConsolePort doesn't function the same way, but it's also not completely without issues.
The issue with DynamicCam in this case, is that the "NPC interaction" trigger, is using the events of interacting with an NPC to check the condition for the camera trigger, but then uses the actual frames to get a grasp on whether it should trigger the camera change or not. Immersion disables those frames, so it'll be false every time.
In order to fix this, I believe mpstark can simply use this condition line instead of checking the frames:
local unit = (UnitExists("questnpc") and "questnpc") or (UnitExists("npc") and "npc"); return unit and (UnitIsUnit(unit, "target"));
I'm not expecting you to understand this pretty technical post, but I'm posting this explanation here nonetheless in case you want to send it to the author of DynamicCam.
Feb 27, 2017Link Removed
The text has a function to feed font objects into it and it needs several fonts in different sizes to avoid truncation. The markup for the frame is fairly straight forward and almost a direct copy of the original talking head. The button template used by the rewards frame can be changed to another template. The only thing left to expose is the gossip option template.
...but I'm not going to spend any time on creating different skins for different UIs. You should ask your respective UI authors for those skins instead.
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