Core interface modules bugfixes + few fixed add-ons

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Taz83
Posts: 44

Re: Core interface modules bugfixes + few fixed add-ons

Post#111 » Fri Mar 15, 2019 12:42 am

OldSerpenT wrote:
Wed Mar 13, 2019 1:29 pm
Same link. I update my FTP.

Guard part could be still malfunctioning. Need to test it myself. Seems like not gonna happen until weekend.
well here is another test today


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Taz83
Posts: 44

Re: Core interface modules bugfixes + few fixed add-ons

Post#112 » Wed Mar 20, 2019 4:26 pm

Added timers for unit frames effects


how can i enable this timer i already got my custom buff with custom icons but i dont see timers

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OldSerpenT
Posts: 102

Re: Core interface modules bugfixes + few fixed add-ons

Post#113 » Thu Mar 21, 2019 3:07 am

Taz83 wrote:
Wed Mar 20, 2019 4:26 pm
Added timers for unit frames effects


how can i enable this timer i already got my custom buff with custom icons but i dont see timers
Spoiler:
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Xergon
Posts: 422

Re: Core interface modules bugfixes + few fixed add-ons

Post#114 » Sun Mar 24, 2019 3:48 am

OldSerpenT wrote:
Tue Jan 22, 2019 4:48 am
Spoiler:
Hello everyone.
There are some interface modules that are not working properly for different reasons. They are normally located in interface.myp file, but as CRC check was implemented, we obviously can't simply tweak .myp files, therefore here are some of the buggy core modules that I extracted, fixed and converted to add-ons. Some of them had runtime errors that are not really annoying or imparing your gameplay. Some of them are quite useful. For example in EA_ObjectiveTrackers I fixed the issue when you can opt-out of bags only at the very last phase of PQ. With fixed module you can do it at any point before the end of PQ.

Core modules:
Spoiler:

EA_AdvancedWarWindow
keep status update event sometimes was throwing an error because of null value.
relics are not used, but mentioned in code in two functions

EA_CraftingSystem
Fixed Crafting System crash bug when you spam-click crafting. Fixed crash bug that occurs when you put two extenders or two multipliers in a recipe.

EA_ObjectiveTrackers
BO tracker fix
PQ loot opt-out fix
Capital level tracker disabled as we don't have it implemented, so missing variables are throwing errors

EA_OverheadMapWindow
Capital level tracker disabled, capital level rollover events were disabled

EA_PlayerStatusWindow
Reference to relics removed

EA_RVRTracker
Reference to glyphs removed as we don't have them implemented in game

EASystem_ActionBarClusterManager
Mostly fixed issue when some buttons stop working and don't react on hotkeys. I feel like I had my button stuck once since I fixed Actionbars... Or maybe not. Let me know if you'll still have this issue with this module installed.

EASystem_GlyphDisplay
All references to glyphs need to be removed, so this module functions are basically return non-null value to whatever request them

EASystem_Utils
Another module that has reference to capital level.
Currently testing: non-full party HP/AP/distance update fix.

GuildWindowFix
Fixed issues with guild banner tactics (errors, tooltips, etc).
Supposedly fixed an issue when guild roster is not populating and you're the only one that is shown there. Seems like not a common problem, so tests were limited to myself. Feedback is appreciated.



Modules that are not changed, but other modules that I was fixing depend on them:
EA_GroupWindow
EA_OpenPartyWindow
EA_UiDebugTools
EA_UiModWindow
EA_WorldMapWindow
Let me know if you have any questions or concerns.

These are add-ons, so put them into you Warhammer\Interface\Addons\ folder as any other add-on. Also, some of these modules can become outdated. If that happens, just remove the respective add-on and the game will be taking module that is sitting within interface.myp.

Fixed Add-Ons:
Spoiler:


Enemy
Spoiler:
Enemy with working intercom. Will NOT spam gibberish in /p or /wb.

Added timers for unit frames effects
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Added stopwatch tool. Works simple: left click = start/stop, right click = reset. Can be used to measure oil time, WH stealth time etc.
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Added "ReadyCheck" context menu item. Can be useful if everyone has this Enemy and actually join intercom channels.
Shows big red half-transparent flag in a middle of a screen that disappears when you click on it with reporting your presence.
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NerfedButtons
Spoiler:
Nerfed Buttons with fixed memory glitch. Also fixed sequence editor. Added check for channeling abilities.
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Channel ability should be placed like brackets at the beginning and at the end. For all abilities within brackets condition should be set as shown on a picture then your channel not gonna be interrupted by seizure-like clicking on your sequence button.

