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- Posts: 2116
This is not possible at this time. Thanks for that suggestion as well :).
- Fixed a bug causing buff/debuff watchers to not display for (de)buffs that didn't stack.
- Made Death Knight rune module cooldown wipes match the shape of the runes.
- Fixed possible divide-by-zero in the custom counter module.
- Added an option to only display a buff/debuff watcher when the tracked aura has more than X stacks (default 0) (ticket #185)
- Added support for tracking spell stacks and charges in the Custom Count module.
- Added Paladin Fist of Justice stun to the CC list by request.
- Updated TOC to patch 6.1
- Added Resolve module contributed by darkuja_9 and tweaked a bit.
- Added feature to turn burning embers green if the player has the codex of xerrath spell.
- Changed bar low threshold step from 5% increments to 1% increments by request.
- Added Stagger module from user pilonog.
- Updated the Chi module (HarmonyPower) to be able to display 6 Chi.
- Fixed errors that were being generated by a few different modules in weapon enchant-related situations due to an API changing in 6.0 that I didn't know about until now. (ticket #183 - thanks slippycheeze!)
- Fixed a bug where Monks with more than 4 Chi would not draw the additional Chi properly on initial load into the world.
- Fixed being able to cancel a buff from the PlayerInfo module when the frame's alpha was zero. Unfortunately the mouse click is still eaten, but at least your buffs don't pop off.
- Worked around a bug Blizzard created in 6.0 with cooldown wipes not updating alpha with their parent frame, specifically for Info modules. See http://www.wowinterface.com/forums/showthread.php?t=49950 for discussion.
- Updated FAQ in the mod's config panel.
- Fixed ComboPointsBar not setting the proper alpha value sometimes.
- Inactive mode "Darkened" on class power counters now displays a darkened background behind a full/partially full rune as well as the old behavior of showing empty runes as darkened forms. This aids in class powers like Demonology Warlocks who need to be able to see the full bar.
- Fixed "divide by zero" errors that could happen in class power counters when switching specs.
- Fixed Hide Blizzard Frame option not properly hiding and showing all Warlock Power built-in frames for all specs.
- Info modules now display a random stack count from 1 to 5 when in configuration mode for easier Stack Font Size configuring.
- Fixed error generated by configuration mode with a CC module enabled.
- Allow players to cancel their buffs outside of combat on the PlayerInfo module. (ticket #182 - thanks Thyraxion!)
- Added support for ComboPoints, ComboPointsBar, and SliceAndDice to display with no target selected.
- Fixed Vengeance- and Sunder-related 6.0 errors.
- Fixed a few more errors popping up for specific classes with specific modules setup.
- Fixed a bug with custom cooldown bars that existed prior to v1.9 causing errors when opening the configuration screen.
- Fixed a localization-related issue causing an error for all locales.
- WoW 6.0 TOC and compatibility updates. Rogue combo points will only be displayed when targeting an enemy for now until Blizzard adds an API to get combo points without a target.
- Made the GCD bar respect global bar alpha settings. (ticket #126)
- Added support for tracking inventory item cooldowns on a custom cooldown bar. (ticket #123)
- Fixed CC bars sometimes not updating and displaying when they should. (ticket #142)
- Adjusted min/max icon offset positions for icons on the PlayerHealth bar. (ticket #136)
- Fixed how class power counters (warlock power, holy power, shadow orbs, chi) are scaled so that they don't scale at strange angles when they're off-center. (ticket #130)
- Added a "When targeting" mode to custom cooldown bars that will always display the bar when a target is selected and never when no target is selected. (ticket #128 - Thanks lisimba!)
- Fixed CustomCDBar not displaying correctly in 6.0 when in "When ready" mode.
- Added option to not show GCD when casting a spell longer than the GCD. Defaults to the previous behavior of always showing GCD. (ticket #120)
- Added the ability to track custom units on buff/debuff watchers. (ticket #115)
- Fixed bug with the player's mana bar not updating its alpha properly when entering the world (i.e. teleporting/hearthing/etc.).
- Added support for the "custom lag tolerance" setting to the castbar's lag display. (ticket #178 - Thanks slippycheeze!)
- Fixed a bug causing combo points to always display in Numeric mode for any class instead of hiding when the player has 0 combo points and 0 anticipation stacks.
- Integrated a feature by slippycheeze that enables the current threat target's name to be displayed in the "lower text" portion of the Threat bar. http://www.wowace.com/addons/ice-hud/tickets/176-show-name-of-threat-holder-and-color-based-on-their/
- Possibly fixed some NaN/divide-by-zero errors that have been cropping up sporadically lately.
- Merged support for displaying Anticipation on the ComboPoints module (thanks MSaint!) http://www.wowace.com/addons/ice-hud/tickets/154-anticipation-enhancement/
- Fixed a bug where buff/debuff watchers were not removing themselves from the central Update list when deleted.
- Fixed an issue causing cooldown bars set to "when ready" to not display if the player had no target but the spell was castable on the player and ready to be cast.
- Packaged latest version of LibDogTag for some memory and performance improvements (should reduce "script ran too long" errors).
- Added 90 degree rotation as an option for mirror bars.
- Added support for DogTag strings on buff/debuff watchers.
- The "Dismiss" option in pet right-click menus is no longer disabled for Warlocks.
- Removed extremely old pop-up messages on startup that were appearing for new users.
- Ticket #173: added a toggle to hide the entire HUD during pet battles.
- Added a toggle to only show cooldown modules when you have a target selected for abilities that don't require a target to cast, by request.
- Updated TOC to patch 5.4
- Added Absorb modules for focus, target, and player.
- Added Monks as eligible "tank" classes for the Vengeance module.
- Merged Zahariel's support for the Nine-Tailed SnD bonus duration (ticket #174)
- updated TOC for the options module so it loads in 5.3
- updated TOC to patch 5.3
- fixed a bug in the Warlock module when using numeric mode and switching specs
- updated TOC to patch 5.2
- http://www.wowace.com/addons/ice-hud/tickets/145-hunter-pet-dismiss-error/ blacklisted the "dismiss pet" menu entry in pet right-click menus. Hunters should use the Dismiss Pet spell instead.
- http://www.wowace.com/addons/ice-hud/tickets/167-shaman-totems-cant-be-clicked-off/ disabled right-click-destroy on totems
- http://www.wowace.com/addons/ice-hud/tickets/171-cc-bar-not-showing-monk/ added Monk CC spells
- fixed an error in the options module not being updated for 5.1
- updated TOC to patch 5.1
- fixed a bug with Chi power in 5.1
- fixed PVP icon showing up as a green square for Pandaren who have not yet chosen a faction. this fix applies to TargetHealth and PlayerHealth, but not to DogTag text such as on the TargetInfo frame.
- ticket #161: integrated Zahariel's fix for gradients.
- ticket #157: fixed an error when a channeled spell ends early due to being hit. (Thanks, cg110!)
- fixed an error when entering/exiting an instance as a Monk
- fixed SnD duration prediction for 5.0 (thanks Zahariel!)
- maybe fixed reported error message when mousing over a (de)buff in an Info module
- fixed Holy Power only showing 3 max on login instead of 5
- fixed a bug where the shard module could sometimes show zero runes on the graphical display after entering or exiting a dungeon
- packaged the latest version of libdogtag-unit that fixes some errors when using talent-based tags in 5.0
- fixed an error message displaying when opening the options menu as a priest
- removed level restriction on harmony power since apparently that's not a thing any more.
- fixed the fifth chi not always drawing immediately when changing specs to one that grants an additional chi.
- updated harmony power module to refresh itself more frequently so it's more accurate
- added another FAQ to the list
- fixed the numeric display mode for class power counters sometimes showing "..."
- added support for changing the outline/shadowing of all non-DogTag strings on all modules
- added support for showing the numeric value on top of a class power's graphical display. this number can also be moved vertically.
- fixed a few more causes of taint showing up in the glyph ui
- fixed Holy Power non-'Graphical' modes having the images vertically squished
- fixed a few 5.0-related errors appearing in the Threat, CC, and invuln modules.
- fixed Warlock burning embers/soul shards not updating when applying or removing a glyph that changes the total number available
- fixed IceHUD causing taint when applying glyphs
- updated TOC to patch 5.0.4
- full 5.0/MoP compatibility (Monks, new class powers, API changes, etc.) while maintaining 4.x compatibility as well
- fixed an issue where buff/debuff watchers and cooldown watchers would sometimes get stuck and not update
- added some localization entries that were causing errors trying to open IceHUD's options
- fixed a few cooldown bar oddities that 4.3 brought up
- added a toggle to disable tooltips on Info modules
- updated TOC to patch 4.3
- enabled the Totems module for druids since 'wild mushroom' is considered a totem (ticket #137)
- only do spell id exact-match checking if "exact match" is set. otherwise, it will compare spell names
- updated to accept either a spell id or a spell name for custom bars. this allows tracking of different debuffs with the same name (such as Hemorrhage and its DoT). thanks to Nibelheim on WoWInterface for this one as well.
- new 'max health' formula from Nibelheim over on WoWInterface (thanks!)
