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Updated:03-09-16 06:18 PM
Created:03-02-12 11:22 AM
Downloads:28,376
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Categories:oUF: Layouts, Minimalistic Compilations, Class Compilations, DPS Compilations, Healer Compilations, Generic Compilations

PixUI  Popular! (More than 5000 hits)

Version: 1.6.0
by: axebarbie [More]

No longer maintained.

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Unread 10-18-12, 07:49 PM  
Junjie
A Kobold Labourer

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Hey Snail. Just popped by to say hello

Hope you're doing good
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Unread 10-17-12, 02:06 PM  
axebarbie
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Quick update: associating pets and guardians with their owners for this dps/healing meter is proving to be a giant pain. I was also having problems with keeping associated pets together when the user relogs or /reloads during the middle of a fight but I finally solved this problem.

Just about done with everything to do with guardians, pets should be done by the end of the day I think. I don't think healing will be in the meter at release but it will probably make it by the update after that.

This meter also records cross faction players/pets and players/pets outside of your group for world bosses. (Though a lot of times, pets will not be merged with their owners this way due to them not having their own unit frame)

This is also incredibly useful for arenas so that you can see who is doing mega burst and needs to be cc'd/burned down first. Anyway, this is what the changelog is looking like so far, probably the biggest update so far:

Code:
Version 0.4.2
- Many minor action bar/bag bugs fixed
- Fixed a bug where the bag frame was not being displayed correctly if you had less than 4 bags equipped
- Fixed a bug where opening a single bag would not open the bag frame
- Bag slots added to the bag frame
- Fixed a bug where debuffs weren't being colored according to your class
- Fixed a bug where buffs weren't being colored according to your class
- Fixed a bug where the clock wasn't being colored according to your class
- Extremely lightweight dps/healing meter added
- Cooldown text has been added to all action/item buttons (Similar to OmniCC)
- An option to color all frames based on threat level instead of just the raid frames has been added under the interface options
- Action buttons will now change based on if the unit is in range of the spell
- Action buttons will now change based on if the spell can be cast on the unit
- Fixed a bug where unicode names were not being displayed correctly
- Several blizzard buttons have been moved to the top of the screen
And these are my plans for 0.4.3: (None of these features have been started on yet)

Code:
Version 0.4.3
- The dps/healing meter now tracks healing/hps done
- The dps/healing meter can now be scrolled through
- Items are now automatically sorted in the bag frame
- Buff/debuff/cooldown timers for each class/spec added
- Bank frame added
Last edited by axebarbie : 10-17-12 at 02:12 PM.
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Unread 10-16-12, 11:51 PM  
Sunbright
A Kobold Labourer

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Re: Re: Damage output

Cool, thanks! I'm loving Snail. :/
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Unread 10-16-12, 11:45 PM  
axebarbie
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Re: Damage output

Originally Posted by Sunbright
Hey, I saw your damage output on the bottom- Is that through another addon like MSBT or is it part of snail?


Also, Zygor's pointer doesn't work with Snail- Has anyone seen a way to fix this?
The damage meter is being developed as part of SnailUI right now so it's not released. If you're referring to scrolling combat text in a screenshot, then yeah it was probably MSBT as I was using that for a while.

As for the arrow not working, I have noticed this as well. I think it's an issue with oUF and not SnailUI itself because I have been using the TomTom arrow even before I started on SnailUI and it worked but once I started using oUF it stopped working. (Well, the arrow worked but was not accurate and the distance indicator was non functional)

I would suggest reporting the bug to haste in the oUF section on the forums.
Last edited by axebarbie : 10-16-12 at 11:46 PM.
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Unread 10-16-12, 09:11 PM  
Sunbright
A Kobold Labourer

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Damage output

Hey, I saw your damage output on the bottom- Is that through another addon like MSBT or is it part of snail?