Requires LibSlash

CraftValueTip
Spoiler:
This add-on is quite a useful one for apothecaries as it shows additional description for composite ointment ingredients, including new ones.

Clicking on star button will make you character to /say the item ID in the first cell of you backpack. Helps for things like TidyRoll setup.
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Requires IraConfig and LibSlash

PaintTheLeader
Spoiler:
This add-on puts a big shiny blue-and-yellow star on your leader. Fixed to also show the party leader, not only warband leader.

BuffHead
Spoiler:
Well known BuffHead issue of spamming stuck frame error partially fixed here. Means: I can't figure out how to prevent the error, but I can fix it afterwards:
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Also added frame records scavenge on zone change.

Requires LibGroup

Add-ons that I didn't fix, but seems like I have working version.
Spoiler:

Aura
Spoiler:
This one has AuraSettings integrated. Though it must be turned on in "Mods/Add-ons" in game along with Aura in order to save settings.
Requires LibSlash

TidyRoll
Spoiler:
Add-on that substitutes huge roll window with small and convenient one. You can set up your mouse buttons for need/greed/pass.
Also it has the custom roll settings. When using unique ID of an item, you can set it up so you will always need/greed/pass on certain items. I have my medallions here. Also if you're salvager, you can set up need roll on Gunbad Excavator items. They are lvl40 green, but BoP.
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CraftValueTip star button can help you get unique ID.

Requires LibSlash

MiracleGrowRemix
Spoiler:
Great add-on that would help your cultivating a lot. Combined with CraftValueTip will allow you to convert seeds automagically.

Requires LibSlash
Supporting add-ons. Some other add-ons require them in order to function properly:
LibSlash
LibGroup
IraConfig

Main ideas of how to significantly reduce all sort of add-ons and interface issues:
1. Switch you client language to English. Some languages (like Russian in my case) have really weird way to encode some letters in Lua - programming language that is used to make add-ons and also the entire interface made with it. Sometimes it causes conflict because of how engine parses encoded text.
2. Do not use any non-English letters in guild notes, friend notes etc. Reference to #1
3. Some add-ons have libraries (supporting add-ons) above included. This could cause a conflict. As for myself I keep them as separate add-ons and remove their redundant instances from other add-on folders.



If you suspect some add-on or core module working improperly, check UI logs.
If you see some error and can describe how to induce it, I probably would be able to fix it, or fix consequences of that error.
To turn logs on follow these steps:
Spoiler:
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P.S. I'm fixing and tweaking Enemy, BuffHead and NerfedButtons as I consider them interesting code-wise. I have no intention in fixing every random add-on that is malfunctioning. I have no time nor interest in doing that.


Great topic man!

Below im including some screenshot from my UI errors, do you know by any chance how to fix them ?
I downloaded and replaced EA_ from topic but still it didnt fixed it (atleast still shows with ! message).

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Spoiler:
WH: Xergon RR 80+ WP: Xergod RR 66+ KotBS: Xergov RR 78+ BW: Xergof RR 50+
SW: Xergos RR 55+ SM: Xergom RR 44+ AM: Xergoam RR 57+
ENG: Xergok RR 38+ RP: Xergot RR 56+ SL: Xergor RR 20+

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OldSerpenT
Posts: 102

Re: Core interface modules bugfixes + few fixed add-ons

Post#115 » Sun Mar 24, 2019 10:00 am

Xergon wrote:
Sun Mar 24, 2019 3:48 am
Great topic man!

