+ Reply to Thread
Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 81 to 120 of 143
  1. #81
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    In order to give me a place where I can better display/organize information, deliver previews, request specific feedback to aid me in decisions and to discuss the direction of this project (and future projects), I've decided to throw up a site to better display these things.

    In the coming days you'll start to see a lot of the information in the first post of this thread, displayed in an easier to read and find manner, as well as a FAQ listing common questions, and answers to them. I would greatly appreciate it if everybody who has an interest in this plguin would stop by from time to time to more easily read up on upcoming features, get information, and answer the occasional question relating to how you use Palantir.

    Currently (at the time of this post) there's not much to talk about - but I guarantee you that will change very soon.

    EDIT:

    The existence of this site does not, and will not, change how I will be using the forums here, lotrointerface, nor how active I am in either. The best ways to offer suggestions, give feedback, ask questions or report bugs are methods you have been using. The site fills a completely different role, and will not replace the roles of existing systems.
    Last edited by Digital_Utopia; Sep 21 2010 at 11:42 PM.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  2. #82
    Junior Member Online status: Htown is offline Reputation: Htown the Neutral
    Join Date
    Apr 2007
    Posts
    9

    Re: [Plugin] Palantir

    So here's a pic of what's happening with the palantir hud.


  3. #83
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Htown View Post
    So here's a pic of what's happening with the palantir hud.

    Try this:

    Once you load up Palantir, go into UI positioning mode (Ctrl+\) and position it to where you want it, like you would with any other LotRO UI element. From that point on, it should stay exactly where you put it.

    If this doesn't solve the problem, please let me know - and I'll get to working on a fix.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  4. #84
    Member Online status: yourcrapbag is offline Reputation: yourcrapbag the Neutral
    Join Date
    Aug 2010
    Location
    Sweden
    Posts
    54

    Re: [Plugin] Palantir

    Thought of one thing but its only a problem in the beginning or I might have missed something but there is no way to know where to put your pots for clearing debuffs until you actually get the debuff and see what button is lighting up.


    Otherwise its awesome! The first thing I install when EU finally gets f2p

  5. #85
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by yourcrapbag View Post
    Thought of one thing but its only a problem in the beginning or I might have missed something but there is no way to know where to put your pots for clearing debuffs until you actually get the debuff and see what button is lighting up.


    Otherwise its awesome! The first thing I install when EU finally gets f2p
    Yeah, it's come to my attention that this is confusing, and I have a tweak coming probably in the next update to make this a little easier. The indicators themselves will light up when you move the mouse over the corresponding quickslot.

    Until then, I made this little image to help people out with this.



    I'm glad you like it, and there's definitely more to come in terms of options over the next 2-3 weeks, so keep an eye out!


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  6. #86
    Junior Member Online status: hahler2 is offline Reputation: hahler2 the Neutral
    Join Date
    Sep 2007
    Posts
    10

    Re: [Plugin] Palantir

    I have a request. I would like to see you add the ability to have your targets vitals float above them. That way I could get rid of both player and target vitals on my screen. One less thing to have to look at and free up some screen space also.

  7. #87
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by hahler2 View Post
    I have a request. I would like to see you add the ability to have your targets vitals float above them. That way I could get rid of both player and target vitals on my screen. One less thing to have to look at and free up some screen space also.
    There is actually a setting to do exactly that for at least your currently selected target in the actual game options (UI Settings I believe). Beyond that, I think you're going to be waiting for at least quite a while for something like that out of Lua. Not only is target information not even available to us yet, but in order to display it over the targets head, we'd have to have information as to where exactly on the screen the target's head is.

    I do however, plan on once it's made available, to include target vitals as well in Palantir, and if, at some point, they give us the ability to stick something over a character's/mob's head, I'll provide that option as well .


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  8. #88
    Poster of Note Online status: Herohtar is offline Reputation: Herohtar the Wary Herohtar the Wary
    Join Date
    Jul 2008
    Posts
    611

    Re: [Plugin] Palantir

    I found a minor bug on the Color page: when you uncheck the "Enable color effects" box, the rest of the color effect controls are disabled; however, the next time you load the plugin, even though the color effect boxes are unchecked, not all of the controls are disabled as they should be. Namely, the color selector and the slider for point #2 of the Morale bar are enabled, and all the controls for the Power bar color effects are enabled.
    My New Year's resolution is 1920x1080.


  9. #89
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Herohtar View Post
    I found a minor bug on the Color page: when you uncheck the "Enable color effects" box, the rest of the color effect controls are disabled; however, the next time you load the plugin, even though the color effect boxes are unchecked, not all of the controls are disabled as they should be. Namely, the color selector and the slider for point #2 of the Morale bar are enabled, and all the controls for the Power bar color effects are enabled.
    Thanks for the heads up. I'll make sure I address that with the next update


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  10. #90
    Poster of Note Online status: Herohtar is offline Reputation: Herohtar the Wary Herohtar the Wary
    Join Date
    Jul 2008
    Posts
    611

    Re: [Plugin] Palantir

    Quote Originally Posted by Digital_Utopia View Post
    Thanks for the heads up. I'll make sure I address that with the next update
    <.< I hope you don't mind, but I got bored and poked around in the code a bit and found the offending section. I've marked where I made changes:

