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Gravy
08-04-2005, 06:31 AM
ever sence the last major patch in cosmos my socal guild lvl up thing has been going off even tho its uncheked, and so is every thing else in socal notes. i've dun file cheks and every thing and it keeps hapening.

morbid_o
08-04-2005, 01:43 PM
I posted a bit about this already: http://www.cosmosui.org/forums/viewtopic.php?t=10927&highlight=

hopefully the devs will fix it soon.

ac604
08-06-2005, 10:12 AM
you cannot disable it in-game currently, but you can disable the Social Modifications from loading by unchecking "Social Modifications by Geo" from the Addons menu by clicking on the "Addons" button at your character login screen.

shanolen
08-07-2005, 07:56 PM
Yes, the guild message that you level up gets sent regardless of whethere the option is checked in Cosmos. ALSO, it reports the wrong level when i level up. It reports the level i was before i leveled up.

For example, when i dinged 46, my guild recieved a message saying, "Shanolen dinged level 45 in so many days and hour"

geowar
08-29-2005, 11:22 PM
Yes, the guild message that you level up gets sent regardless of whethere the option is checked in Cosmos. ALSO, it reports the wrong level when i level up. It reports the level i was before i leveled up.

For example, when i dinged 46, my guild recieved a message saying, "Shanolen dinged level 45 in so many days and hour"
I've just checked in fixes for this bug. Please regress in the next release. Thx. ;-)

Thorarin
09-07-2005, 08:51 PM
I think your workaround is supposed to be in the current Alpha release?

if (not localPlayerLevel) then
localPlayerLevel = UnitLevel("player");
end

-- ...

if (localPlayerLevel == localNewPlayerLevel) then
localNewPlayerLevel = localNewPlayerLevel + 1;
end
localPlayerLevel = localNewPlayerLevel;

Over the past 2 days all my 6 levelup messages have been consistently wrong though. I must admit I don't understand why it is happening. localPlayerLevel is seemingly properly initialized and if it weren't, the reported level would end up being 1 too high, not 1 too low as it is.

I'll try to do some debugging when I find an alt close to levelling :roll:

Thorarin
09-07-2005, 09:29 PM
Alright, I'm pretty sure I've identified and fixed the problem. I moved the initial localPlayerLevel initialization from the VARIABLES_LOADED event handler to a new PLAYER_ENTERING_WORLD event handler.

Apparently character information isn't available yet when VARIABLES_LOADED is being raised. This caused localPlayerLevel to be set to 0, which is not false or nil. Thus the first conditional statement in the code just above here is skipped, localPlayerLevel is still 0. On levelup localNewPlayerLevel will always be greater than 0, so the value isn't being incremented.

localPlayerLevel is then set to 1 level below the actual player level in the same way as usually happened before the workaround was in place. Consecutive levelups will thus keep reporting 1 level too low until UnitLevel accidentally reports the right level for a change, at which time localPlayerLevel would be correctly set and all consecutive levels gained will report correctly, regardless of UnitLevel returning correct information in those iterations.

Long story short: move the initial localPlayerLevel initialization to PLAYER_ENTERING_WORLD or another suitable event that's triggered after player information is available. Then it should work <keeps fingers crossed>

geowar
09-07-2005, 10:53 PM
Long story short: move the initial localPlayerLevel initialization to PLAYER_ENTERING_WORLD or another suitable event that's triggered after player information is available. Then it should work <keeps fingers crossed>
Sounds like the plan. I'll do it and check it in asap. Thx. ;-)

Thorarin
09-08-2005, 05:48 AM
Played a lowbie character from 5-13 with this change and it seems to work ;)

geowar
09-08-2005, 04:54 PM
Played a lowbie character from 5-13 with this change and it seems to work ;)
While debugging today I added code to dump out the PLAYER_LEVEL_UP event's arguments and guess what? The new level is arg1. Gesh! Don't you LOVE undocumented features?!? I wonder if it's wrong 20% of the time also thou... The 2nd arg was 17 (I dinged an alt to 7) so don't have a clue what that was... (my time to lvl was 28 min so it wasn't that...)

Thorarin
09-09-2005, 11:04 AM
Interesting. I never expected an event to actually give useful info, most of the other ones don't ;)

Since I already modified my source code for the moment, I'll add a debug line to keep an eye on the arg values :P

Thorarin
09-09-2005, 01:42 PM
Apparently the arguments passed are consistent with the 'congratulations' text shown when you level. The level argument would therefore always be correct, and so far it has been. Might as well use this then :)

Updated WoWWiki entry (http://www.wowwiki.com/Events_P_%28Party%2C_Petition%2C_Pet%2C_PlayerBank %2C_Player%29#PLAYER_LEVEL_UP) for argument listing.

morbid_o
09-09-2005, 02:24 PM
wow, good job guys.

looks like one could use those arguments to generate a 'levelling history'...why you'd want to, I have no idea.

Thorarin
09-11-2005, 07:37 PM
Meh, Geowar, please fix the bug in the current Alpha.
I keep forgetting to .nopatch SocialMod and it ends up reverting ;)

geowar
09-12-2005, 04:32 PM
Meh, Geowar, please fix the bug in the current Alpha.
I keep forgetting to .nopatch SocialMod and it ends up reverting ;)I pushed the (hopefully final!) fix for this bug last friday. Checking the current Alpha it appears that it hasn't been updated since August 11th. I'll ping Alex to see if we can get a newer build pushed asap. Thx.

Thorarin
09-12-2005, 04:35 PM
Much appreciated. Though my guess is he's planning to push a later version when the 1.7 patch arrives, which should be soon :)

geowar
09-12-2005, 05:01 PM
Much appreciated. Though my guess is he's planning to push a later version when the 1.7 patch arrives, which should be soon :)I hope you're right (about pushing a later version AND the 1.7 patch being soon!) ;-)