- updated TOC to patch 4.2
- fixed reported error in the CustomBar module
- fixed error when selecting any of the last 4 presets in the list
- removed the pet happiness DogTag from the PetInfo module default setting now that pet happiness is gone in 4.1
- updated TOC to patch 4.1
- fixed patch 4.1 breakages:
-- removed all references to pet happiness
-- re-implemented pulsing animations for shards and holy power since the Blizzard built-in animation system is now broken (or at least functioning differently than it used to)
- fixed custom cooldown bars not working quite right with the 'When ready' display mode
- fixed PlayerInfo to only show the "buff canceling is disabled" message when a buff is right-clicked instead of any button click. also clarified the popup message to better explain why the feature is currently disabled
- hid "Low Threshold Color" toggle for the PlayerAlternatePower bar since it doesn't make sense for that module
- exposed the "Low Threshold" option to CC bars by request
- added an oft-requested option to treat friendly targets the same as not having a target at all for alpha purposes. this allows people who want the HUD to be hidden when they don't have a target to stay hidden when they target a friendly, for example
- fixed a bug where targets with rage or runic power were considered 'empty' (for alpha purposes) at 0. this was causing them to show up when they shouldn't based on alpha settings
- made custom (de)buff watcher bars respect the bForceHide option for :Show() so that they are properly hidden when a profile change occurs or they are manually disabled via the options menu
- fixed the elite (classification) icon for targets to respect the "lock all icons at 100% alpha" setting
- added new option (enabled by default) to have buffs and debuffs in Info modules sorted by expiration time instead of the order the game returns them in (application time?)
- ticket #116: first attempt at an honest-to-goodness alternate power bar. i don't raid, so i've only tested this against the alternate power in The Maw of Madness in Twilight Highlands...
- GCD bar now stops early if the player aborts the cast or is interrupted (thereby not actually triggering a GCD)
- ticket #119: copy alwaysFullAlpha setting to the mirror bar instance
- ticket #121: patch for new visibility mode in CustomBars
- added spellids for silence from elemental slayer enchant + unglyphed avenger's shield (thanks Mikk)
- ticket #117: respect the user's mod-wide "enabled" setting when changing profiles
- cleaned up some logic that could cause errors when enabling the mod due to a profile switch when the player initially loaded with it disabled
- added feature to custom cooldown bars to allow them to show/hide with the rest of the mod instead of having special rules (if desired)
- added ability to ignore a spell's range/target castability if desired on a cd bar. this allows the bars to display when a buff is ready even if it can't be cast on your current target, for example
- fixed an issue where focusing a unit in combat could cause taint in the FocusHealth module
- added new user-submitted bar textures (ticket #111)
- "fixed" (read: worked around) crash that IceHUD was triggering in the client by implementing a Lua-only version of UnitSelectionColor(). the crash was triggered by having DogTags disabled, TargetInfo enabled, and leaving an instance while in combat with one of the instance's mobs targeted (ticket #110)
- exposed upper text on snd bar since the string specified there is actually used by the module
- disabled the potential duration text on the SnD module when the user has duration alpha set to 0
- fixed a bug where an error message would pop up when enabling the FocusHealth module while a unit is focused that has a raid icon assigned to it
- fixed custom bars not monitoring weapon enchants/poisons correctly
- fixed custom bars and cooldown bars drawing at full alpha at all times
- fixed the threat bar flickering in configuration mode
- added spell ids for holy word: sanctuary and serenity since GetSpellCooldown() is bugged with them by name
- converted DHUD skin from blp to tga because it's acting funny as a blp (ticket #106)
- added custom upper/lower text coloring to buff/debuff bars and cooldown bars since they don't have any dogtag support
- fixed lower text to be visible on custom buff/debuff bars and custom cooldown bars
- re-arranged text settings page so that options are laid out more clearly/naturally
- split the "buffs per row" setting to exist in both buffs and debuffs sub-groups instead of being a module-wide setting (ticket #103)
- added an option to enable/disable mouse interaction on totems
- fixed debuffs on info modules not drawing the proper colored border for the type of debuff
- fixed buffs not displaying the stealable border for mages if they were stealable
- fixed an error when changing from a profile with markers on a module to one with fewer/no markers on the same module
- fixed SnD bar (and potential duration bar) to show and hide much more reliably. previously it would sometimes not display the potential duration or the entire module would be visible when it shouldn't be
- fixed SnD duration bonus from glyph (to 6 seconds from 3)
- picked up latest version of LibRangeCheck to fix ranges reporting incorrectly for holy paladins
- fixed some errors that could pop up with totems and custom bars
- fixed low threshold flashing on custom bars
- added support for custom buff/debuff trackers to be able to track totems by name
- fixed layer ordering such that icons draw in front of bars again
- minor performance optimizations in class counter modules (holy power, shards)
- changed custom cooldown bars back to never forcefully hide themselves when set to 'always' display mode. they will now respect the global transparency settings instead
- added user-submitted CleanCurvesOutline texture which allows DHUD-like casting to be placed on top of another bar and only the outline fills up instead of the whole bar
- minor performance optimizations
- fixed custom buff bars and cooldown bars multiplying alpha values when they shouldn't have been. at low alpha this meant that they were much more transparent than they should have been
- fixed pet health/mana modules getting stuck on the player when leaving an instance while on a vehicle
- re-fixed a bug causing the player mana module to not update color when a druid left an LFD instance while in a form and was immediately placed back on a mount and not in a form
- fixed configuration mode error in the player info module when the player had weapon buffs applied (ticket #104)
- hopefully fixed a few error messages that have been reported, though I haven't been able to reproduce the error messages myself
- added a toggle for the "override alpha" behavior that displays class counters at in-combat alpha when out of combat if the counter isn't full/empty
- fixed the "debuff size" settings getting reset after every ui reload or log out/in
- fixed an issue where the wrong texture could get applied to death runes when changing zones
- fixed markers generating errors or just misbehaving when changing profiles (ticket #102)
- fixed PlayerInfo module misbehaving with temporary weapon enchants
- minor optimization in the threat bar
- fixed secondary threat bar to display properly again
- added support for pets to the second highest threat feature
- fixed the GCD bar not animating
- maybe fixed an issue where some bars (most notably the cast bar) could get stuck
- fixed occasional flickering in the cast bar and threat bar when they are first displayed
- fixed custom module creation not displaying a default
- fixed markers not updating when a bar's inverse mode is changed
- fixed markers not rotating with a bar when the rotation option is set at runtime
- fixed the player's health, mana and cast bars monitoring the wrong unit whenever the player leaves an instance while in a vehicle
- fixed the eclipse bar turning gray when adjusting settings that caused a Redraw()
- added ability to set icon sizes for debuffs separately from buffs in info modules
- rearranged the config screen for Info modules
- markers are now created at the proper alpha instead of 100%
- changed the 'update period' slider to represent number of updates per second instead of seconds between updates. now higher is more frequent and lower is less frequent which makes more sense to users
- fixed text staying hidden when disabling and re-enabling a module
- ripped ~1.3mb out of IceHUD itself and moved it into an LoD IceHUD_Options addon
- fixed markers stuck in inverted mode.
- fixed combining expanding & reverse fill options causing bars to position incorrectly.
- enabled the "expand" bar fill for the PlayerHealth & SliceAndDice modules.
- enabled bar rotation for the CastBar and Eclipse modules.
- added support for rotated markers.
- fixed an error message some users were seeing with certain fonts
- compressed buffs/debuffs in info modules to take up less vertical space when "buff size" and "own buff size" are set to different values
- fixed default Blizzard DK runes being shown when the user had "hide blizzard frame" checked in the runes module but wasn't hiding the player from from the PlayerHealth module
- made class power counters continue to display as long as they're not full/empty (depending on the class)
- more ongoing memory/garbage optimizations
- made castbars always register themselves for updates when shown. fixes a bug where opening the map fullscreen while casting will stop the cast bars from updating (ticket #97)
- most modules now support a new bar filling mode: expanding outwards from the middle.
- shamelessly ripped off code from pitbull4 to replace "set focus" in drop-down menus with instructions on how to do so
- added a check for the player's mana type when PLAYER_ENTERING_WORLD fires so that we adjust mana type properly when entering/leaving instances
- fixed the target cast bar to not freeze up and reset itself whenever a UNIT_SPELLCAST_INTERRUPTIBLE / UNIT_SPELLCAST_NOT_INTERRUPTIBLE event fires
- fixed the cast bar to actually use the CastChanneling color when channeling. since this was apparently never hooked up, i also changed the default color for CastChanneling to match CastCasting so that long-time users won't notice the difference unless they've explicitly set a channeling color themselves
- fixed an error introduced in 1.7.2 where the playerinfo's dropdown menu was trying to use the target's data instead of the player's data
- fixed an error that could crop up when tweaking colors
- fixed bars that don't support dogtags in their text blocks to say so in the tooltip instead of telling the user that they can use dogtags when they can't
- fixed late registration of textures via LibSharedMedia so that the ToT bar texture gets updated appropriately
- made height of the ToT frame configurable by request
- extended vertical offset min/max for info modules (ticket #92)
- fixed the Eclipse bar not showing up since 1.7.2 (ticket #93)
- automatically replaced Lacerate/Sunder/MaelstromCount modules with custom counters if the user was using them. custom counters accomplish the same thing and are much more fully-featured/configurable than the old per-ability modules were. the only downside to the new system is that custom counters are loaded regardless of the player's class whereas the old ones only showed for their appropriate class
- hid the "rotate 90 degrees" option on cast bars and eclipse bars since it just doesn't work very well and looks bad. users keep reporting that these are broken when rotating and since i don't have a good fix, i'm disabling the feature for now
- unified the behavior for configuration when a module is disabled. now the sub-configs (marker/text/icon settings) remain clickable but every element inside is disabled when the module is disabled. previously some sub-configs were not clickable at all and others were
- removed most of the rest of the garbage that was being generated during combat or when changing targets
- reduced cpu usage by 33%-50% across the board (and more in some cases) by changing how updates are registered and how often they run. now the 'update period' slider actually matters. it defaults to 0.033 meaning that frames update about 30 times a second instead of every frame
- fixed the "always" display mode for cooldown bars to respect alpha settings (ooc/with target/in combat/etc.)