    Code:
    self.updateOptionsColor = function (color)
        self.sw.pmbBcOL:SetBackColor(Turbine.UI.Color((color.MoraleBarColor.r/255),(color.MoraleBarColor.g/255),(color.MoraleBarColor.b/255)));
        self.mWindow.SetDefaultColor(self.sw.pmbBcOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbEce:SetChecked(color.MbEnableColorEffects);
        self.sw.pmbClrOneCp.SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbCpOneSld:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbClrTwoCp.SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbCpTwoSld:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbEsc:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbEct:SetDisabled(not color.MbEnableColorEffects);
        self.mWindow.SetEffects(color.MbEnableColorEffects,self.mWindow.moraleBar);
        self.sw.pmbEct:SetChecked(color.MbEnableColorTransitions);
        self.mWindow.SetBlending(color.MbEnableColorTransitions,self.mWindow.moraleBar);
        self.sw.pmbClrOneOL:SetBackColor(Turbine.UI.Color((color.MbPointOneColor.r/255),(color.MbPointOneColor.g/255),(color.MbPointOneColor.b/255)));
        self.mWindow.SetColorOne(self.sw.pmbClrOneOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbCpOneSld:SetValue(color.MbPointOneLocation);
        self.mWindow.SetPctOne(color.MbPointOneLocation,self.mWindow.moraleBar);
        self.sw.pmbEsc:SetChecked(color.MbEnableSecondColor);
    --Modified logic
        self.sw.pmbClrTwoCp.SetDisabled(not (color.MbEnableSecondColor and color.MbEnableColorEffects));
        self.sw.pmbCpTwoSld:SetDisabled(not (color.MbEnableSecondColor and color.MbEnableColorEffects));
    --End edit
        self.mWindow.SetTwoColor(color.MbEnableSecondColor,self.mWindow.moraleBar);
        self.sw.pmbClrTwoOL:SetBackColor(Turbine.UI.Color((color.MbPointTwoColor.r/255),(color.MbPointTwoColor.g/255),(color.MbPointTwoColor.b/255)));
        self.mWindow.SetColorTwo(self.sw.pmbClrTwoOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbCpTwoSld:SetValue(color.MbPointTwoLocation);
        self.mWindow.SetPctTwo(color.MbPointTwoLocation,self.mWindow.moraleBar);
        self.sw.ppbBcOL:SetBackColor(Turbine.UI.Color((color.PowerBarColor.r/255),(color.PowerBarColor.g/255),(color.PowerBarColor.b/255)));
        self.mWindow.SetDefaultColor(self.sw.ppbBcOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbEce:SetChecked(color.PbEnableColorEffects);
    --Added disable lines
        self.sw.ppbClrOneCp.SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbCpOneSld:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbClrTwoCp.SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbCpTwoSld:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbEsc:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbEct:SetDisabled(not color.PbEnableColorEffects);
    --End edit
        self.mWindow.SetEffects(color.PbEnableColorEffects,self.mWindow.powerBar);
        self.sw.ppbEct:SetChecked(color.PbEnableColorTransitions);
        self.mWindow.SetBlending(color.PbEnableColorTransitions,self.mWindow.powerBar);
        self.sw.ppbClrOneOL:SetBackColor(Turbine.UI.Color((color.PbPointOneColor.r/255),(color.PbPointOneColor.g/255),(color.PbPointOneColor.b/255)));
        self.mWindow.SetColorOne(self.sw.ppbClrOneOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbCpOneSld:SetValue(color.PbPointOneLocation);
        self.mWindow.SetPctOne(color.PbPointOneLocation,self.mWindow.powerBar);
        self.sw.ppbEsc:SetChecked(color.PbEnableSecondColor);
    --Added disable lines
        self.sw.ppbClrTwoCp.SetDisabled(not (color.PbEnableSecondColor and color.PbEnableColorEffects));
        self.sw.ppbCpTwoSld:SetDisabled(not (color.PbEnableSecondColor and color.PbEnableColorEffects));
    --End edit
        self.mWindow.SetTwoColor(color.PbEnableSecondColor,self.mWindow.powerBar);
        self.sw.ppbClrTwoOL:SetBackColor(Turbine.UI.Color((color.PbPointTwoColor.r/255),(color.PbPointTwoColor.g/255),(color.PbPointTwoColor.b/255)));
        self.mWindow.SetColorTwo(self.sw.ppbClrTwoOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbCpTwoSld:SetValue(color.PbPointTwoLocation);
        self.mWindow.SetPctTwo(color.PbPointTwoLocation,self.mWindow.powerBar);
    end
    My New Year's resolution is 1920x1080.


  11. #91
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Herohtar View Post
    <.< I hope you don't mind, but I got bored and poked around in the code a bit and found the offending section. I've marked where I made changes:

