Update 2.5
Now that Ayantir won't make these threads anymore, you will have to put up with some low-effort ones by me ;)
New API Version: 100016 PTS Dev Guild We always create a guild for all addon developers on the PTS, so we can test guild related things and more, ask for help with testing or just chat. If you need an invite, ask here or over on our Gitter channel. Links
Undocumented Changes
I'll edit the OP with more useful information as you post it. :p |
http://wiki.esoui.com/Globals updated
+ textures in progress. http://wiki.esoui.com/Constant_Values too. |
I think it'd be worthy of a honorable mention:
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And also an important and pertinent comment about name changes: Quote:
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Just updated the repo with PTS files:
https://github.com/esoui/esoui/tree/pts |
GetUnitName("player") caps the name in german or/and french and doubles the data of chars with no cap in the name. (when testing multilang it's a problem)
didn't check if English let it as typed or uncap it. GetCraftingSkillName(...) replaced by ZO_GetCraftingSkillName(...) *just saw the nb in op post ^^ sry Is it the same for a number of functions? (it's the first one i check and nothing is documented on ESO official post about the API changes) Edit : is it possible to post a fix for these renamed functions in medic or something? |
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wait, what its meant? really |
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this one! indeed |
3d object in ui is here for housing editor.
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GetCraftingSkillName is the only renamed method that I am aware of. I think it would be better if ZOS added an alias to addoncompatibilityaliases.lua, but if they don't do it before it goes live, I will add it to medic. |
sure :
I created a char with no cap first letter on PTS... In English, savedvars were saved correctly but when i switched to german, something wasn't working because it didnt use the data that were saved on some event while i was testing in English, and the name appeared twice in the saved vars with 2 different orthographs : Lua Code:
But as i switched to german and french before opening the savedvars, I can't tell which one(s) is faulty. Not sure if it has always been like this cause i dont remember if i already used an uncapped name. If it has always been like this, then it's not really an issue since "thatname" and "Thatname" count as the same upon creation, thus we cant create 2 name alike in the same savedvars, BUT if it wasn't, prepare to hear people reporting missing data. (especially on addons that save data on the long run, it would suck badly) |
there is no bug with GetUnitName().
And you can't create a char when the string.lower(name) already exists. Please review your code first. |
whaw... I dont need to fix this for myself you know. But i'll refrain to point at a potential issue from now.
and since you didn't test it for yourself before bashing me, i did : with circonian's click4info (it must be badly coded too, seing the results) : d(GetUnitName("player")) of an uncapped name does cap the first letter in German, and only in german. |
Now I understood your bug. So indeed, yes.
It only affect users switching languages with a name without capitalization switching to german. Just /bug ? They'll maybe fix, or not. It's maybe not a bug :rolleyes: |
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Names were never a good data-layer identifier. And with the upcoming name change, we know why. Besides that, all names, I mean really everything which as "name" or "caption" in it, should be processed by zo_strformat for presentation-layer. Including return values. That has to do with the "^..." most english native speakers just strip away. ;) Lua Code:
Normally SI_TOOLTIP_UNIT_CAPTION looks like this "<<1>>", but in german it is "<<C:1>>". That would explain why the first letter is capitalized in german only. |
that would be worse. The character tables of the savedvars are saved the same way. Got two table for most addons in my saved vars on pts.
And I don't need to repair anything, I just noticed and pointed it out in case someone is having troubles too while testing their multilang addons and in case it's a new "feature" introduced with the name change thing. (I cant test on live, all chars are already created) |
It will be a problem for German players if it stays like this. The live version does not have this bug, so any character save data will disappear for names that start with a lowercase letter, unless it gets fixed.
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that and potentially any addon that would communicate player/teammates data through the chat (or idk how you do/intend to do this) with clients of different languages.
Is the "target" tag even affected by the same overzealous translation too? (i'd test, but pts is a freaking desert. idk where people are) |
You cant communicate throught chat...
the only way to communicate is grpsocket and it's an unoficial usage of a feature not meaned for this... |
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I've updated http://wiki.esoui.com/Collectibles even if I still don't know if anyone use it... :rolleyes:
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Because I looked at this, there is a typo error in new dye system in patchnotes and txt.
When referring to a DyeDefId , you should remove the "Def" from your function names, etc. It's a DyeId ex: GetItemLinkDyeDefIds doesn't exist : it's GetItemLinkDyeIds GetDyeDefColorsById doesn't exist : it's GetDyeColorsById GetDyeDefInfoById doesn't exist : it's GetDyeInfoById |
And because, I needed doc on the control type TextureComposite (who knows it ? :rolleyes: ) .. I updated the 2 years old page http://wiki.esoui.com/Controls
It was really needed because since few updates ZOS added a lot of methods on this topic and we had 0 doc uptodate except the txt and patchnotes. And I wrote how to update the page at the bottom of 1st topic of thread : http://www.esoui.com/forums/showthread.php?p=26365 PS: Basically this page list all methods (functions) you can do with a control type. ex if your control is a EditControl and the control name is Foo, you can , per exemple, do : Lua Code:
I also added few things at the top of the page, and tried to keep refs with globals page. |
1 Attachment(s)
Here's the updated docs for the next PTS update.