- added level restrictions to shard and holy power class counters since players under 9/10 (different per bar, using constants provided by Blizzard) don't have those resources available yet
- finally (for reals, hopefully) fixed the gcd for all classes. gcd is a surprisingly difficult problem as there's no straightforward api for it
- fixed the vengeance module not grabbing the player's max health until a UNIT_MAXHEALTH event fired (caused #1.INF to display sometimes and bar to not function)
- set AceGUI-3.0-SharedMediaWidgets to load after LibSharedMedia to fix an error some users were seeing in 1.7.1
- fixed an error some users were seeing on login that caused icehud to not load
- changed the pet health/mana bars to monitor the player whenever the player enters a vehicle since the player bars already change to display vehicle info in that situation
- added AceGUI-3.0-SharedMediaWidgets support to the font selection box and ToT bar texture selection
- fixed a bug causing bar font size adjustments to not take effect/display until a ui reload
- super temp hax to make the custom cd bar work with "Holy Word: Aspire"
- added description text to each custom module explaining what type of module it is. it was pretty difficult to figure out what kind of custom module you were looking at in the config after you created it
- various performance and memory optimizations
- eclipse bar now colors the numerical value to whatever direction the bar is heading
- added a 'vengeance' tracking module by user Rokiyo
- fixed the cast lag indicator being completely wrong when using a meeting stone to summon someone
- no changes in IceHUD; publishing an updated version to get a fixed LibDogTag-Unit-3.0 out there and stop the errors popping up about talents from other mods
- very minor performance gain by not doing the per-frame update on invisible modules
- nuked the primary offender of garbage generation. there is more to get rid of but finding it is a tedious process
- fixed error caused by disabling click targeting on the targethealth frame
- added option for non-dogtag users to hide each line of text on the TargetInfo module individually
- fixed totem module not resetting totems when going through a load screen (entering/leaving instance, etc.)
- fixed 'inverse' mode to work with potential SnD bar
- expanded range of class power counters (shards, holy power) by request
- fixed lacerate and sunder count modules to work with 3 max charges instead of 5 as per the new patch (these *really* need to go away and be auto-replaced by custom counters...)
- yet another fix for text sometimes displaying the unit name for PetHealth
- fixed how the 'second highest threat' bar is drawn so that it actually works with all textures
- quick update to correct any click-through problems for Clique users until the new version gets pushed
- made several changes to how mouse interaction works with various modules to support new Clique changes available in its latest alpha version. once a new release of Clique is made, then the Info modules not being click-through will be fixed if the user doesn't want mouse interaction to work there.
- removed HungerForBlood module as the ability has been removed from the game
- fixed "bar visible" checkbox to also hide/show the solar portion of the eclipse bar
- fixed lower text popping back up when it shouldn't
- fixed snd glyph detection on the SliceAndDice module due to new return value on GetGlyphSocketInfo
- fixed certain buff types not displaying a tooltip on mouseover in the info modules
- fixed ability to set 'max count' to 0 and screw up a custom counter
- fixed bar text not properly hiding on bars that use RegisterUnitWatch to control visibility
- fixed scaling to affect the text and icons again like it used to
- added pulsing to the shard counter and holy power modules whenever they are maxed out
- added option to use out-of-combat alpha on class power bars (holy power, shards) when targeting a friendly
- fixed icons on the target health bar not always hiding when they should
- potentially fixed reported error message though i've never seen it pop up myself
- fixed icons rotating with bars incorrectly when setting bar to be rotated 90 degrees
- fixed default rune frame showing up sometimes when the player has the "hide blizzard frame" option disabled in the runes module
- fixed default runes from being incorrect (showing 6 blood runes) after re-enabling them from the runes module while the game is running
- fixed configuration mode not working since v184.108.40.206
- fixed CC module spell id's by removing spells/effects that no longer exist, adding some new ones, and updating id's of ones that have changed
- attempt to fix ticket #81 http://www.wowace.com/addons/ice-hud/tickets/81-lua-error-in-eclipse-bar/
- fixed text getting rotated along with bars when choosing the "rotate 90 degrees" option
- fixed Blizzard's default runes to be properly hidden if desired when the default player health frame is left enabled
- fixed gcd module to work for all classes without relying on specific spell ids
- fixed a few errors causing the holy power/shard modules to not show up and the IceHUD options screen to not display for Paladins or Warlocks
- fixed rotation of inverted bars to draw the bar correctly
- added ability for spell ids to be specified instead of names for custom bars and cooldown bars. when an id is typed it will attempt to resolve to the buff name
- fixed FocusHealth and custom health bars not disabling properly
- fixed /icehudcl to actually work again as a command-line interface to the options table
- changed all methods of opening the icehud config page into toggles (open the options page unless it's already open; if it's open, close it). this restores old behavior that was lost in the move to ace3
- removed the "abbreviate health" option from the focus health bar if the user is using dogtags since it doesn't apply then
- fixed the SnD potential bar to rotate properly with the main bar
- hid the "Low Threshold Color" option on custom bars and cooldown bars since the option doesn't apply to them
- updated the description of a few "low threshold" settings so they make more sense to users (don't reference variable names)
- fixed the "low threshold" flash to work properly on rotated bars
- fixed incoming heal bar to display properly on 4.0 clients
- added user-requested option to specify the space between each buff/debuff on the info modules
- now that Eclipse doesn't decay, use the appropriate alpha value regardless of whether or not the user has some power left over. it used to stay at the "in combat" setting until the bar was back at 0
- fixed a bug with "hidden" mode for inactive shards/runes where the unactivated runes would show up darkened when changing targets out of combat
- added new DHUD bar texture set and alternate elite/rare icons by request (ticket 80). the earliest place we found these textures was in the original DHUD which has no license at all, so it should be okay to use them. they are called DHUD in the mod, so it's clear that i'm not trying to pretend that we made them up or they are unique to IceHUD
- added the ability to further customize the shard and holy power modules by displaying all the existing custom counter textures in place of shards/holy runes and colorizing them based on how many are available
- added highlighting around buffs on the targetinfo module (and other *info modules) that are spellstealable if the player is a mage
- allowed pvp and party role icons to be offset more
- fixed a bug where cooldown timers wouldn't always reset when an ability was brought off cooldown early
- setup almost all text in the mod to support localization. only English is currently filled out, but all common languages are supported: http://www.wowace.com/addons/ice-hud/localization/
- added the ability to duplicate an existing custom bar
- setup the toc to properly strip out embeds.xml whenever it's building a no-lib version
- added support for automatically changing profiles when changing specs (LibDualSpec)
- added some more protection against people tweaking settings or changing profiles while in combat and added a warning message explaining that stuff could be broked if they manage to do it anyway
- fixed cooldown bars that are set to "when ready" to be properly hidden when the module is disabled or profiles are changed
- added calls to disable updates on custom modules as they are disabled so that they don't stick around on screen when they shouldn't
- minor fixes to enabling a module and how updates are handled that should allow custom modules to react appropriately when they are enabled while a player has the buff they're monitoring
- fix for custom modules generating a ton of errors if they're disabled while active (such as when changing profiles)
- added a tooltip to the LDB launcher
- set custom counters to display out of combat if they are not 0
- nuked the HungerForBlood module if the user is on a 4.0+ client since the ability is going away
- minor cleanup of the GCD module to make it (hopefully) more reliable
- doubled the maximum width of the rangecheck frame to ideally knock out the occasional complaint that certain fonts make the text spill onto a second line (never seen that myself)
- moved all "icons" settings from being under a header to being in their own group. this should unify the "icon settings" features of all modules
- added party role icon to TargetHealth module (and CustomHealth by virtue of inheritance)
- fixed the GCD to update its bar color as the user changes it instead of requiring re-enabling the module or reloading the ui
- clarified some tooltip text on the TargetInfo module's text blocks
- added DogTag support to the ToT module by request
- fixed the GCD module to be available in the module settings list again
- tweaked options visibility and made 'bg visible' work on the GCD module
- fixed a bug where the combat icon would get stuck if you went into combat when resting but had the resting icon display disabled
- made the combat icon replace the resting icon if you go into combat while resting and then switch back to the resting icon (if appropriate) when dropping combat
- changed all step = 10 to step = 1 on range options by request
- widened range of possible vertical offset values for the custom counter module by request
- removed the last remnants of Ace2 (AceOO-2.0 and AceLibrary) thanks to a huge amount of help with metatbles from ckknight
- fixed up several "hide blizzard frame" options to re-display when the module is disabled and to call blizzard's OnLoad for the frame instead of manually entering every event to re-register
- fixed "show incoming heals" option to be properly toggleable on 4.0 (bad conditional on the 'disabled' option)
- hid "cooldown mode" option on the totems module since there was never more than one choice
- re-added "enabled" checkbox in the settings to allow users to completely enable/disable the mod (this seems to have been something we got for free with one of the ace2 libraries and is no longer present after the move to ace3)