    Code:
    self.updateOptionsColor = function (color)
        self.sw.pmbBcOL:SetBackColor(Turbine.UI.Color((color.MoraleBarColor.r/255),(color.MoraleBarColor.g/255),(color.MoraleBarColor.b/255)));
        self.mWindow.SetDefaultColor(self.sw.pmbBcOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbEce:SetChecked(color.MbEnableColorEffects);
        self.sw.pmbClrOneCp.SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbCpOneSld:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbClrTwoCp.SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbCpTwoSld:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbEsc:SetDisabled(not color.MbEnableColorEffects);
        self.sw.pmbEct:SetDisabled(not color.MbEnableColorEffects);
        self.mWindow.SetEffects(color.MbEnableColorEffects,self.mWindow.moraleBar);
        self.sw.pmbEct:SetChecked(color.MbEnableColorTransitions);
        self.mWindow.SetBlending(color.MbEnableColorTransitions,self.mWindow.moraleBar);
        self.sw.pmbClrOneOL:SetBackColor(Turbine.UI.Color((color.MbPointOneColor.r/255),(color.MbPointOneColor.g/255),(color.MbPointOneColor.b/255)));
        self.mWindow.SetColorOne(self.sw.pmbClrOneOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbCpOneSld:SetValue(color.MbPointOneLocation);
        self.mWindow.SetPctOne(color.MbPointOneLocation,self.mWindow.moraleBar);
        self.sw.pmbEsc:SetChecked(color.MbEnableSecondColor);
    --Modified logic
        self.sw.pmbClrTwoCp.SetDisabled(not (color.MbEnableSecondColor and color.MbEnableColorEffects));
        self.sw.pmbCpTwoSld:SetDisabled(not (color.MbEnableSecondColor and color.MbEnableColorEffects));
    --End edit
        self.mWindow.SetTwoColor(color.MbEnableSecondColor,self.mWindow.moraleBar);
        self.sw.pmbClrTwoOL:SetBackColor(Turbine.UI.Color((color.MbPointTwoColor.r/255),(color.MbPointTwoColor.g/255),(color.MbPointTwoColor.b/255)));
        self.mWindow.SetColorTwo(self.sw.pmbClrTwoOL:GetBackColor(),self.mWindow.moraleBar);
        self.sw.pmbCpTwoSld:SetValue(color.MbPointTwoLocation);
        self.mWindow.SetPctTwo(color.MbPointTwoLocation,self.mWindow.moraleBar);
        self.sw.ppbBcOL:SetBackColor(Turbine.UI.Color((color.PowerBarColor.r/255),(color.PowerBarColor.g/255),(color.PowerBarColor.b/255)));
        self.mWindow.SetDefaultColor(self.sw.ppbBcOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbEce:SetChecked(color.PbEnableColorEffects);
    --Added disable lines
        self.sw.ppbClrOneCp.SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbCpOneSld:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbClrTwoCp.SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbCpTwoSld:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbEsc:SetDisabled(not color.PbEnableColorEffects);
        self.sw.ppbEct:SetDisabled(not color.PbEnableColorEffects);
    --End edit
        self.mWindow.SetEffects(color.PbEnableColorEffects,self.mWindow.powerBar);
        self.sw.ppbEct:SetChecked(color.PbEnableColorTransitions);
        self.mWindow.SetBlending(color.PbEnableColorTransitions,self.mWindow.powerBar);
        self.sw.ppbClrOneOL:SetBackColor(Turbine.UI.Color((color.PbPointOneColor.r/255),(color.PbPointOneColor.g/255),(color.PbPointOneColor.b/255)));
        self.mWindow.SetColorOne(self.sw.ppbClrOneOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbCpOneSld:SetValue(color.PbPointOneLocation);
        self.mWindow.SetPctOne(color.PbPointOneLocation,self.mWindow.powerBar);
        self.sw.ppbEsc:SetChecked(color.PbEnableSecondColor);
    --Added disable lines
        self.sw.ppbClrTwoCp.SetDisabled(not (color.PbEnableSecondColor and color.PbEnableColorEffects));
        self.sw.ppbCpTwoSld:SetDisabled(not (color.PbEnableSecondColor and color.PbEnableColorEffects));
    --End edit
        self.mWindow.SetTwoColor(color.PbEnableSecondColor,self.mWindow.powerBar);
        self.sw.ppbClrTwoOL:SetBackColor(Turbine.UI.Color((color.PbPointTwoColor.r/255),(color.PbPointTwoColor.g/255),(color.PbPointTwoColor.b/255)));
        self.mWindow.SetColorTwo(self.sw.ppbClrTwoOL:GetBackColor(),self.mWindow.powerBar);
        self.sw.ppbCpTwoSld:SetValue(color.PbPointTwoLocation);
        self.mWindow.SetPctTwo(color.PbPointTwoLocation,self.mWindow.powerBar);
    end
    Yep, that's where it would be - the initial setup function for that option set.

    But no, I don't mind at all. You're free to modify it however you want to - just as long as it's for personal use of course.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  12. #92
    Senior Member Online status: Orlor is offline Reputation: Orlor the Neophyte Orlor the Neophyte Orlor the Neophyte Orlor the Neophyte Orlor the Neophyte Orlor the Neophyte Orlor the Neophyte
    Join Date
    May 2007
    Posts
    292

    Re: [Plugin] Palantir

    Got a problem. Palantir loads fine and I was able to open the options panel a couple of times. Now, I get a error message when I type in /plugins palantir options and am unable to unload palantir by typing /plugins unload palantir.

    Plus, my "Let Fly" skill on my champ no longer works. Have no idea if it is related but I have never seen this problem until after I had tried out Palantir.

    ETA: Ok, this is weird, re-loaded my champ. My "Let Fly" skill was replaced by a milkthistle pot and prior to writing this post, I had just bought a full stack of milkthistles but only had one in my inv. I still can't access the options or unload the plugin.

    ETA: Ok, the problem seems to be on my end. I just tried another plugin and I can't unload or access the options on that one either. :/
    Last edited by Orlor; Sep 24 2010 at 03:13 PM.

  13. #93
    Senior Member Online status: Rinion is offline Reputation: Rinion the Neutral
    Join Date
    Feb 2007
    Posts
    118

    Re: [Plugin] Palantir

    Quote Originally Posted by Orlor View Post
    Got a problem. Palantir loads fine and I was able to open the options panel a couple of times. Now, I get a error message when I type in /plugins palantir options and am unable to unload palantir by typing /plugins unload palantir.

    Plus, my "Let Fly" skill on my champ no longer works. Have no idea if it is related but I have never seen this problem until after I had tried out Palantir.

