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sRaidFrames

Raid Frames Login to Add Favorites
  • 9 Likes
  • World of Warcraft
  • 1,909 Monthly Downloads
  • Supports: 6.0.2
  • 297,885 Total Downloads
  • Updated 10/18/2014
  • Created 10/28/2006
  • 818 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: r765
or

About sRaidFrames

sRaidFrames was originally designed to replace the raid frames provided by CT_RaidAssist. They share the same look and feel of the original frames, but are highly optimized and even include extra features such as aggro highlighting and display of PVE critical abilities. The main goal of sRaidFrames is to be just that, frames, nothing more; they do not deliver any other magic that you might know from CT_RaidAssist. This includes Decursing, Bossmods, Raid Status and Emergency Monitor. By not including these features, sRaidFrames will allow anyone the freedom to use whatever mod, if any, they prefer to do the above tasks. Currently the frames provide a massive improvement in not only memory, but also FPS during raids, combined with oRA2 they are designed to help anyone completely replace CT_RaidAssist. There is also a number of plugins that extend sRaidFrames' functionality:
  • sRaidFrames_Advanced - this adds custom layouts, advanced filtering and much more Please note this project is no-longer actively maintained, if anyone wants to take over, please don't hesitate get in touch.

------------------------------------------------------------------------
r765 | rawillkill | 2014-10-18 14:47:40 +0000 (Sat, 18 Oct 2014) | 1 line
Changed paths:
   M /trunk/sRaidFrames.toc

TOC update for 6.0
------------------------------------------------------------------------
r764 | rawillkill | 2014-10-18 14:44:37 +0000 (Sat, 18 Oct 2014) | 1 line
Changed paths:
   M /trunk/sRaidFrames.lua

remove innervate for WoD
------------------------------------------------------------------------
r763 | dridzt | 2013-03-11 04:04:57 +0000 (Mon, 11 Mar 2013) | 1 line
Changed paths:
   M /trunk/sRaidFrames.lua

ping
------------------------------------------------------------------------

Comments

First Previous Page 2 of 25 Next Last
  • #399

    tnx for the update, but the very important range check still not work

  • #398

    I've finally got around to getting my SVN account working with wowace...So now I've applied all the patches to the underlying libraries.  It seems to be working for me pretty well now.  No LUA errors and range-check and offline/dead status are working (whereas before the library updates in my raid this week they were not).

    I've made a dummy checkin to sRaidFrames to grab the new libs and in wowace you'll see the new built version 754 here: http://www.wowace.com/addons/sraidframes/files/1086-r754/  Look to the filename link on the right of the page.

    @tomsommer I'm assuming you have to promote it from Alpha status to release for curse to pick it up as the new version.  Try it out people and let me know if anything's broken.

  • #397

    Will this be fixed/updated soon?

  • #396

    i love this mod. but since the last addon the range check dont work. the "too far away charakters" are not grey.

  • #395

    Would be nice to get this fixed one of these days.

  • #394

    Still broken. Will this be fixt?

  • #393

    It looks like LibSpellRange-1.0 is missing?

  • #392

    My Sraidframes seems to work, tho I am having problems with the range frame check. That does not work for some reason.

    Anyone know a fix to this?

     

  • #391

    I didn't notice but the mod was only activating properly after a /console reloadui. On normal startup it fails to become enabled.

    It was also failing to start properly when invoking the EnableFrames function from inside the OnInitialize function as it was throwing a null pointer when referring to its self.* variables. Anyway I just moved the code directly into OnInitialize commented the declaration of --self.enabled = true which was still throing a null pointer and it's working properly on first load.

    The addon is still throwing 1 error:

    10x libs\LibGroupTalents-1.0\LibGroupTalents-1.0-73.lua:747: attempt to call global "GetNumTalentTabs" (a nil value)

    Here is the present work around that is working properly:

    http://www.sendspace.com/file/nhchfz

  • #384

    @tomsommer

    my apologies but I don't know how lol :(

    I'm just an amateur with lua so I just changed some API commands so there wouldn't be errors

  • #385

    I do know how to submit the fixes and I was going to clean up both yours and mine and submit them to the various projects however I can't login with my SVN account.  I thought I had followed the steps to enable my wowace account for SVN access via this FAQ: http://www.wowace.com/wiki/repositories/repository-faq/ and at this location: https://www.curseforge.com/home/repository-authorization/ but I'm not having luck.

  • #390

    Please commit your fixes to SVN: http://www.wowace.com/addons/sraidframes/repositories/mainline/

  • #389

    *Editx2

    Made changes refer to newer post.

    *Edit

    After looking at the aggro borders, it turns out that it was simply that the frames weren't being enabled so I added the call to the code on line 440 inside of the  function sRaidFrames:OnInitialize(). The frames still can't be disabled though but whatever.

    Here's the updated lua file:

    *Removed

    --ZZZ Addon wasn't being enabled
    self.EnableFrames()

     

    @danyune and @shuntaec

    Hey guys it appears that there is an issue with the OnUpdate calls being invoked within the program and the reason why dead people aren't appearing as normal after resurrection is due to the fact that the frames are only updating because of the Frequent Health Updates option under Frame Behaviour is looping on the health bars. It explicitly blocks if the target was dead at one point.

    I haven't figured out what initiates the frame scripts such as what I believe is the debuff script:

    sRaidFrames.lua : line 1585

    debuffFrame:SetScript("OnUpdate", function()

    But I believe that is the major problem that is being encountered.

     

    I did find a work around though by updating everything within the Frequent Health Update loop which I believe renders all the SetScript calls obsolete and probably has inefficient performance.

    Anyway I modified it to include death for now and update the unit details, power, statuses and auras (buffs/debuffs)

    sRaidFrames.lua : line 1013

    function sRaidFrames:FrequentHealthUpdate()
    for munit in pairs(self:GetAllUnits()) do
    --if not self:GetStatus(munit, "Death") then
    local unit = self:GetVehicleUnit(munit)
    local hp = UnitHealth(unit) or 0
    local hpmax = UnitHealthMax(unit)
    local hpp = (hpmax ~= 0) and ceil((hp / hpmax) * 100) or 0

    if hpcache[munit] ~= hp then
    hpcache[munit] = hp
    for _, f in pairs(self:FindUnitFrames(munit)) do
    self:UpdateSingleUnitHealth(f, hp, hpmax, hpp)
    end
    end

    --ZZZ updates not working
    self:UpdateUnitDetails(unit)
    self:UpdateUnitPower(unit)
    self:UpdateStatuses(unit)
    self:UpdateAuras(unit)
    --end
    end

    end

     

    I also fixed the issue with the range finder requiring the slider to be moved to initiated it by starting it's timer in the OnInitialize function on line 434. The function sRaidFrames:OnInitialize() starts on line 108

    --ZZZ added to have range finder initialize
    self:UpdateRangeFrequency()

    It is able to be enabled and disabled successfully after including it in that section.

    Here is the link to the updated lua file.

    *Removed

    Hopefully somebody can figure out what is going on with the frame updating for this mod, so it works as intended, but my work around should get it working for now.

    Last edited by chudabega on 9/8/2012 12:12:19 PM
  • #387

    Jump on IRC and ask for some help. It should be faily simple.

  • #383

    Please submit your fixes to the source :)

    http://www.wowace.com/addons/sraidframes/repositories/mainline/

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