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There are some nice changes: Code:
MAX_TEXT_CHAT_INPUT_CHARACTERS And does RequestOpenUnsafeURL mean there has been a change of policy regarding exchanging data with external services? If it is what I think it is, it would allow addons to send data to external servers pretty easily, which would make me hope that CopyAllTextToClipboard will be made public again and we may get functions to access saveData files directly without the need for an UI reload. |
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Storing data
Then it looks like instead of using either of these 2 functions to store addon data against:
GetUnitName("player") GetRawUnitName("player") We should actually be using: GetCurrentCharacterId() I did a very quick test and the ID seems unique to the character and was the same after using a character name change token. Also looking forward to making use of GetCharacterInfo(index) :) |
right now i tried to teleport to player who in REapers march according to Guild roster
i tried few times but every time it port me to Worthgar is new changes will fix it? |
GetCharacterInfo() bug?
I just found something a bit odd
When you create a brand new character and log in for the first time, the character does not show up in the GetCharacterInfo() function It doesn't seem to appear in the functions data until you log out to the character selection screen and back in. Lua Code:
And id2 prints out nothing, not even nil |
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I finally automatized the Events page a bit better.
Guide is here : http://www.esoui.com/forums/showthread.php?t=6141 It create the new source and warn for thing to add manually This reduce page update to 10min from 2hours. Ex for 2.5 : Quote:
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I've updated Keeps page & I've updated API page :
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Shadow of the Hist - Storing addon data
Shadow of the Hist now comes with API functions to allow your addon data to survive a character rename, class change, race change and even figure out if the player has deleted an old character.
Old way of storing addon data Lua Code:
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The problem with that is if the player purchases a rename token they will not have access to their old addon data. This can all be fixed with these few functions GetNumCharacters() GetCharacterInfo() GetCurrentCharacterId() The "CharacterId" is unique for each character you have. Example of the new way to store addon data Lua Code:
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And they can also be used to convert the old format over to the new one. Lua Code:
This last example just tidies up old/deleted characters Lua Code:
I did find one bug with GetCharacterInfo() on PTS which is being fixed and that was if you created a brand new character they did not appear in GetCharacterInfo(). But that is easy enough to fix with a small bit of code for now. I need to test live once Shadow of the Hist is all patched up to see if the bug fix is there. |
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I just got in to the game and my addon is broken.
Something has changed with GetCharacterInfo(). It is not working the same way it was on PTS. Lua Code:
The above code is generating this. The ids are way too short and some of the ids are duplicated Screenshot I am investigating to see if I can fix it myself :( |
Just don't rush on maybe broken new things :)
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This: Lua Code:
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championRank has gone. I will adapt my addon but it will have properly broken it for anyone who patched and tried to use it :( |
Sorry about that, the fix made it impossible to populate champion rank and it didn't particularly make sense in the returns anyway so we ripped it out.
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No problem.
I fixed my addon and because it now tidies itself up its all good. Keep up the good work, love the game, love the API, loving your work ;) |
Just a heads up, it seems that calling "GetItemBoPTradeableDisplayNamesString" on an item that's not BoP Tradable will crash the client, even if you override it with your code. Discovered it while testing things on the PTS during maint and sent in a description about it with the crash report. Its bugged on live as well.
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I randomly have this error on live for my char
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You should disable the housing editor while it's still unfinished :) |
Yep, makes sense :)
Got this error message as well after a reloadui. I was standing at the bank and was doing nothing. No new items in my bag or others removed. So it seems to be randomly. Quote:
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We haven't been able to reproduce the housing error internally. Does anyone have insight on possible triggers or know roughly how often it occurs?
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It only happens after a reloadui.
It should be really in first ms of a reload. I had this 10 times while standing in wayrest yesterday before hotfix while doing tests on addons. I didn't changed anything in my inventory to have this (no item creation, update or durability, nothing). |
Yes, the same here.
Just standing around testing my addons and doing a reloadui here and there. The error message appeared 3/5 times then just directly after the reloadui. No items were changed,no new items created, no items were mailed or destroyed. It did not depend on the city where I was standing or if I was inside a bank or outside as it seems. Quote:
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I don't have the error, but I also haven't reloaded my UI much.
Maybe you can just comment out line 12 and 13 in sharedfurnituremanager.lua for now and call it a day? |
Same here, pretty much only get it after I've reloaded the UI when working on add-ons.
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local itemCache = self.furnitureCache[ZO_PLACEABLE_TYPE_ITEM] |
Weird bug with GetNumCharacters()
I had to log out to the character selection screen for it to start returning 8 again |
I've run into that problem too. After a UI reload, it'll just randomly start saying there's only one character. Using "GetCharacterInfo" at this point with any index except for "1" returns empty values as well.
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And there is a little mistake in the ESOUIDocumentation.txt. GetCharacterInfo does not return championRank anymore. The return value has been removed, but is still in the doc file. |
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championRank was remove when Shodow of the Hist hit live. ESOUIDocumentation.txt was given to us prior to go live so it is a little out. I think I will have to build my own workaround. Capture all of the GetCharacterInfo() data that I want on first load and then re-use that from then on. |
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