    ETA: Ok, this is weird, re-loaded my champ. My "Let Fly" skill was replaced by a milkthistle pot and prior to writing this post, I had just bought a full stack of milkthistles but only had one in my inv. I still can't access the options or unload the plugin.

    ETA: Ok, the problem seems to be on my end. I just tried another plugin and I can't unload or access the options on that one either. :/
    Just a few things:

    1)The command to get the options is just /palantir options; don't need the /plugins
    2)You can't unload specific plugins, just all of them. The command is /plugins unload.
    3)If you get down to 1 pot, the skill in your #1 quickslot gets overwritten. Just drag a different skill to that spot and switch them back. This is a bug in Turbines quickslot code and effects all plugins that use quickslots.

  14. #94
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Rinion View Post
    Just a few things:

    1)The command to get the options is just /palantir options; don't need the /plugins
    2)You can't unload specific plugins, just all of them. The command is /plugins unload.
    3)If you get down to 1 pot, the skill in your #1 quickslot gets overwritten. Just drag a different skill to that spot and switch them back. This is a bug in Turbines quickslot code and effects all plugins that use quickslots.
    Thanks a lot for the help , I'll just add to this a bit.

    1) Plugins have the ability to add their own custom commands once they're loaded - while the /plugins command handles the plugin system in general (loading, refreshing, unloading) each individual plugin had the ability to create their own commands. In order to significantly reduce the chance for interference between plugins, a general rule of thumb is that the slash command is the same name as the plugin, and the arguments (what follows the slash command), are the individual commands for that particular plugin.

    2) Regrettably true - it would be nice if this were changed.

    3) Also true. Although using your last potion is the most frequent situation that results in this bug, it's not limited to that specifically, and since it is on Turbine's end, there's really nothing an author can do other than letting users know.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  15. #95
    Poster of Note Online status: Herohtar is offline Reputation: Herohtar the Wary Herohtar the Wary
    Join Date
    Jul 2008
    Posts
    611

    Re: [Plugin] Palantir

    Quote Originally Posted by Digital_Utopia View Post
    Thanks a lot for the help , I'll just add to this a bit.

    1) Plugins have the ability to add their own custom commands once they're loaded - while the /plugins command handles the plugin system in general (loading, refreshing, unloading) each individual plugin had the ability to create their own commands. In order to significantly reduce the chance for interference between plugins, a general rule of thumb is that the slash command is the same name as the plugin, and the arguments (what follows the slash command), are the individual commands for that particular plugin.

    2) Regrettably true - it would be nice if this were changed.
    Hmm... along the lines of what you said in #1, can plugins interfere with each other's settings? I haven't gotten far enough into plugin development yet to know how saving settings works, but I have noticed that all the saved setting files for a character seem to be in the same directory, so anything with a common name looks like it would be at risk of conflicting, such as the "Color.plugindata" that is created by Palantir or even more so, "Main.plugindata" (not quite sure which plugin created that one).

    Also, in regards to #2, individual plugins can actually be unloaded (sort of) using script state/apartment, but the problem is that most plugins don't define one, not to mention there can be multiple plugins in the same one. Hopefully we get the ability to truly unload a single specific plugin in the next update.
    My New Year's resolution is 1920x1080.


  16. #96
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    v1.07 is released! Changes include the following:

    • fixed a conflict where disabling color effects, and then reloading Palantir would result in some controls on the color panel in the options window being mistakenly enabled.
    • Due to confusion over what slot is for what pot/skill, when the options window is open, either dragging over or moving the mouse over a quickslot will "light up" the corresponding indicator.
    • Palantir is no longer dependent on the Turbine folder
    • Support added for Bredic's LotRO Mod Manager.


    Quote Originally Posted by Herohtar View Post
    Hmm... along the lines of what you said in #1, can plugins interfere with each other's settings? I haven't gotten far enough into plugin development yet to know how saving settings works, but I have noticed that all the saved setting files for a character seem to be in the same directory, so anything with a common name looks like it would be at risk of conflicting, such as the "Color.plugindata" that is created by Palantir or even more so, "Main.plugindata" (not quite sure which plugin created that one).

    Also, in regards to #2, individual plugins can actually be unloaded (sort of) using script state/apartment, but the problem is that most plugins don't define one, not to mention there can be multiple plugins in the same one. Hopefully we get the ability to truly unload a single specific plugin in the next update.
    It's possible...but it would have to be intentional by the author to interfere with another's plugin. Saved settings are stored, like with plugins, in a folder with the author's name - so any plugin by that author would use the same folder. So if someone else wanted to interfere, they'd have to release a plugin with that author's name in the .plugin file. So while settings like "Main" or "Color" are common, in my case, all I have to worry about is that any future plugins I may make don't use those same keys.

    The advantage however is that an author can make a "companion" plugin that can alter another plugin's settings - as I plan on doing when introducing a plugin to help users add their own custom bars.

    It's also technically possible to interfere with other plugins themselves, as long as your plugin uses the same "apartment" as the target plugin. Fortunately, since every plugin can be examined easily, and there's no way such a "plugin troll" could feign innocence - I'd imagine that such a plugin - if not the author, would be quickly blacklisted by the community. Or at least, convinced to fix their mistake.

    However, as for my example - the only interference there is if two plugins use the same command, only the first one will register. For instance, if plugin A used /options as their command, and plugin B used /options as well - the command would only work for the first plugin loaded - leaving the user shut-out from accessing the second plugin's options. Although there are ways for authors to check whether or not their command was registered, and perhaps use a secondary one - it's obviously best practice to remove that type of confusion by making your plugin's command use the name of your plugin.