- registered callback for media updates from LibSharedMedia so that the mod's fonts/ToT bar texture can be refreshed if necessary
- should resolve issues that some users were seeing with their settings not being loaded properly
- minor optimization of frame rotation by un-registering the event listening for animation completion after it has done its job
- made GCD module animation smooth by utilizing the existing animation system instead of trying to run another repeating timer over the top
- hid the marker settings on the GCD and Eclipse modules as they don't make much sense to have there
- after renaming a custom module, set the mod to automatically select it in the options menu
- added support for defining markers on any bar (ticket 75)
- added rough implementation of horizontal bars by abusing some features of Blizzard's UI animation system. we'll see if there's any actual demand for this to determine if the feature needs to be improved at all (ticket 60)
- big giant options screen usability cleanup: colorized the FAQ and Module Settings description text to be more readable, removed custom coloring from certain options that didn't match the rest, hid a few debug-only settings, consolidated all the 'create custom module' buttons into a drop-down + create button, clarified description of some options so that their intent/purpose is more clear, moved around/cleaned up headers for consistency, doubled the width of long options so that they don't get cut off and ...'d
- removed Deformat as it's no longer necessary
- made all pop-up dialogs display on top of the options screen so that they're actually visible at lower resolutions
- made custom modules get auto-selected in the options screen after they're created
- added basic implementation of Eclipse bar for balance druids
- added shard bar inheriting from ClassPowerCounter. same basic functionality as the holy power module: graphical mode that shows the default shards and numeric mode that just displays a count of active shards
- replaced AceEvent-2.0 with AceEvent-3.0/AceTimer-3.0
- fixed reported taint issue from people joining or leaving a party in combat with the "hide blizzard party frames" option set on the PlayerHealth module
- updated all UnitPower* code to use the SPELL_POWER_* constants instead of hardcoding numbers...mostly just a readability change
- fixed a bug where custom counters were not getting reset on target change or player death. this could cause an issue where the counter would not update when it should
- potentially fix some text overflow issues that were reported with the range finder
- added LibDBIcon to bring back the minimap icon
- don't hide the Blizzard version of Holy Power by default since we're not hiding the Blizzard player frame by default
- removed FuBarPlugin-2.0 as it's no longer used
- added a bit more user friendliness to the new configuration page. efforts to increase awareness about how to setup the mod and get help are ongoing
- added a message to the PlayerInfo module when trying to dismiss a buff in cataclysm explaining that the API is currently protected and unable to fixed. this will be removed when Blizzard gives us a way to work around it
- added upgrade detection to alert users that their profile may need to be re-selected if the last version they ran was pre-ace3-conversion
- added an FAQ section to the /icehud configuration page so that users don't have to go to one of the addon hosting sites to get their questions answered
- added basic implementation of Holy Power for Cataclysm Paladins. has a graphical mode (basically matches Blizzard's built-in frame without the background) and numeric mode (which just displays the number of runes active as 0/1/2/3)
- updated UnitGroupRolesAssigned check for the new return value
- added proper color for player focus (cataclysm hunters) on the PlayerMana module
- minor documentation fix for the incoming heal notification on the player health bar to indicate that it requires either libhealcomm-4 or cataclysm to function
- embedded libdatabroker and removed old fubar code (use broker2fubar if you still want a fubar plugin)
- updated to use UnitGetIncomingHeals instead of LibHealComm when running cataclysm client. doesn't seem to work with HoTs at the moment, so that's something to keep an eye on as the beta progresses
- fixed DK Runes module 'alpha' mode from never coming back to the correct 'usable' alpha
- converted most of the mod to ace3. the only ace2 remaining is AceEvent-2 (probably easy to get away from) and AceOO-2 (not so easy)
- the ace3 conversion also broke the dependence on Waterfall and gave a much better configuration screen through AceConfigDialog; plus Waterfall is very broken in Cataclysm and it's unclear whether anyone will bother to fix it or not
- fixed a bug with the custom CD bar when changing profiles where it would generate endless errors until a reloadui
- removed DewDrop library as it was no longer in use
- removed an unused 'about' button on the config page and some empty headers...not sure why they were ever there
- simplified GCD module to pass the spell id when calling GetSpellCooldown; apparently this didn't work at some point in time but was fixed around 3.3.2ish and works in cata as well
- fixes for cataclysm: added UNIT_POWER/UNIT_MAXPOWER event registrations in place of all the old power types, fixed mirror bar, targetinfo, and targetoftarget SetScripts to pass 'this' and 'arg#' around where necessary
- forcibly set bar upper/lower text width to 0 after setting their contents so that they auto-resize to the proper width. some massive bar/font sizes were causing strings to get cut off
- added focustarget and pettarget as valid units to look for buffs/debuffs on with a custom bar
- made custom bars able to track auras (buffs with no end time like paladin auras, righteous fury, stealth, etc.)
- fixed a few taint issues in the ToTHealth
- fixed a few edge cases where custom cooldown bars would not display when the spell was ready and the bar was set to "when ready" mode. this could happen if the player ran out of mana then gained enough back to cast the spell or for ranged spells where the target moved in and out of range
- added generic custom health and mana bars so that users can monitor any unit they want complete with click-targeting/-casting
- added click-targeting to pet health module
- added optional scaling to spell icons on the cast bars, custom bars, and cooldown bars
- fixed bars disappearing when they were set to reverse and they filled up
- fixed an issue where deleting a custom cooldown bar while it was set to "always" display would cause it to get stuck on the screen until the next UI reload
- fixed an issue where right-clicking weapon buffs in the PlayerInfo module wasn't canceling weapon buffs
- fixed an issue where weapon buff cooldowns would flicker every second in PlayerInfo
- fixed a bug with custom cooldown bars that would cause the bar to flash during the GCD if a maximum duration was specified higher than the GCD time
- user-submitted patch for an 'invert' option in addition to the 'reverse' option for all bars. now 'reverse' controls bar movement direction while 'invert' controls bar fill behavior http://www.wowace.com/addons/ice-hud/tickets/73-reversing-cast-bars-and-channels
- added option to hide TargetOfTarget modules if the player is the active target
- added individual checkboxes to show buffs/debuffs in any info module that derives from (or is) TargetInfo (which should be all of them)
- added user-submitted Role icon to the PlayerHealth bar for random dungeon groups (Thanks Grim Notepad!)
- fixed an issue where a disabled custom bar was always showing its icon as the default IceHUD icon and was not being properly hidden
- added a "second highest threat" overlay to the Threat module that shows where the next-closest person is on the threat bar (in terms of their raw threat value divided by yours) if you're the current tank.
- if "always display at full alpha" is checked for slice and dice bar, then don't let it hide itself
- fixed the slice'n'dice duration bar from not showing up when one of its alpha values is set to 0
- when a custom CD bar is set to "when ready" display mode, it will only display an empty bar. therefore, empty should behave like full for the purposes of alpha ooc/target/etc. settings
- fixed "when ready" option for the custom cooldown bar not working as intended (it was showing when ready OR cooling down)
- this should also remedy any issues that users are having since 3.3.5 if they do not have Ace2 installed as a separate library and are not using any other Ace2 mods that have updated since 3.3.5. there was an issue in one of the ace libraries with the 3.3.5 chat frame updates that broke Ace2
- added an option that allows a custom bar to track a substring or full name at the user's discretion. previously it was always a substring match. this was causing a custom bar for "trauma" to also trigger for "mind trauma", for example.
- fixed maximum duration configuration not working for cooldown bars
- fixed a bug where the player's icons (specifically seen with the party leader icon) would go full alpha when they first appeared instead of the proper alpha value
- changed DK GCD spell to death coil from plague strike
- fixed pet health to be colored properly whenever the "color bar by health %" option is checked
- split the buff/debuff filter into a buff filter and a debuff filter
- possibly fix weird issue where GetClassColor could be called with a function argument from somewhere...I can't reproduce the error, but several people have reported it, so this ought to fix it.
- fixed button mashing while casting channeled spells causing the cast bar to get cut off when it wasn't supposed to
- added an optional icon to the player and target casting bars that shows which spell is being casted/channeled. default is off
- fixed the cast lag indicator, the incoming heal indicator, and aggro pull indicator to draw on the proper area of the bar when the bar is set to reverse direction
- fixed the incoming heal bar being invisible sometimes (such as the bar alpha being 0 when OOC, >0 when not full, and the player being OOC with a non-full bar)
- user-submitted change care of JX: Added "Display when ready" option to Custom Cooldown bar to replace "Display when empty" toggle.
- added an optional icon to be displayed alongside a custom bar and cooldown bar that shows what spell the bar is tracking. default is off
- integrated a user-submitted cleanup of how we were managing bar texture clipping after 3.3.3's mess. this binds the texture to the frame and calls SetHeight on the frame instead of the texture as well as unifies the "reverse direction" behavior a bit
- added protection against giving a custom bar/cooldown/counter an empty name causing it to disappear from the options list
- added a feature to display a different cast bar color (red by default) if a target's spell is non-interruptible. took implementation from blizzard frames (including mid-cast event hook). enabled by default.
