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Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Sat Feb 23, 2013 11:26 pm
by Zizzo
Crim, The Red Thunder wrote:Welp, this may be an issue on my end. When I started, I was using ID, and I'm used to the occasional bits of lag in there. I may have brushed off what was zomnibus not working with the dismissal of normal lag. Sadly, while I have no idea if anyone else had issues, I believe it is my computer not managing to run zomnibus. Hitting the arena (Quickest character test) with every version of zomnibus produces the same problem. Apologies for disturbing you with my computers inadequacies. While it probalby doesn't matter anymore, the only other addon's were oldrpg and infinite500. Swapping back to Optin solves the issue, so It isn't one of them unless they somehow interact with and screw with your addon. (Unlikely, though oldrpg might screw with your online indicator.)
[checks infinite500] Hmm, the description isn't clear; does Infinite500 actually have any effect at all outside the Infinite Dungeon? Because it does touch a lot of stuff, including overloading a lot of things in data/, which I've seen cause addon conflicts. That's the only thing I can think of.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Sat Feb 23, 2013 11:39 pm
by Zizzo
And I think I've
finally got all the rest of my addons settled down enough to do a ZOmnibus release. v5 covers the following changes:
I'm not merging in
Online Indicator in this release, since
(a) I don't want to step on
lukep's Clock addon, and
(b) I should probably wait until the next main game release so I can use the
new hooks mechanism.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Sun Feb 24, 2013 12:13 am
by Crim, The Red Thunder
Zizzo wrote:[checks infinite500] Hmm, the description isn't clear; does Infinite500 actually have any effect at all outside the Infinite Dungeon? Because it does touch a lot of stuff, including overloading a lot of things in data/, which I've seen cause addon conflicts. That's the only thing I can think of.
Recodes every talent to prevent the out-of-control scaling that occur over level 50 and renders a 500 floor run impossible under current conditions. These effects are global across all game modes, but since the effects they have are only to rebalance the way it scales, effects are ALMOST non-existent prior to taking a campaign character into the ID. So yes, it affects things outside the ID. I look forward to when it becomes integrated so it loads so much simpler and reduces the load on my PC... For more details then that, you'd have to hit up Hachem Muche, since I certainly don't understand all the changes he made in the scaling.
Not sure what conflict it could have with your addon though, don't think you changed any talents.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Sun Feb 24, 2013 1:34 am
by nate
Zizzo wrote:nate wrote:My suggestion: put them all in, with configuration options to turn off individual components.
Some of them aren't really amenable to that, though. Ignore Race/Class Locks, for instance, only has an effect in the character creation dialog, which is too early for the player to be setting any game options. Similarly, No Adventurers Parties' effect (or lack thereof) is applied more or less permanently the first time the world map zone is created for a given character, and turning it on or off after that wouldn't have any effect. All the rest of my addons are currently included, except for some obsolete ones (and a few new ones that I
promise I'll get merged in here eventually...

).
Oh, that makes sense.
Although you could always have options that "Will take effect on the next character generated." And maybe even an options button from the birth menu. (Not sure if that's engine or not.)
In any case, doesn't sound like an issue for you.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Sat Mar 02, 2013 7:28 pm
by Zizzo
Pushing out bugfix release v5a, with bug fixes from
Talent Point Planner and
Inventory Show All Tabs By Default.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Thu Mar 07, 2013 2:31 am
by Zizzo
And v6 pushed out, with improvements to Notes to Self:
- Having finally discovered that there actually is a way to set the GetText dialog's initial text (and that Textboxes do actually have rudimentary editing functionality), I've added a much-missed "Edit note" action, so that you don't have to replace and re-type the whole note just to change one word.
- You know the annoying "wiggle" you get in the notes list when the note text and/or timestamp are too wide to fit in their columns? Finally got rid of that. (And there was much rejoicing. ["Yaaaay..."]).
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Thu Mar 07, 2013 6:34 pm
by Hachem_Muche
[checks infinite500] Hmm, the description isn't clear; does Infinite500 actually have any effect at all outside the Infinite Dungeon? Because it does touch a lot of stuff, including overloading a lot of things in data/, which I've seen cause addon conflicts. That's the only thing I can think of.
Just looked through ZOmnibus v6 and don't see any obvious conflicts with Infinite500. I500 is huge, but has a completely different focus and the addons don't touch the same code.
Re: [v1.0.0] ZOmnibus Addon Pack
Posted: Fri Mar 15, 2013 5:04 am
by Zizzo
Pushing out v6a to migrate to v1.0.1. ZOmnibus now includes
the Online Indicator addon, as promised; be sure to check
the release notes for the latest version.
And now a question: ZOmnibus's original
raison d'?tre, recall, was to be a workaround for
the general problems loading multiplie addons, a problem which reportedly is fixed in v1.0.1. I haven't actually tested that yet, but if the problem is indeed fixed and having a dozen or so addons active is no longer a problem, do we still want or need ZOmnibus as a combination of all of the individual addons?
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Sun Mar 17, 2013 8:11 am
by shonen
I for one will continue to be a grateful zomnibus user (once 1.0.1 is out for OSX). Thanks much for your work on this/these.
Shonen
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Tue Mar 26, 2013 1:32 am
by Zizzo
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Tue Mar 26, 2013 7:22 am
by CaptainTrips
I'd say it's still nice to have many of these 'convenience' features in one bundle, especially since most (or all?) can be toggled in-game.
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Wed Apr 10, 2013 1:01 am
by Zizzo
Pushing out v7, merging in the new
Inventory Sort Order addon.
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Fri May 03, 2013 3:49 am
by Zizzo
Since I've gotten no further bug reports for
Store Wish List and no complaints about
Inventory Keys or my
recent changes to Inventory Show All Tabs By Default, I'm rolling it all in and pushing it out as v8.
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Sat May 04, 2013 10:39 pm
by Zizzo
And hot on the heels of that comes v8a, with
a bugfix in Inventory Keys.
Re: [v1.0.0-1.0.1] ZOmnibus Addon Pack
Posted: Thu May 09, 2013 3:15 pm
by ZarahNeander
I get a Lua error when I try to activate the transmo chest manually
Code: Select all
error = "Lua Error: /mod/class/Player.lua:1172: /hooks/zomnibus/hooks-store-wishlist.lua:42: attempt to call upvalue 'base_use' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1172 playerUseItem\
At /mod/dialogs/UseItemDialog.lua:69 use\
At /mod/dialogs/UseItemDialog.lua:43 fct\
At /engine/ui/List.lua:154 onUse\
At /engine/ui/List.lua:87 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
When I try to use the chest via a hotkey I get
Code: Select all
error = "Lua Error: /mod/class/Player.lua:1161: /hooks/zomnibus/hooks-store-wishlist.lua:42: attempt to call upvalue 'base_use' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1161 playerUseItem\
At /mod/class/Player.lua:974 \
At /engine/interface/PlayerHotkeys.lua:108 activateHotkey\
At /mod/class/Game.lua:1667 f\
At /mod/class/Game.lua:1267 fct\
At /engine/interface/PlayerHotkeys.lua:263 \
At /engine/KeyBind.lua:224 "