ToME: the Tales of Maj'Eyal

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PostPosted: Sun Aug 25, 2019 12:05 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Pushing out v15j.4 for both, to fix a small bug in Enhanced Object Compare.

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PostPosted: Sun Sep 22, 2019 12:57 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
With the upcoming 1.6 release suddenly breathing down my proverbial neck, :shock: :wink: it's time to start considering merging some addons into ZOmnibus and/or ZOmnibus Lite, and I'm posting this to solicit input about which (if any) addons should be added to one or both for v16.

Currently I have 57 released and active addons that are not already a component of either ZOmnibus or ZOmnibus Lite (and, of course, are not themselves ZOmnibus or ZOmnibus Lite); for reference, I'm categorizing them roughly as follows:

Ha Ha, No:

Addons that are fairly obviously too "questionable" to include in either:

Embers Only:

Addons that require one of the DLCs (Embers of Rage or Forbidden Cults), and thus can't be merged into either without making them DLC-dependent:

In Too Deep:

Addons that make low-level structural or environmental changes that aren't really amenable to enabling or disabling via game option, and are probably too much of a change to go into ZOmnibus without that:

Maybe Too Tweaky:

My various "class tweaks" addons, which might be too much of a change for ZOmnibus and definitely couldn't go into ZOmnibus Lite:

Questionable:

Addons that I'm not sure about; they could maybe go into ZOmnibus (though it would be a stretch for some), but definitely not ZOmnibus Lite:

Gameplay Altering:

Addons that qualify under some of the reasons for omitting addons from ZOmnibus Lite, like "protection from not paying attention" or "otherwise unavailable information"; they could maybe go into ZOmnibus, but definitely not ZOmnibus Lite:

Ooh, Tough Call:

Addons that might be suitable for ZOmnibus or ZOmnibus Lite, but would probably need a game option to turn their effect on/off:

Sure, Why Not?

Addons that strike me as purely cosmetic or quality-of-life, and/or have game options to turn off their functionality for anyone who doesn't want it, and so should be perfectly fine in both ZOmnibus and ZOmnibus Lite:

So. Thoughts?

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PostPosted: Sun Sep 22, 2019 5:47 am 
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Spiderkin

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 531
pretty much agree on all the categorisation you did.
Effects under actor should definitely go in both Zomnibus and lite, it makes screen so much more readable, big QoL.

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PostPosted: Sun Sep 22, 2019 10:18 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
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Can't you just use a check to see if the relevant DLC is active?
if game:isAddonActive("....")

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PostPosted: Tue Sep 24, 2019 1:23 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
So that's one vote so far for Effects Under Actors; I've also gotten comments on the Steam pages for Juggle Hotkeys On Unwield and Longer Character Names to the effect of "Why isn't this in ZOmnibus?", which I'm also counting as votes. Any others?

HousePet wrote:
Can't you just use a check to see if the relevant DLC is active?
if game:isAddonActive("....")

Possibly; depends on how involved the addons' changes are. Thing is, I almost certainly didn't do that when I wrote those addons, counting on the 'requires_addons' flag to do that work for me, so any of those addons would need an extra going-over in the process of adding to ZOmnibus. Are there any of them that you think would be suitable for inclusion?

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PostPosted: Tue Sep 24, 2019 8:47 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 827
Location: Middle of Nowhere
I'd see no reason not to add Das Blinkenlights, it's just QoL. Same for Visibly Looted Stalls (with an add-on check). I'd probably say go ahead and add Wall Clock, with a game option to toggle it on and off, too. Plus those already mentioned.


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PostPosted: Wed Sep 25, 2019 2:03 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1724
Location: A shallow water area south of Bree
nsrr wrote:
I'd see no reason not to add Das Blinkenlights, it's just QoL. […] I'd probably say go ahead and add Wall Clock, with a game option to toggle it on and off, too. Plus those already mentioned.

Both of those make sense. And the "UI | Wall clock format" option already has a "No clock" setting; I'd just have to arrange for that to be the default in ZOmnibus.

nsrr wrote:
Same for Visibly Looted Stalls (with an add-on check).

I was kind of under the impression that rexorcorum was planning to add something similar to EoR, actually.

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PostPosted: Fri Oct 18, 2019 4:48 pm 
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Wayist

Joined: Mon Apr 10, 2017 3:39 pm
Posts: 15
Zomnibus seems to have issues with the Cult mechanic where you runes are spawned for the portal. Results in a critical bug basically results in the map not spawning and time not progressing


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PostPosted: Sun Oct 20, 2019 2:28 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Phantomfrettchen wrote:
Zomnibus seems to have issues with the Cult mechanic where you runes are spawned for the portal. Results in a critical bug basically results in the map not spawning and time not progressing

Hmm, I'll need more information (like what a "Cult mechanic" is; something in Forbidden Cults, I'm assuming?). If you have a log file, a stack trace would definitely help. Oh, and is this in the 1.5.10 release or the 1.6 betas?

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PostPosted: Tue Oct 22, 2019 5:09 am 
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Low Yeek

Joined: Tue Dec 24, 2013 3:02 pm
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Since we're closing in at the end of the ToME beta, could we start getting testing versions of the ZOmnibus mods?


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PostPosted: Wed Oct 23, 2019 2:33 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Adventurer wrote:
Since we're closing in at the end of the ToME beta, could we start getting testing versions of the ZOmnibus mods?

I'm not sure how that would work, though. Putting them up on Steam would probably mess things up for people playing the release version, and attaching them here and having people install them manually would probably interfere with auto-updating. Besides, DarkGod was pretty adamant about only using official addons for testing purposes.

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PostPosted: Wed Oct 23, 2019 7:30 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
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Location: Angolwen
Yes, please only official addons.
Zizzo is doing a GREAT job with all his addons, don't make him also support betas :)

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PostPosted: Wed Oct 23, 2019 8:48 am 
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Low Yeek

Joined: Tue Dec 24, 2013 3:02 pm
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darkgod wrote:
Yes, please only official addons.
Zizzo is doing a GREAT job with all his addons, don't make him also support betas :)

Could you at least add a 1.6 tag on the Steam Workshop and get rid of the Version_2 tag? 1.6 addons have already been going up, it would go a long way to determine what's been updated and what hasn't been.


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PostPosted: Fri Oct 25, 2019 12:50 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1724
Location: A shallow water area south of Bree
And the moment you've all been waiting for, :mrgreen: release v16 for both ZOmnibus and ZOmnibus Lite. In addition to changes from Store Wish List, Restart Sustains, Talent Point Planner, Prodigious Progress, Enhanced Object Compare and Passive Cooldowns, we also incorporate new addons Effects Under Actors, Juggle Hotkeys On Unwield, Longer Character Names, Das Blinkenlights and Wall Clock. This gives us some new game options from the new component addons; their initial default values for ZOmnibus and ZOmnibus Lite are:
  • "UI | Wall clock format": No clock
  • "UI | Display effects under actors": Enabled
  • "UI | "Flatten" overlapping effects": Disabled
  • "UI | Hotkey handling on unwield": Default
  • "UI | Remove hotkey on drop": Disabled

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PostPosted: Sat Nov 09, 2019 1:46 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Aaand here's the proverbial other shoe I've been expecting to drop. For weeks now I've been thinking, "okay, surely any minute now I'm going to get a flood of bug reports for all the stuff I no doubt missed in the 1.6 update." :oops: Well, I dunno if this counts as a flood, but v16a includes fixes for Talent Point Planner, Passive Cooldowns, Inventory Keys, Enhanced Object Compare and Restart Sustains.

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