- made "Reverse direction" option be grayed out if the bar is disabled
- added "maximum duration" feature to cooldown bars by request
- added module to represent combo points in bar form by popular demand
- fixed the player's clickable area when using the ArcHUD texture to be on the outside edge of the bar instead of the inside
- fixed an issue with HiBar and GlowArc causing random textures to appear on the screen
- added user-submitted "max duration" functionality to custom bars such that they can always be a fixed time period
- fixed a couple of issues that could cause the SnD bar to display incorrectly
- fixed an issue causing a weird shadow to appear on the player health bar without LibCommHeal-4.0 installed
- made sure to set the default height on the slice'n'dice bar to 0 to make sure it doesn't go crazy
- fixed the 'bar visible' checkbox to work again
- fixed giant green bar that would appear for players who had "show incoming heals" disabled
- fixed sunder count module generating an error and not functioning
- fully fixed for WoW 3.3.3 (as far as we've tested). please submit all bug reports in this version on the comments page
PLEASE NOTE: this is a VERY temporary stop-gap solution to fix IceHUD for the short term. This updated forces ALL users to use the RivetBar texture as it's the only one that's currently functioning (since it's a vertical bar it's easy to fake). There WILL be another update once the mod is back in full working order, but everyone has been so generous and supportive so I wanted to get something out. Other changes included in this update are:
- hopefully fix a bug where the cast bar could sometimes try to access nil
- added user-submitted modifications to the threat bar so that mirror image and fade will display the threat the player will have when they wear off. this is largely untested by me
- added user-submitted "reverse direction" option that lets bars fill top to bottom instead of bottom to top
- added user-submitted horizontal position slider to lacerate count module
- added vertical offset option to the mirror bar handler
- close the config window if the user tries to open it when it's already open (http://www.wowace.com/addons/ice-hud/tickets/33-toggle-ice-hud-on-and-off/)
- added user-submitted PlayerCC and Target/PlayerInvuln classes
- added user-submitted root and silence groups to the CC modules
- filled out CC list a bit more with user-submitted spell id's
- (by: Phanx) Added support for CUSTOM_CLASS_COLORS (ticket #26)
- updated interface version to 3.3
- added Entangling Roots and Intimidating Shout to the CC list
- replaced libhealcomm-3 support with libhealcomm-4 support
- updated the incoming heal bar to use the correct color
- fix for user-reported runes error
- the player's cast bar can now optionally change color whenever the target goes out of range. this is currently enabled by default
- added support for custom bars to track by substring instead of an exact match
- fixed user-submitted totem bug: http://www.wowace.com/addons/ice-hud/tickets/29-error-when-dismissing-totems/
- changed the vertical position extents for TargetOfTarget to 600 instead of 300 by request
bug http://www.wowace.com/addons/ice-hud/tickets/28-add-hex-to-target-cc-module/ - added Hex to the CC list as an incapacitate effect
- fixed a custom bar bug for users with rock + fubar that tried to use the right-click cascading menu to configure things
- added PetInfo module
- fixed some vehicle issues in ulduar
- bumped TOC to 3.2
- fixed custom textures not applying to low threshold, cast lag indicator, aggro indicator, slice'n'dice duration preview, and incoming heal amounts
- Hopefully fixed issues with Party Frames being shown when Pitbull and other Unit Frame addons are present
- fixed custom bars throwing all sorts of errors when creating/changing profiles with them
File Name | Release Type | Game Version | Downloads | Date |
18.104.22.168 | Release | 6.1.0 | 77,675 | 03/25/2015 |
18.104.22.168-nolib | Release | 6.1.0 | 386 | 03/25/2015 |
1.9.9 | Release | 6.1.0 | 29,249 | 03/22/2015 |
1.9.9-nolib | Release | 6.1.0 | 77 | 03/22/2015 |
1.9.8 | Release | 6.1.0 | 86,232 | 02/24/2015 |
1.9.8-nolib | Release | 6.1.0 | 124 | 02/24/2015 |
1.9.7 | Release | 6.0.3 | 134,324 | 12/20/2014 |
1.9.7-nolib | Release | 6.0.3 | 175 | 12/20/2014 |
1.9.6 | Release | 6.0.3 | 117,293 | 11/22/2014 |
1.9.6-nolib | Release | 6.0.3 | 135 | 11/22/2014 |
1.9.5 | Release | 6.0.3 | 90,998 | 11/07/2014 |
1.9.5-nolib | Release | 6.0.3 | 114 | 11/07/2014 |
1.9.4 | Release | 6.0.2 | 69,843 | 10/25/2014 |
1.9.4-nolib | Release | 6.0.2 | 111 | 10/25/2014 |
1.9.3 | Release | 6.0.2 | 50,888 | 10/21/2014 |
1.9.3-nolib | Release | 6.0.2 | 79 | 10/21/2014 |
1.9.2 | Release | 6.0.2 | 48,931 | 10/17/2014 |
1.9.2-nolib | Release | 6.0.2 | 80 | 10/17/2014 |
1.9.1-nolib | Release | 6.0.2 | 133 | 10/14/2014 |
1.9.1 | Release | 6.0.2 | 59,581 | 10/14/2014 |
1.9 | Release | 6.0.2 | 24,625 | 10/14/2014 |
1.9-nolib | Release | 6.0.2 | 54 | 10/14/2014 |
184.108.40.206 | Release | 5.4.2 | 271,626 | 12/25/2013 |
188.8.131.52-nolib | Release | 5.4.2 | 366 | 12/25/2013 |
1.8.18 | Release | 5.4.2 | 6,735 | 12/24/2013 |
1.8.18-nolib | Release | 5.4.2 | 53 | 12/24/2013 |
1.8.17 | Release | 5.4.0 | 116,628 | 10/26/2013 |
1.8.17-nolib | Release | 5.4.0 | 183 | 10/26/2013 |
1.8.16 | Release | 5.4.0 | 103,267 | 09/10/2013 |
1.8.16-nolib | Release | 5.4.0 | 177 | 09/10/2013 |
184.108.40.206 | Release | 5.3.0 | 138,113 | 05/23/2013 |
22.214.171.124-nolib | Release | 5.3.0 | 214 | 05/23/2013 |
1.8.15 | Release | 5.3.0 | 2,797 | 05/23/2013 |
1.8.15-nolib | Release | 5.3.0 | 23 | 05/23/2013 |
1.8.14 | Release | 5.2.0 | 132,834 | 03/06/2013 |
1.8.14-nolib | Release | 5.2.0 | 217 | 03/06/2013 |
1.8.13 | Release | 5.1.0 | 156,327 | 11/30/2012 |
1.8.13-nolib | Release | 5.1.0 | 270 | 11/30/2012 |
1.8.12 | Release | 5.1.0 | 52,551 | 11/27/2012 |
1.8.12-nolib | Release | 5.1.0 | 94 | 11/27/2012 |
1.8.11 | Release | 5.0.5 | 84,597 | 11/05/2012 |
1.8.11-nolib | Release | 5.0.5 | 170 | 11/05/2012 |
1.8.10 | Release | 5.0.5 | 286 | 11/05/2012 |
1.8.10-nolib | Release | 5.0.5 | 23 | 11/05/2012 |
1.8.9 | Release | 5.0.5 | 111,925 | 09/29/2012 |
1.8.9-nolib | Release | 5.0.5 | 166 | 09/29/2012 |
1.8.8 | Release | 5.0.5 | 76,725 | 09/19/2012 |
1.8.8-nolib | Release | 5.0.5 | 145 | 09/19/2012 |
1.8.7 | Release | 5.0.4 | 61,995 | 09/09/2012 |
1.8.7-nolib | Release | 5.0.4 | 118 | 09/09/2012 |
No problem! One more thing I managed to change the text of my enemies HP% to match the HP color, would there be a way to keep tell the HP% to stay white until the target reaches say 35% for rogues dispatch, or 20% for Hunters kill command? I've been messing around with a few LUA settings but so far I either get errors or a solid unchanging color (with the exception of the hp% match which works like a charm).
Thanks again for such an amazing and powerful add (it's making my wow life soooo much easier)!!
I love the add, would it be possible to at some point get a "default" option for the mirrorbar like the cast bar has. I like the add but I would love the option to get some of the default ui options back.
I keep getting Lua error on Sha of Fear in Terrace. Its when i get ported down to kill adds. If i remember right the msg said script ran to long or something. Any fix for this or? I wanna say it happend in vualts also on elegon.
Yeah im looking at the error now and its got Libdogtag all over it haha. idk exactly what u need off the error. the msg says Icehud\libs\libdogtag-unit-3.0\libdogtag.unit-3.0.lua:191: script ran to long...Its not that big a deal but everytime a get this error in terrace and elegon it causes my comp to freeze for just a second. =/
I'm trying to have Icehud monitor *both* Tigereye Brew stacks (spell id 125195) and Tigereye Brew when you consume it (spell id 116740), with a counter module and a buff module. These auras have the same name.
Using the name of the spell in both modules creates some confusion.
Using spell ID for the buff module fixed it partially.
But I can't use spell ID in the buff stack counter module, it doesn't show anything, which forces me to use the spell name. The buff stack counter module doesn't show any stacks when the buff module shows something.
How can I use spell ID in the buff stack counter module ?
Is there a way to remove the extra bars that show up when unique game mechanics are present? For example, I see a bar on IceHUD displaying how many hozen kills remain to summon the first boss of Stormstout Brewery, and I also see quite a lot of extra bars on the last boss of Shado-pan Monastery and similar trash.