    Yes, you are correct about that second point - it's part of the PluginManager class, which is er...quite lacking. A far better solution would have an in-game UI/Panel for plugin management.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  17. #97
    Poster of Note Online status: Herohtar is offline Reputation: Herohtar the Wary Herohtar the Wary
    Join Date
    Jul 2008
    Posts
    611

    Re: [Plugin] Palantir

    Quote Originally Posted by Digital_Utopia View Post
    It's possible...but it would have to be intentional by the author to interfere with another's plugin. Saved settings are stored, like with plugins, in a folder with the author's name - so any plugin by that author would use the same folder. So if someone else wanted to interfere, they'd have to release a plugin with that author's name in the .plugin file.
    I'm not sure that is the case... in my folder the settings are stored like this, for character-specific settings, for example: ..\The Lord of the Rings Online\PluginData\[my account name]\[server name]\[my character's name]\ There are no folders with developer names except in the Plugins directory, which only contains the plugin source.
    My New Year's resolution is 1920x1080.


  18. #98
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Herohtar View Post
    I'm not sure that is the case... in my folder the settings are stored like this, for character-specific settings, for example: ..\The Lord of the Rings Online\PluginData\[my account name]\[server name]\[my character's name]\ There are no folders with developer names except in the Plugins directory, which only contains the plugin source.
    Hmm, you're right. I just looked again, and noticed that the folder had the underscore (author name on the plugin is without it). I guess I better change the settings names for the next release to reduce the chance for conflicts. Honestly it would make more sense if they did at least split up plugin data by author, as that's just ripe for all sorts of issues.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  19. #99
    Member Online status: Dpsburgping is offline Reputation: Dpsburgping the Neutral
    Join Date
    Apr 2007
    Posts
    89

    Re: [Plugin] Palantir

    I have been having an issue with using the indicators to cure status effects. The indicator turns the correct color and I have all the appropriate pots slotted but clicking the indicator doesn't use the pots. Click to clear mode is turned on. This has been happening for the last 2 versions.

    I just downloaded v1.7 hoping it would fix the problem. Now I am having trouble getting it to load ingame. Upon attempting to load it ingame I get several errors

    ... Rings Online\Plugins\DigitalUtopia\U tilsx\Timer.lua:2: Unable to resolve package "DigitalUtopia.Utilsx.Clas s".
    ...ngs Online\Plugins\DigitalUtopia\U tilsx/__init__.lua:1: Failed to import package "DigitalUtopia.Utilsx.Time r"
    ...Online\Plugins\DigitalUtopi a\Palantir\MainWindow.lua:2: Failed to import package "DigitalUtopia.Utilsx"
    ...s Online\Plugins\DigitalUtopia\P alantir/__init__.lua:1: Failed to import package "DigitalUtopia.Palantir.MainWi ndow".
    ...Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:2: Failed to import package "DigitalUtopia.Palantir"

    I have been using plugin manager if that has anything to do with it.


    Pingstar Rank 10 PvP Burg Gladden Pingping - 65 Hunter Silverlode Pingstars - 65 Minstrel Silverlode Pingstar - 65 Burglar Silverlode Pongstar - 65 Guardian Silverlode

  20. #100
    Junior Member Online status: Kamperkid is offline Reputation: Kamperkid the Neutral
    Join Date
    Mar 2009
    Location
    Topeka, KS
    Posts
    14

    Re: [Plugin] Palantir

    Quote Originally Posted by Dpsburgping View Post
    I have been having an issue with using the indicators to cure status effects. The indicator turns the correct color and I have all the appropriate pots slotted but clicking the indicator doesn't use the pots. Click to clear mode is turned on. This has been happening for the last 2 versions.

    I just downloaded v1.7 hoping it would fix the problem. Now I am having trouble getting it to load ingame. Upon attempting to load it ingame I get several errors

    ... Rings Online\Plugins\DigitalUtopia\U tilsx\Timer.lua:2: Unable to resolve package "DigitalUtopia.Utilsx.Clas s".
    ...ngs Online\Plugins\DigitalUtopia\U tilsx/__init__.lua:1: Failed to import package "DigitalUtopia.Utilsx.Time r"
    ...Online\Plugins\DigitalUtopi a\Palantir\MainWindow.lua:2: Failed to import package "DigitalUtopia.Utilsx"
    ...s Online\Plugins\DigitalUtopia\P alantir/__init__.lua:1: Failed to import package "DigitalUtopia.Palantir.MainWi ndow".
    ...Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:2: Failed to import package "DigitalUtopia.Palantir"

    I have been using plugin manager if that has anything to do with it.
    I am also having this exact same issue! I just downloaded it today from lotrointerface.com....does anybody have any advice?

  21. #101
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Dpsburgping View Post
    I have been having an issue with using the indicators to cure status effects. The indicator turns the correct color and I have all the appropriate pots slotted but clicking the indicator doesn't use the pots. Click to clear mode is turned on. This has been happening for the last 2 versions.