Also, Zygor's pointer doesn't work with Snail- Has anyone seen a way to fix this?
Last edited by Sunbright : 10-16-12 at 11:39 PM.
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Unread 10-15-12, 08:35 PM  
Junjie
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Most stuff is generated once you are already loaded and in game but that's actually better because it decreases loading times. It can also use less memory because things are generated when they are needed and not all at once.
Ahh... makes sense. Was just a curious thing for my own knowledge
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Unread 10-15-12, 07:26 PM  
axebarbie
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Originally Posted by Junjie
Hey Snail. I have a question. I noticed that your various frames are created on the fly and not static frames. Is there a benefit to that? and if not, would it be a really difficult thing to do, to make them static?

ie: SnailUITargetFrame vs. 34857293784DS etc?

I think the actual player frame is static tho. ie: SnailPlayerFrame or something similar.
They show up as an address with /fstack and the like because they are mostly local variables to improve performance and aren't named.

Most stuff is generated once you are already loaded and in game but that's actually better because it decreases loading times. It can also use less memory because things are generated when they are needed and not all at once.
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Unread 10-15-12, 06:32 PM  
Junjie
A Kobold Labourer

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Hey Snail. I have a question. I noticed that your various frames are created on the fly and not static frames. Is there a benefit to that? and if not, would it be a really difficult thing to do, to make them static?

ie: SnailUITargetFrame vs. 34857293784DS etc?

I think the actual player frame is static tho. ie: SnailPlayerFrame or something similar.
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Unread 10-15-12, 12:24 PM  
axebarbie
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Originally Posted by Junjie
Yea I noticed that from your screenshot! can see 5's across the buttons. Looking great. Nice to see everything so uniform etc.

Question: With the chat box now being "that much" smaller due to the meter, does it make it hard to read?

Just curious.

They actually said 0S like how buffs do on the default UI but after realizing how dumb that looks, cooldowns now appear like:

Code:
1H
3M
45
30
12
4
3
2
1
0
Which looks a lot better, also found a bug related to reloading when you have an ability already on cooldown which I wouldn't have found if you didn't make this post so thanks for that.

As for the chat, it doesn't really make that much of a difference. Most sentences appear on 2 lines rather than 1 now but the font is small enough that 6+ lines are visible at any one time.
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Unread 10-15-12, 10:28 AM  
Junjie
A Kobold Labourer

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Buff/debuff/cooldown timers most likely. OmniCC-like cooldown text functionality is done too.
Yea I noticed that from your screenshot! can see 5's across the buttons. Looking great. Nice to see everything so uniform etc.

Question: With the chat box now being "that much" smaller due to the meter, does it make it hard to read?

Just curious.

Last edited by Junjie : 10-15-12 at 11:43 AM.
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Unread 10-15-12, 09:31 AM  
axebarbie
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Originally Posted by Junjie
Originally Posted by SnailCraft
Quick update guys, mostly working on the dps/healing meter. I'm almost done with the damage side, just need to integrate pets/guardians and then do the healing stuff. After that it should be ready for release.

Looking great Snail!

What's next on your agenda once the meter is completed? (Just curious)
Buff/debuff/cooldown timers most likely. OmniCC-like cooldown text functionality is done too.
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Unread 10-15-12, 06:31 AM  
Junjie
A Kobold Labourer

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Originally Posted by SnailCraft
Quick update guys, mostly working on the dps/healing meter. I'm almost done with the damage side, just need to integrate pets/guardians and then do the healing stuff. After that it should be ready for release.

Looking great Snail!

What's next on your agenda once the meter is completed? (Just curious)
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Unread 10-14-12, 11:30 PM  
axebarbie
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Quick update guys, mostly working on the dps/healing meter. I'm almost done with the damage side, just need to integrate pets/guardians and then do the healing stuff. After that it should be ready for release.

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Unread 10-14-12, 08:41 PM  
Junjie
A Kobold Labourer

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Ahh. Makes sense
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Unread 10-14-12, 05:47 PM  
axebarbie
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Originally Posted by Junjie
Hey snail. Do you have a default button background? and if so, is there a way to enable it, so that we can see empty buttons?

Also was curious about number text on the buttons as well.

These aren't anything major. More just curious
Button text is hidden by default, you'd have to manually edit the lua file to enable that. The reason buttons don't have a background is because in the past I have tried it and a lot of times the background would appear over the button texture for no reason.

So the entire button was black, that's why I decided to just make it transparent. The minimap is also this way although you can't tell.
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