AH yes I am not 100% sure but I do think disabling alternate power bar did it. Thanks! :)
I just finished a few steps:
(Im not sure if these were necessary or useful but I hope they help.)
In Curse Client I deleted IceHUD saved variables and then uninstalled IceHUD.
I deleted the Interface, WTF, and Cache folders in the WoW folder.
I reinstalled IceHUD with the "Install via Curse Client" button on this page.
I re-entered the Brewery ingame and the bar still shows up after killing those first two hozen.


text:
Byakugan vs. Shadow Clone Jutsu!
this wiki
Byakugan vs. Shadow Clone Jutsu! | |||
(白眼VS影分身!オレはゼってー勝つ!!, Byakugan bāsasu Kage Bunshin! Ore wa Zettē Katsu!!) | |||
Episode data | |||
Previous | The Final Rounds: Rush to the Battle Arena! | ||
Episode | Naruto #60 | ||
Next | Ultimate Defence: Zero Blind Spot! | ||
Arc | Chūnin Exam Arc | ||
Manga | Chapter #99, Chapter #100 | ||
Airing | |||
Japanese | November 26, 2003 | ||
English | November 18, 2006 | ||
Debut | |||
| |||
| |||
Byakugan vs. Shadow Clone Jutsu! (白眼VS影分身!オレはゼってー勝つ!!, Byakugan bāsasu Kage Bunshin! Ore wa Zettē Katsu!!) is episode 60 of the original Naruto anime.
Naruto looks around for Sasuke, who hasn't shown up, and Shikamaru wonders why Dosu hasn't shown up as well. The ANBU also start looking for Sasuke. The "Fourth Kazekage" arrives with his bodyguards, and the Third Hokage commences the final exam. Genma announces that the first match will be Naruto vs. Neji. Before the match starts, Naruto repeats what he said before, that he will defeat Neji. Neji says that Naruto will be the one to lose. The match begins with Naruto throwing a few kunai but missing Neji. He then attacks Neji directly, only to be easily dodged. Neji attacks Naruto with Gentle Fist but misses Naruto's tenketsu. Neji says that Naruto has no chance of winning, but Naruto counters saying he was only testing how strong Neji is. Naruto uses Shadow Clone Technique and attacks with groups of clones, but Neji skillfully makes short work of them. The real Naruto remains standing, with Neji saying that fate is determined at birth. Naruto gets angry at Neji's words and concludes that he doesn't give up so easily. And Naruto uses Multiple Shadow Clone Technique.

subset: commoncrawl


text:
Shirley Williams is executive director of the Mississippi Volunteer Lawyers Project (MVLP), a nonprofit organization that provides pro bono legal aid. She is the former program manager at the Mississippi Administrative Office of Courts. Williams recently spoke with Sun staff writer Katie Eubanks about the mission of the MVLP, which turns 30 this year.
How did the MVLP come about?
[1] http://northsidesun.com/category/featured/featured
[2] http://northsidesun.com/category/byline/katie-eubanks
[3] http://northsidesun.com/category/section/news/local-news
[4] http://northsidesun.com/category/tags/mvlp
[5] http://northsidesun.com/category/tags/shirley-williams


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The Mission of the Institute is to provide an independent forum for those who dare to read, think, speak, and write in order to advance the professional, literary, and scientific understanding of sea power and other issues critical to national defense.
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War Eagle Resort offers all the services for an enjoyable float trip on the Illinois River. Rentals are available for 17 ... read more...


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Visibly reduce skin's surface redness with soothing ingredients like Honey Suckle, Zinc Oxide and Caffeine. Redness Relief Powder is ideal for even the most sensitive skin.$28.00 -
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Archive Review This item is no longer available.
The AirVacs' sleek, new modular design houses a more powerful, yet efficient motor that lowers operating costs and reduces allergy-causing agents as well as noise. To protect the homeowner from dirt, dust, dust mites, pet dander and other pollutants, AirVac utilizes high-efficiency, two-stage filtration media for a cleaner, healthier home. In addition to superior cleaning the Red Series AirVacs' have been engineered with the end-user and installer in mind. The power unit now has intake ports on either side allowing for more flexibility with installation - and a translucent debris bucket, located on the bottom of the unit, provides easy access for removal of collected material.
A foam-filled muffler is included for installation in the exhaust system piping. The muffler substantially reduces operating noise. Routing the vacuum's exhaust through piping to outside the residence assures all remaining dust vents outside of the building. AirVac's central vacuum systems are designed to meet homeowner needs in all categories and provide an upgrade solution for existing vacuum customers. With four models each in both the Platinum Series (bagged) and Red Series (bagless), consumers can choose either collection system for homes up to 12,000 square feet. Red Series Bagless includes a 5 year warranty and the Platinum Series Bagged includes a 10 year warranty. All AVP and AVR models are imported, and use a 2 stage suction motor in either 120 Volts (3000, 7500 & 12000 models) or 240 Volts (24000 models). Mounting bracket included.
Anyone offering central vacuums online can claim to be an expert, but the standard must be higher than sticking a shipping label on a box and hoping for the best. Only Vacdepot with nearly two decades of online shipping know-how and five decades of vacuum industry experience provides this unique service for its customers on every power unit, because only Vacdepot can.


text:
- Flat Rate Shipping. Any Size Order! -
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Miami Hurricanes Gear
Miami Hurricanes Kids
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text:
UT Study Club Photography Workshop
Attracts AACD Leaders
Under the direction and guidance of AACD past president, Dr. Mickey Bernstein, the University of Tennessee Student Esthetic Study Club in Memphis, Tennessee, recently held its annual photography workshop to introduce dental students to the techniques and principles of clinical shooting and proper photo documentation of cases. The UT/AACD Esthetic Study club has been in existence for two years, and this was the second photography workshop the group has held, providing students with with AACD-quality intraoral and portrait photographic skills that they'll carry with them for the rest of their careers. Thirty-three lucky sudents were attended the workshop.
Also in attendance to share their knowledge and expertise to a large group of enthusiastic dental students were, left to right, Accredited members Drs. Richard Caron, John Rowe, AACD president John Sullivan, Mickey Bernstein, J.A. Reynolds, as well as Drs. Phillip Kemp and John Whittemore.
"Mickey coordinated bringing AACD-quality speakers to the UT study club," said John Sullivan, "creating lifelong AACD/student relationships. This is what the Academy is all about."


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Rutherford on Navarro: "This is evil intent"Interim Columbia Police Chief fires back at former captain's allegations
COLUMBIA, S.C. (WOLO) -- A lawyer representing Columbia Interim Police Chief Ruben Santiago, filed a civil lawsuit late this afternoon, claiming former Columbia Police Captain Dave Navarro has committed slander, defamation and has intentionally inflicted emotional distress upon his client.
The lawsuit stems from former Columbia Police Captain Dave Navarro's claims of corruption on the part of Santiago. Santiago alleges Navarro was insubordinate and recorded secret conversations in the workplace and fired him because of it. SLED launched an officials probe this week into allegations on both sides. Navarro's lawyers also say the FBI has been contacted but would not confirm to what degree the agency is involved. Rutherford says his client is prepared to go to court, if necessary, to 'clear his name.' |
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Bloomberg NewsCARACAS, Venezuela � President Nicolas Maduro�s favorite tool to rally popular support has been a blunt one: Yanqui-bashing. That may lose its clout now that President Barack Obama has moved to restore diplomatic ties with Maduro�s principal ally, Cuba.
Colombia's government on Thursday rebuffed a unilateral truce declared by the country's largest rebel group, saying the guerrillas' conditions are unacceptable until a peace deal is reached.
The unprecedented hack of Sony Pictures which a U.S. official says is linked to North Korea may be the most damaging cyberattack ever inflicted on an American business.
U.S. officials are blaming North Korea for the�hack into Sony Pictures...
Uh oh! There it goes again -- that cabinet door that always bangs annoyingly or the almost-impossible-to-open drawer from Hell.
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Wealth gap in U.S. widens among races
Dec 16, 2014
One big reason for the growing divide: The disparity in asset wealth.
Cutting health costs by subsidizing housing
Dec 15, 2014
Experiment in housing for homeless is completed in L.A. – and health-care costs fall.
What do foreign investors see in U.S. housing stock?
Nov 25, 2014
Luxury homes have been selling well of late, partly because of overseas investors.
Detroit neighborhood sees hope in a community kitchen
Nov 27, 2014
People in Brightmoor are trying to build a local economy based on food.
A new financial innovation in the housing market
Oct 13, 2014
Innovation in housing finance is making it easier and more profitable to rent.
How investors are profiting off a 'rentership society'
Oct 10, 2014
The housing crisis created a slew of new landlords. Does an investor makes a good one?
What's the new normal for the housing market?
Interview by
Sep 19, 2014
Susan Wachter, Professor of Real Estate and Finance at the University of Pennsylvania, explains the 'new normal' in the housing market.
Your Wallet: Is home-buying rebounding?
Sep 15, 2014
Home sales are picking back up. Are you looking to buy?
Portland's housing problem
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Sep 15, 2014
Lizzie O'Leary talks with to Cameron Whitten, Community Advocate and Vivian Satterfield, Associate Director of OPAL in Portland, Oregon.