    I just downloaded v1.7 hoping it would fix the problem. Now I am having trouble getting it to load ingame. Upon attempting to load it ingame I get several errors

    ... Rings Online\Plugins\DigitalUtopia\U tilsx\Timer.lua:2: Unable to resolve package "DigitalUtopia.Utilsx.Clas s".
    ...ngs Online\Plugins\DigitalUtopia\U tilsx/__init__.lua:1: Failed to import package "DigitalUtopia.Utilsx.Time r"
    ...Online\Plugins\DigitalUtopi a\Palantir\MainWindow.lua:2: Failed to import package "DigitalUtopia.Utilsx"
    ...s Online\Plugins\DigitalUtopia\P alantir/__init__.lua:1: Failed to import package "DigitalUtopia.Palantir.MainWi ndow".
    ...Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:2: Failed to import package "DigitalUtopia.Palantir"

    I have been using plugin manager if that has anything to do with it.
    As far as the clicking issue goes, There's nothing in the code itself that would prevent clicking on a quickslot - especially if you tried the last couple of versions. My only suggestion is to make sure that there aren't any UI elements over those quickslots - and by "over" I don't mean visually over, but over in the sense that moving other UI elements too close to another can block clicks as well. Try either moving palantir itself, or the debuffbar further away from other UI elements and see if that changes anything.

    Quote Originally Posted by Kamperkid View Post
    I am also having this exact same issue! I just downloaded it today from lotrointerface.com....does anybody have any advice?

    Now, as far as the issue both of you are facing, I did just release an update - and I'd appreciate it if you guys could try it and see if it solves the issue. Unfortunately, I'm kinda in the dark as to what is causing this, as it works perfectly fine on my end. In fact, the one possible fix that has been suggested in the comment section in the download page on LotROInterface, actually breaks it on my end.

    If this doesn't help, I encourage everybody to downgrade to 1.06.2 until I can test this further, and get to the bottom of this strange problem.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  22. #102
    Member Online status: Dpsburgping is offline Reputation: Dpsburgping the Neutral
    Join Date
    Apr 2007
    Posts
    89

    Re: [Plugin] Palantir

    Quote Originally Posted by Digital_Utopia View Post
    As far as the clicking issue goes, There's nothing in the code itself that would prevent clicking on a quickslot - especially if you tried the last couple of versions. My only suggestion is to make sure that there aren't any UI elements over those quickslots - and by "over" I don't mean visually over, but over in the sense that moving other UI elements too close to another can block clicks as well. Try either moving palantir itself, or the debuffbar further away from other UI elements and see if that changes anything.
    I can only get it to work with the vertical position set to 0. I have tried moving palantir box way up and then lowering the vertical position and it still doesn't let me click the indicators. I moved all other UI elements out of the way the only thing close is one quickslot bar.

    As for the version I rolled back to the first 1.06.2, the 310.91 kb one. the 304.11kb version of 1.06.2 didn't load either.

    EDIT: I figured it out, I was also running Kragenbars plugin that has some invisible UI boxes. Those boxes were placed where I have the vertical position set up. Unloading that plugin fixed the no click issue completely.
    Last edited by Dpsburgping; Sep 25 2010 at 11:11 PM.


    Pingstar Rank 10 PvP Burg Gladden Pingping - 65 Hunter Silverlode Pingstars - 65 Minstrel Silverlode Pingstar - 65 Burglar Silverlode Pongstar - 65 Guardian Silverlode

  23. #103
    Junior Member Online status: fantomas is offline Reputation: fantomas the Neutral
    Join Date
    Dec 1969
    Posts
    8

    Re: [Plugin] Palantir

    v1.07.1 - getting same errors as those with v1.07 reported. Previous versions worked fine.

  24. #104
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Dpsburgping View Post
    I can only get it to work with the vertical position set to 0. I have tried moving palantir box way up and then lowering the vertical position and it still doesn't let me click the indicators. I moved all other UI elements out of the way the only thing close is one quickslot bar.

    As for the version I rolled back to the first 1.06.2, the 310.91 kb one. the 304.11kb version of 1.06.2 didn't load either.

    EDIT: I figured it out, I was also running Kragenbars plugin that has some invisible UI boxes. Those boxes were placed where I have the vertical position set up. Unloading that plugin fixed the no click issue completely.
    I'm glad you found the problem I was a bit worried there for a minute

    Quote Originally Posted by fantomas View Post
    v1.07.1 - getting same errors as those with v1.07 reported. Previous versions worked fine.
    Yeah, looks like everybody should just forget about 1.07+ until I get to the bottom of this mess. Sorry for the trouble everybody.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  25. #105
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    So funny story - I decided, on a whim, to actually download 1.07 and 1.07.1 and actually check what was in the download. Surprisingly, the file class.lua was somehow missing from the zip file. That just might be the reason why it didn't load/couldn't find class.lua.

    Anyway, 1.07.2 has been released, and while it's still awaiting moderator approval before I can verify it, I did notice the zip generation screen did include that file. So...as soon as 1.07.2 is available...that should fix the problem.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  26. #106
    Member Online status: pwnzer is offline Reputation: pwnzer the Neutral
    Join Date
    Apr 2007
    Posts
    91

    Re: [Plugin] Palantir

    Ok, this is what happened to me, not sure if its happened to anyone else, but im too lazy to read the previous posts.

    On my Lore-master, setting up the curable debuffs section, when I removed the cooldown for the Wound and Disease putting them at 0 seconds, as wound/disease removal doesn't have a cooldown.

    The cooldown indicators dont recognize the change, still using 30s cooldown, and also, from testing the wound and disease, then using the fear pot indicator for example, my client froze, and crashed.

    Sorry if it doesn't make any sense, my brain to finger department is on strike.
    'If it ain't got socks, It ain't Business Time'

    Aenghus - Lore-master - Nemesis
    Elendilmir

  27. #107
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by pwnzer View Post
    Ok, this is what happened to me, not sure if its happened to anyone else, but im too lazy to read the previous posts.