Below im including some screenshot from my UI errors, do you know by any chance how to fix them ?
I downloaded and replaced EA_ from topic but still it didnt fixed it (atleast still shows with ! message).
Spoiler:
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You can see add-on name that is malfunctioning within the red line.
I've noticed BuffHead, Dammaz Kron, Deathblow, etc - these are add-ons that need to be fixed in your interface.
Also I see that you use VinyUI. I don't have anything against someone's compilation in particular, I just don't like the very idea of compilations. It's like buying pre-set computer in a store, or "gaming laptop", or some other heresy: you always have a bunch of bells and whistles that you pay for, but never use or even know that you have them.
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buckmaster
Posts: 15

Re: Core interface modules bugfixes + few fixed add-ons

Post#116 » Sun Apr 07, 2019 9:51 pm

I am having a concerning problem. With only the EA_xxx AddOns recommended in the first post and GuildWindowFix in place in my AddOns folder, if I create a character I completely have NO MAP! No minimap, and no way to invoke the actual map (pressing M does nothing). I've not even found a way to fix a character once this happens. I've had to delete them, and then the name is lost seemingly forever. These same addons are PERFECTLY FINE after the character is created. So, I create a character with an EMPTY AddOns folder, log the character in one time, then logout, move all the AddOns back and it's fine from there on.

Again, this is with ONLY the recommended EA_xxx AddOns recommended in the first post (which are from a developer I think?). No other AddOns. Very concerned, this happened to my two friends who play with me as well. So it's not isolated to my install.

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Tesq
Posts: 5082

Re: Core interface modules bugfixes + few fixed add-ons

Post#117 » Sun Apr 07, 2019 11:11 pm

buckmaster wrote:
Sun Apr 07, 2019 9:51 pm
I am having a concerning problem. With only the EA_xxx AddOns recommended in the first post and GuildWindowFix in place in my AddOns folder, if I create a character I completely have NO MAP! No minimap, and no way to invoke the actual map (pressing M does nothing). I've not even found a way to fix a character once this happens. I've had to delete them, and then the name is lost seemingly forever. These same addons are PERFECTLY FINE after the character is created. So, I create a character with an EMPTY AddOns folder, log the character in one time, then logout, move all the AddOns back and it's fine from there on.

Again, this is with ONLY the recommended EA_xxx AddOns recommended in the first post (which are from a developer I think?). No other AddOns. Very concerned, this happened to my two friends who play with me as well. So it's not isolated to my install.
i had similar problem too i lost sc /rvr etc ui but most of cases this unbugged after a sc or make a new profile solved the issues rather than create a new character.
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Nazgul--> ambitious but rubbish, cit Blast :D

Fenris78
Posts: 97

Re: Core interface modules bugfixes + few fixed add-ons

Post#118 » Sun Apr 07, 2019 11:44 pm

Yes, in most cases recreating a new whole profile effectively reset every addons behavior, meaning deleting all addons AND addons settings in user\settings\Martyrs Square\*CharName*\*ProfileName*.

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OldSerpenT
Posts: 102

Re: Core interface modules bugfixes + few fixed add-ons

Post#119 » Mon Apr 08, 2019 4:59 am

buckmaster wrote:
Sun Apr 07, 2019 9:51 pm
I am having a concerning problem. With only the EA_xxx AddOns recommended in the first post and GuildWindowFix in place in my AddOns folder, if I create a character I completely have NO MAP! No minimap, and no way to invoke the actual map (pressing M does nothing). I've not even found a way to fix a character once this happens. I've had to delete them, and then the name is lost seemingly forever. These same addons are PERFECTLY FINE after the character is created. So, I create a character with an EMPTY AddOns folder, log the character in one time, then logout, move all the AddOns back and it's fine from there on.

Again, this is with ONLY the recommended EA_xxx AddOns recommended in the first post (which are from a developer I think?). No other AddOns. Very concerned, this happened to my two friends who play with me as well. So it's not isolated to my install.
Didn't encounter such an issue, even created 2 characters recently. Will test more.

UPD:
I believe I know what happened.
At the very beginning, when you just created your character you have a window... It's on a left side of a picture.
You need to click "Re-Enable" to see the window that is on a right side of a picture. As you can see not all modules are enabled by default.
Spoiler:
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buckmaster
Posts: 15

Re: Core interface modules bugfixes + few fixed add-ons

Post#120 » Mon Apr 08, 2019 1:07 pm

@OldSerpenT - I don't think so, all modules were enabled and like I said, any characters created with these modules installed are permanently in this condition, even with ALL addons removed from the addons directory. The character has to be deleted, that is the only fix.

@Tesq, @Fenris78 - You guys don't seem to understand this problem. I am quite aware of the Martyr's square profile settings, that is not the problem, but thanks for trying to help.

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