Shocker: Rent is very, very high
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A new study from Zillow pegs median rent at $1,318 per month nationwide.


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Watch Cee Lo's performance from the Billboard Music Awards in Vegas last night, where he played "Bright Lights, Bigger City" and "Forget You" from a swirling, suspended piano!
Posted: Mon 23 May 2011
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Kingdom Come
View In iTunesTo preview a song, mouse over the title and click Play. Open iTunes to buy and download music.
Few new bands have caused as much of a stir with the release of their debut single and few have, simultaneously, generated so much backlash as German hard rockers Kingdom Come did with "Get It On." Mistaken by many fans as a reunion of the surviving members of Led Zeppelin, the quintet was derisively known to some as "Kingdom Clone." Signed to Polydor, lead singer Lenny Wolf put together a band and entered the studio with producer Bob Rock, an engineer and musician who would later find success working with Mötley Crüe, Bon Jovi, and Metallica. When "Get It On" was leaked to several radio stations around the U.S., it generated considerable buzz due to the speculation about the "mystery" band. The Zeppelin comparisons were enough to bolster early sales and the record shipped gold as "Get It On" became a sizable AOR hit and the band took part in the Monsters of Rock tour with acts like Van Halen and the Scorpions. However, a heavy backlash soon followed and subsequent releases from their self-titled debut failed to make much impact on radio. Kingdom Come entered the studio to record a follow-up with producer Keith Olsen at the helm. The resulting In Your Face, released in 1989, did little to quell the Zeppelin comparisons or to reverse the act's decline in commercial clout. The ensuing tour saw Kingdom Come collapse and all the original members, save for Wolf, leave the band. Wolf would carry on, releasing Hands of Time under the Kingdom Come banner in 1990, but the album stiffed and, along with the emergence of grunge, sealed the act's fate in the U.S. Kingdom Come would continue to issue new material throughout the '90s and into the new century (the band's 13th studio album, Outlier, arrived in 2013), but mostly limited to releases in Wolf's native Germany.


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They fit very well.
Excellent! Now I wish I had bought the sheets to go with the face covers.
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Posted on 6/21/2012 by Brooke Kochanski
Forsyth County Parks and Recreation is pleased to announce the opening of the newly renovated Aquatic Center at Tanglewood Park! The Aquatic Center will be opening this Friday, June 22, 2012!
The Aquatic Center has been completely renovated with lots of new and exciting amenities for the whole family. New amenities include a winding tubing river, 2 new slides, a splash pad with fun water features, and lots of extended deck space!
For hours of operation, rules and rates, please visit our website.
Please be sure to check out our Tanglewood web calendar and news articles for all upcoming events at the park!
Make your summer special by spending it at Tanglewood Park!
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Office Hours 8:00 am - 5:00 pm (Mon. - Fri.)
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Infuential Books
Posted 21 August 2012 - 08:06 PM
- Marguerite Wildenhain - The Invisible Core: A Potter's Life and Thoughts
- Bernard Leach - The Potter's Challenge
- Michael Cardew - A Pioneer Potter
- Charles Counts - Pottery Workshop
- Frederick Olsen - The Kiln Book
I am always looking out for new books (or old ones for that matter) on pottery and the philosophy of pottery – so hopefully this will start a thread of us sharing books that have inspired us.
Posted 22 August 2012 - 05:12 PM
Clay and glazes for the potter-Rhodes
Stoneware and Porcelain-Rhodes
The Kiln book-Olsen
The art of Firing-Nils Lou
runner -up all studio potter issues
Posted 22 August 2012 - 08:44 PM
I just finished reading the old thread on potter's who influenced your life, started by Marcia. How about an off-shoot? "The top 5 books on pottery that influenced you the most. I would list mine as:
- Marguerite Wildenhain - The Invisible Core: A Potter's Life and Thoughts
- Bernard Leach - The Potter's Challenge
- Michael Cardew - A Pioneer Potter
- Charles Counts - Pottery Workshop
- Frederick Olsen - The Kiln Book
I am always looking out for new books (or old ones for that matter) on pottery and the philosophy of pottery – so hopefully this will start a thread of us sharing books that have inspired us.
Michael Cardew - Pioneer Potter
Robin Hopper - Functional Pottery
Leila Philip - The Road Through Miyama - memoir about living in a small Japanese village as a pottery apprentice.
Posted 22 August 2012 - 09:02 PM
- Out of the Earth, into the Fire: A Course in Ceramic Materials for the Studio Potter
- The Ceramic Spectrum by hopper
- Glazes from Natural Sources by Brian Sutherland
- Wood-Fired Stoneware and Porcelian by Jack Troy
- Gas Burners for Forges, Furnaces, and Kilns by Michael Porter
Then if you are into wood fire like me look into "The log book" series. by Coll Minogue and Robert Sanderson
Posted 22 August 2012 - 09:12 PM
for my education early on in ceramics:
- Bernard Leach - The Potter's Book
- Michael Cardew - A Pioneer Pottery
-Stoneware and Porcelain; the Art of High Fired Pottery by Daniel Rhodes
-The short Kiln Building book by Paul Soldner
-The Potters' Alternative by Harry Davis + the Studio Potter Book 1978
and some other favorites for looking at how others made their way in ceramics:
-Grand Feu Ceramics- Taxile Doat
biography of Bernard Palissy by Leonard Amico
Glory in Porcelain , biography of Adelaide Robineau by Peg Weiss
The Ceramics Career of M Louise McLaughlin
Mad Potter of Biloxi
Posted 23 August 2012 - 04:46 PM
Pottery analysis: a sourcebook by Prudence M. Rice
Pottery in the making: world ceramic traditions edited by Ian Freestone and David Gaimster
Gifts of the Nile edited by Florence Friedman
Ceramics from Islamic lands by Oliver Watson
I love these book threads.
Posted 23 August 2012 - 07:32 PM
Posted 25 August 2012 - 03:52 AM
I visited his museum in Biloxi last year. it is a growing institution and awesome museum.There are some really great books listed here…should really add some inspirational books to our reading lists. I saw Marcia called out a book about George Ohr, the mad potter of Biloxi. A really amazing character – if you have never heard of him, you should definitely look him up. He was someone way ahead of his time.
Posted 13 January 2014 - 11:19 PM
is a great book on traditions during the renaissance. I visited the De Gracie Pottery in Deruta, Italy in 2004 where they were still practicing traditions for majolica production as described in the book.
The Studio Potter's Book , add this one too. Very resourceful.
Posted 19 January 2014 - 11:05 AM
I mentioned this one in another thread or two, Penland School of Crafts, Book of Pottery. Ten influential potters from the 60's talking about their work and graphically demonstrating pieces they have done. A short gallery with each potter. Notables are Reitz, Turner, Larsons, Bringle, Peiser, and Takaezu. Work that I have admired for years, and have borrowed from in my own work.
- Marcia Selsor likes this
Posted 22 January 2014 - 01:27 PM
A Guide to Ceramics in European Museums
organized by countries.
Posted 22 January 2014 - 10:22 PM
Japanese woodfired ceramics- kusakabe
Clay glazes....... Rhodes
Stone ware and porcelain- Rhodes
Only 4. But I just found art of firing in a reference library.
The beige is blinding!!!!!!
The middle of the road is boring
The true sign of intelligence is not knowledge but imagination.
-Albert Einstein
Posted 23 January 2014 - 06:21 AM
I just finished Emmanual Cooper's biography of Lucie Rie. Very inspiring and interesting to read about her life and that of Hans Coper. Also, the Pot Book by Edmund de Waal is a fun coffee-table type book, and he lists artists who work in a similar way on each page. This is a fun aspects as it can send you on a little journey of research and appreciation. The pots are listed alphabetically (by their makers) so you get some interesting juxtapositions as well.
Posted 16 February 2014 - 07:30 PM
Can anyone recommend some books on 18th ,19th century functional pottery. I am wanting to throw some historically correct mugs, bowls, pitchers, etc.
Posted 17 February 2014 - 07:18 AM
My Top 5 list is a mixed bag of things...but I seem to come back to these:
- Clay - A Studio Handbook - Vince Pitelka
- From Mud to Music - Barry Hall
- Mastering Portraiture - Phillipe Faraut
- 500 Figures in Clay - Lark Ceramics (and Volume is out now)
- The Kiln Book - Frederick L. Olsen
And thanks to all... I will be adding several of the recommendations in this thread to my wish list!
Posted 06 March 2014 - 10:02 AM
The Potter's Complete Book of Clay and Glazes by James Chappell
Clay and Glazes for the Potter by Daniel Rhodes
Ceramics A Potters Handbook by Glen C Nelson
Clay Bodies by Robert Tichane
Ceramic Formulas: The complete compendium by John W Conrad
Everything tastes better with cat hair in it !
Curiosity may have killed the cat, but it died knowing something!
Posted 06 March 2014 - 05:17 PM
The Potters Booka by Bernard Leach
16th century Piccolpasso's Three books of the Potter
Bernard Pallisey' s biography of his trials and errors in majolica 17 or 18th century
The Potters Craft pre Charles Binns. 19th century
I had a copy that belonged to Dave Finklenberg's Aunt Augusta who lived in Montana
Grand Feu Ceramics by Taxile Doat who worked at the Sevres Porcelain factory before coming to the US to work at the Women's university in St. Louis with Adelaide Robineau.