    On my Lore-master, setting up the curable debuffs section, when I removed the cooldown for the Wound and Disease putting them at 0 seconds, as wound/disease removal doesn't have a cooldown.

    The cooldown indicators dont recognize the change, still using 30s cooldown, and also, from testing the wound and disease, then using the fear pot indicator for example, my client froze, and crashed.

    Sorry if it doesn't make any sense, my brain to finger department is on strike.
    It made sense enough

    Let me know if you can reproduce this with any regularity - as it isn't a known issue at this time. It sounds like what is known to happen when one unloads the plugin without resetting the quickslots to "nil", and then reloads it - but that is something that's been addressed before releasing v1.0.

    So from the sound of the symptom, it makes me want to say that it's another potential bug with Lua quickslots, although - if that's the case, I would like to still be able to compensate for it.

    So if you can reliably reproduce this issue, please let me know what you did - so I can try to find some kind of fix


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  28. #108
    Junior Member Online status: Kryxis is offline Reputation: Kryxis the Neutral
    Join Date
    Sep 2010
    Posts
    1

    Re: [Plugin] Palantir

    Thanks for this awesome plugin..

    I did run into a problem while trying to run it in-game (version 1.07.2). My message box returned this message:

    'I:\Lord of the Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:54: Unable to parse file'

    Any help would be appreciated. Thanks

  29. #109
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Kryxis View Post
    Thanks for this awesome plugin..

    I did run into a problem while trying to run it in-game (version 1.07.2). My message box returned this message:

    'I:\Lord of the Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:54: Unable to parse file'

    Any help would be appreciated. Thanks
    Sounds like the settings files have gotten corrupted somehow. In your "The Lord of the Rings Online\PluginData\<account_nam e>" folder, check the subfolders for the following files, and delete them

    Scope.pluginData
    Main.pluginData
    Color.pluginData
    Text.pluginData

    After you do this, Palantir should start up in default mode. Unfortunately you'll have to reapply your settings.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  30. #110
    Counter of Stairs Online status: Sandriell is offline Reputation: Sandriell the Wary Sandriell the Wary Sandriell the Wary
    Join Date
    Apr 2007
    Posts
    233

    Re: [Plugin] Palantir

    If you right click on a debuff icon to use a pot the pot will not be used but the cooldown timers (on the plugin, not the actual pots) will start, preventing you from properly left-clicking to use the pot until the cooldown expires.

    Also, and I'm sure this has been mentioned, but it would be great if it showed the timers on debuffs so I can properly judge if I need to bother with a pot.

  31. #111
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Sandriell View Post
    If you right click on a debuff icon to use a pot the pot will not be used but the cooldown timers (on the plugin, not the actual pots) will start, preventing you from properly left-clicking to use the pot until the cooldown expires.

    Also, and I'm sure this has been mentioned, but it would be great if it showed the timers on debuffs so I can properly judge if I need to bother with a pot.
    As for the first issue, that should only be the case if you have 1 pot left. The cooldown timer for items is now tied to the quantity of the stack reducing by 1 in all other situations. Regrettably I can't do this in the case of just having one pot in the stack, as for whatever reason, the count doesn't change to zero until after the cooldown is up. If you're experiencing this issue with more than one pot, and you have at least v1.06.2, let me know and I'll take a look at it.

    As for the suggestion - I really wish I could, but first, it was a small miracle to get what info I did get squeezed in there and second, it would be impossible to display the information in a way that it would help. For instance, if you got two fear debuffs, even if I did find some place to stick a timer, it would only show one of those. I think buffbars would be a much better plugin to fill that need, as Palantir is meant mostly to show critical information.


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  32. #112
    Poster of Note Online status: bastiat1 is offline Reputation: bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated bastiat1 the Undefeated
    Join Date
    Jan 2008
    Posts
    913

    Re: [Plugin] Palantir

    I love Palantir and really appreciate all the time and effort you've put into it. If you are looking for any small idea tweaks for future releases, I would suggest a display option that showed Current Morale / Lost Morale rather than Current / % or Current / Max. I know you have the % triggers to for pot displays, but showing the numerical lost value is still helpful for me at least.

    Again- thanks.
    Adaaon (Minstrel), Gwydionn (Hunter), Tarrann (Burglar)
    http://thenoldor.guildlaunch.com

  33. #113
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by bastiat1 View Post
    I love Palantir and really appreciate all the time and effort you've put into it. If you are looking for any small idea tweaks for future releases, I would suggest a display option that showed Current Morale / Lost Morale rather than Current / % or Current / Max. I know you have the % triggers to for pot displays, but showing the numerical lost value is still helpful for me at least.

    Again- thanks.
    Sure, not a problem at all. Look for it in the next update


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  34. #114
    Junior Member Online status: kelishieldmaiden is offline Reputation: kelishieldmaiden has disabled reputation
    Join Date
    Jul 2010
    Location
    UK
    Posts
    9

    Re: [Plugin] Palantir

    Re the error

    Rings Online\Plugins\DigitalUtopia\U tilsx\Timer.lua:2: Unable to resolve package "DigitalUtopia.Utilsx.Clas s".
    ...ngs Online\Plugins\DigitalUtopia\U tilsx/__init__.lua:1: Failed to import package "DigitalUtopia.Utilsx.Time r"
    ...Online\Plugins\DigitalUtopi a\Palantir\MainWindow.lua:2: Failed to import package "DigitalUtopia.Utilsx"
    ...s Online\Plugins\DigitalUtopia\P alantir/__init__.lua:1: Failed to import package "DigitalUtopia.Palantir.Ma inWi ndow".
    ...Rings Online\Plugins\DigitalUtopia\P alantir\Main.lua:2: Failed to import package "DigitalUtopia.Palantir"
    I'm actually getting this on ALL plugins, except pluginmanager. So, its not something the author has done I think.