Paul Soldner's kiln book more like a monograph.
The AP Green Pocket manual with brick combos for arches.
Posted 12 March 2014 - 11:29 AM
I'm reading Hamada Potter by Bernard Leach. What fantastic reading! I was chuckling at some of the stories.
My failures and successes
Posted 12 March 2014 - 02:19 PM
I am reading "a potters book" by Leach, I am not done with it, but It has moved me to tears several times. I am such a sap!
Posted 12 March 2014 - 04:42 PM
I "grew up" on "A Potters Book"....... it was the 'bible' when I started clay.
John Baymore
Professor of Ceramics; New Hampshire Insitute of Art
Guest Professor, Wuxi Institute of Arts and Science, Yixing, China
Former President and Past President; Potters Council
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22 posts found | |
First off please forgive any spelling or gramar mistakes My questions is as stated. I have been a big fan of MMO's. Played EQ, EQ2, SWG, EVE, FFXI,AOC, SWTOR, Minecraft. However as of late i have been getting really burned out with most of these games. Eve was my favorite but in order for me to enjoy it i had to spend alot of time on it and school and RL were getting affected by it so i had to unfortunetly end my low sec days. From what i can tell this game is alot like Eve when it comes to high risk, high rewards and i really do like that. What im am worried about every MMO as of late keeps on saying it will bring something new and fresh but ultimately fail and lose most if not all its costomer base in a matter of months. Then these companies scramble to try and bring players back with gimics and totaly forget about trying to fix the game and make it playable. So to all that have been playing. I know that you can't legaly say much but is this game worth time and money? Or, should just wait. |
if some one says no will you not play it?
If someone says no i guess i would like them to expand on why they dislike it.
The fans will tell you to buy it, the 'haters' will tell you otherwise. Which side do you want to hear? Just read up on the game and make your own decision and if you like it, good for you, otherwise at least you'll know next time. ------ |
Alright i guess i am being to broad in my original question. The thing i am looking for is some feed back. I just want to know why do people like the game or why people dislike the game. Everygame has strong points and weak so, how about i just ask a different question. What are some pros and cons? Examples of what i am looking for...
Any insights would be helpful. |
The game is a pretty rough beta, and it was originally going to be released by now. This kinda shows that Aventurine isn't a very strong company in the judgment/development department. But I will say, what is working, and what is different from the original DF shows quite a lot of work. I have faith that they'll grow as a company and improve the game significantly until it's ready for release. My only other problem with the game is the community, it's full of dickheads, to be honest. So if you do decide to play, you should look for a group that you jive with; try not to play it alone. |
Novice Member
Joined: 10/25/12 "Best way to ease your mind is in another world" |
Originally posted by Daggerjaydo I will have to agree with EVERYTHING Daggerjaydo has said if you come into this came and try to play it solo your first time there is a chance you will not like it there isnt some manuel with all the answers in it that you can refer to. The community can be harsh at times .I would look for a clan than you can connect with and newb friendly meaning they wont chop your head off if you ask a question and go from there |
Originally posted by ThirteenJinks 1. It depends whether they are friend or foe, people are very paranoid in Darkfall. One thing not to take to heart, is a handful of idiot vets who think because they played DF1, they have some entitlement to piss on newcomers, just give as good as you get and your soon find out they're pussies. 2. Aim, skills and then gear are the most important factors, if you can't aim for shit, your in trouble in 1v1, but your always be viable in a group, even if you're mr magoo. 3. The feat system is a great edition. Your need to explore to complete feats. |
Originally posted by ThirteenJinks 1. There's the dicks. Like in any game. However it's one of the most dedicated gaming communities ive ever seen. They definatetly want the game to suceed. 2. Yes darkfall is 100% skill based. 3. Yes there are hidden mob camps, chests etc etc |
I suggest you wait till launch (incase you intend to hop in). I've seen alot of unhappy imbeciles crying all around whilst they're basing their judgement on an unfinished debug-mode beta build. You can see all of that ^ just by looking at the hype-meter posts. Currently playing: - Waiting for: Class4. Dead and Buried: ESO, NWO, GW2, SWTOR, Darkfall, AO, AC2, Vanguard, CoH/V, EnB, EVE, Neocron, FE, EQ, EQ2, DAoC, FFXI, FFXIV, SWG, WoW, and billions of eastern junks! |
I decided to give the game a shot so I pre-ordered, I beta'd the original DF years and years ago so I knew what I was getting into. I would suggest waiting until release / after release and reading what others write about the game / watching videos of gameplay since right now there is an NDA keeping people from saying anything specific. Even though I'm in the beta I don't plan on playing much at all until the game is actually released due to all the wipes / server issues / etc. AV has experience running an MMO so I have no doubt they will work things out I just know it will take them a bit more time than one would usually expect because 1.) they are Greek and 2.) well, that's just how they are, slow.
Originally posted by ThirteenJinks 1. Hmm ... "Do you even lift ?" 2. Too early to tell. Anyway - switching classes is much, much faster than switching ships in EvE. 3. Yes. The rewards are worth it, assuming that you accept the risk of being outnumbered in the middle of nowhere, or are really good at escaping. |
Originally posted by ThirteenJinks 1. DF has a strong community, finding a bat potato or two is inevetable, but the community is overall good. 2. It's pretty much all skill based, can't say otherwise 3. Exploring can actually be very rewarding at times, and it's fun |
Originally posted by naljeja finding a bat potato or two So... much... awesome. |
Originally posted by Lokero This is what google gave me when I looked it up : If we can find those in DF Community, I'm resubbing. ------ |
Originally posted by ThirteenJinks Given its beta, a whole lot has changed since DF 1.0, and the fact that theres an NDA makes the answers difficult. 1. Community: Debatable, sometimes the most hilarious community ive delt with, others times the dumbest. The community does feel much more mature than other themeparks, but that isnt saying much. In 1.0 the community would gank you then help you as to what you did wrong, and give you a gear bag (if you were noob)..not sure now since theres a lot of new players and soon the steam community. 2. Its sandbox but with roles. You can switch to anything you want with a regear and 1min activation timer. Roles seem to be as follows: Tank melee with heavy plate, Skirmisher which is rogue/archer wearing leather, Primalist which is heals, buffs and debuffs, and Mage wearing robes. You can still use staffs for generic magic and archery on any role, you just dont have active skills for that weapon. Everyone can use melee weapons, and should. If something seems to be unbeatable for you, just switch to it, you might learn how to defeat that role after playing it. Theres a decent amount of progression in the game, skilling up weapons and active skills, as well as statistics which help it all, theres a booster system to make you viable in your role quick, and they are collectable/swappable. 3. Rewards for exploring? Well theres an achivement system, not a whole lot rewarding. People will explore to find other players off guard farming, your reward is their loot. Play this game if large scale clan vs clan vs multiple 3rd party seige mechanics sound interesting. Like with 1.0 im sure the multiple 3rd party factor will be a big, and interesting wildcard to the outcome. People like to show up to the party and loot the hundreds of tombstones for others seige bags, and occasionally will tip the balance. That alone makes the game very interesting, where most other games lock you in an instance to siege other clans and the outcome is very predictable. If that doesnt sound interesting, i would skip this game. The pvp is fun, but not e-sport, you need to aim like a FPS but its not over the top FPS, more mount n blade-ish. Also you have to accept the fact that this isnt a themepark, theres no quest hubs to hold you hand to the right path of progression. the achivement system helps a bit though, and youll need to use it to get undisclosed "things" quickly. This game is one where either your gonna love it or hate it. Theres no average experience between you starting and reaching endgame, since endgame is once you join a clan that seiges...which can be right after the tutorial if you want. |
No do not give this compnay your Money, they do not deserve it! I pre-order the game, and I'm going to try my best to warn people about the terribleness of this game. DF 1.0 was so much better, all they did was CREATE MORE PROBLEMS! You can blame it on the debug mode if you like, but that's just a cop-out. We all know it. It's sad that this game has so much Hype, yet when it launches it's going to be a disaster and it really will be the end of Adventurine. |
Hard Core Member
Joined: 11/05/11 "Kill me, my man kills you, that's how you lose." |
Originally posted by ThirteenJinks The community as a whole is pretty terrible, but in general MMO's community have not been good for almost 9 years now (figure out what game I am blaming on your own). However, you can avoid the bad community by sticking with your clan/allies. As it is a PvP game you need to realize people will grief and you will have to learn to avoid this or take advantage of this as a new player. It is a skill based game. The nerf crowd that popped up about nine years ago of course will come in and cry nerf whenever they lose a fight. Also, you will see people complain about classes not being balanced way before the characters even develop. But yes, skill tops everything. Many members of my clan are much better than I am and they would destroy me in PvP. These members have also destroyed players in better gear than them while outnumbered. Practice makes perfect. Yes. There are feats that reward you to explore... it is not the fastest method but it is there. Additionally, you may come across treasures in the form of chaos chests, chests, weapon racks etc. where you can be rewarded with gold, resources, weapons, armor, or other various items. "I see they watchin' me and takin' notes on my moves, Run up on me it's all I want I ain't got nothin' to lose." |
Originally posted by tw1386 ^ this. |
Guys, I have an offtopic question. I really, really want a refund for this game (Should be possible as all I've done is pre-order a game) and they aren't replying to me. How do I go about getting a backcharge? Do I just got into my bank and simply ask them to backcharge a payment I made? |