  35. #115
    Century Member Online status: Pengoros is offline Reputation: Pengoros the Wary Pengoros the Wary Pengoros the Wary
    Join Date
    Mar 2007
    Posts
    109

    Re: [Plugin] Palantir

    Quote Originally Posted by Digital_Utopia View Post
    2) Regrettably true - it would be nice if this were changed.
    Quote Originally Posted by Herohtar View Post
    Also, in regards to #2, individual plugins can actually be unloaded (sort of) using script state/apartment, but the problem is that most plugins don't define one, not to mention there can be multiple plugins in the same one. Hopefully we get the ability to truly unload a single specific plugin in the next update.
    I doubt you will see the ability to unload a specific plugin by name. The only way it could work is if you sandboxed each plugin preventing it from interacting with any of the other plugins which is what the apartments do.

    The problem arises from the fact that even though the plugins are namspaced so that all my code/variables/data/etc are loaded under PengorosPlugins.BuffBars there is nothing preventing my plugin from creating stuff under the DigitalUtopia.Palantir namespace. The system doesn't have a way of tracking where you are putting stuff. It can't reliably unload a plugin because it may have left references/event listeners/etc in namespaces other than its own which would cause all sorts of problems when that code goes to execute and the plugin had been unloaded.

    Bottom line if you want your plugin to be unloaded independently of others isolate it in an apartment.

  36. #116
    Senior Member Online status: tanis0 is offline Reputation: tanis0 the Neophyte tanis0 the Neophyte tanis0 the Neophyte tanis0 the Neophyte tanis0 the Neophyte tanis0 the Neophyte tanis0 the Neophyte
    Join Date
    Jul 2008
    Posts
    1,329

    Re: [Plugin] Palantir

    Great plugin. I've been using it for a while, so I figured I'd say thanks. Here's what I'm doing with it. Ignore the stacks of wood -- they are placeholders until I get my masteries.



    Basically, once I get my masteries on a Warden (this is my third), I spend a lot of time watching their cooldowns. It's nice to be able to group the bulk of the info I need in one place without it eating half the screen.

    Also, I think it's pretty funny that about a month after Palantir launches, Turbine announces their new beta program will be called Palantir. /facepalm
    Wyrond -- 65 Warden -- Riddermark (Officer -- Is A Small Fellowship)
    Wyrond -- 65 Warden -- Brandywine (Semi-Retired)
    Numerous alts across three servers

  37. #117
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by tanis0 View Post
    Great plugin. I've been using it for a while, so I figured I'd say thanks. Here's what I'm doing with it. Ignore the stacks of wood -- they are placeholders until I get my masteries.

    Basically, once I get my masteries on a Warden (this is my third), I spend a lot of time watching their cooldowns. It's nice to be able to group the bulk of the info I need in one place without it eating half the screen.

    Also, I think it's pretty funny that about a month after Palantir launches, Turbine announces their new beta program will be called Palantir. /facepalm
    Yeah I just finally managed to find that thread - DPSBurging seemed to be the only one who mentioned it, so I replied with

    In order to avoid confusion, Palantir will now be known as Isengard. lol
    (yes, that is a joke )
    Seriously though - I don't think there will be much confusion on the matter, It just seems to be a lack of creativity on naming lol. Besides, I would've thought "The Galadriel's Mirror Private Preview Program" Would've been a much more accurate name.

    But...I'm just a code monkey - what do I know about naming?


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  38. #118
    Senior Member Online status: Tilps is offline Reputation: Tilps the Wary Tilps the Wary Tilps the Wary Tilps the Wary
    Join Date
    May 2007
    Posts
    211

    Re: [Plugin] Palantir

    I think you need to respond with the Palantir Plugin Private Preview Program.

    The world needs more alliteration.

    The Un-named Kinmate
    LOTRO Utilities

  39. #119
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830

    Re: [Plugin] Palantir

    Quote Originally Posted by Tilps View Post
    I think you need to respond with the Palantir Plugin Private Preview Program.

    The world needs more alliteration.
    lol very tempting - I do have a pretty big update in the works as well


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

  40. #120
    Senior Member Online status: Digital_Utopia is offline Reputation: Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire Digital_Utopia Protector of the Shire
    Join Date
    Jul 2008
    Posts
    6,830
    Okay all, v1.08 has been released that fixes a few bugs/issues that I've run across recently.

    1) A couple of issues involving the Fear slot cooldown meter/count Including the cooldown bar not turning green when slotting pots (and a cooldown is set), and the cooldown meter not firing when clicking on a different slot - when both slots have pots (try saying that 10 times fast ).

    2) Because quickslots are automatically saved per character, it doesn't make much sense to allow setting of cooldowns in any scope other than Character. So cooldowns have now been added to the quickslot settings file. Regrettably you'll have to reset your cooldowns on your characters. Fortunately though, you won't have to constantly change your cooldowns when you switch characters, if your scope is set to account/server.

    Also, still working on the big update as well - just thought I'd push this update out now, so those of you experiencing issues won't have to deal with it any longer


    "Cows go 'Moo', Dogs go 'Woof' and MMO players go 'PvP is unbalanced'" - Yahtze

+ Reply to Thread
Page 3 of 4 FirstFirst 1 2 3 4 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts