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Updated: | 06-26-11 01:55 AM |
Created: | 09-30-10 05:53 PM |
Downloads: | 19,147 |
Favorites: | 59 |
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oUF_Drk
VERSION 2.0
ATTENTION:
This addon requires oUF 1.5.11+ to work. (NOT INCLUDED)
What's new in v2.0:
- Complete code rewrite
- Changed the positioning of class bars
- Changed the positioning of castbars
- Changed portrait and healthbar's heights of player and target frames
- Slight new layout for all other frames
- Added boss frames
- Added pet's target frame
- Added new texture for backgrounds
- Added new texture for debuffhighlight
- Added new font
- Added support for oUF_boring_totembar
- Added support for oUF_CombatFeedback
- Added support for oUF_Smooth Update
Features:
- Unitframes for: Player, Target, ToT, Pet/Vehicle, Pet Target, Focus, Focus Target, Boss, party and Raid;
- AltPowerBar, ThreatBar support;
- Castbar support for player, target, focus, pet and boss frames;
- Totembar, Runebar, Holypower, Eclipse Bar and Soul Shards support;
- Buff and debuffs frames for most units;
- Raidframes with aggro highlight;
- Dispellable debuff highlight for party and raid frames.
- Raid debuff icons on raid/party frames.
- AuraWatch to show up to 4 icons representing various player buffs on raid units
- Combo point support.
Addon support:
- oUF_RaidDebuffs (embedded)
- oUF_DebuffHighligth (embedded)
- oUF_AuraWatch (embedded)
- oUF_Smooth Update (embedded)
- oUF_CombatFeedback
- oUF_boring_totembar
- oUF_MovableFrames
Credits:
- Haste for creating oUF and for being so patient helping me with my questions;
- Zork for oUF_Simple that I used as a base for my layout;
- yj589794, Caellian, Neverg, Coree and Monolit. Most of the original code came from their layouts.
Know issues:
- Portraits are not showing properly for worgen characters, that's blizzard's fault.
- Debuff highlight colors are sometimes wrong.
- Runebar insists on displaying imaginary deathrunes.
- Not a bug, but new raidDebuffs icons are still to be added.
v2.0 release notes:
- Ingame config turned out to bring more problems than solutions so I decided to take it out, at least for the time being.
- There's something really wrong in my code and I simply can't figure out what it is. This one thing is messing up many stuff, like runebar's crazy deathrunes and wrong debuff highlight colors. I had added support for oUF_Experience and oUF_Reputation but took it out because some tags were driving me mad (like, disappearing with no reason) and I bet this was caused by this same problem. I'm trying to fix it but you are more than welcome to check my code and help me out.
Author's notes:
This is my personal layout and it's *not* finished so expect many improvements and layout changes in the upcoming versions.
2.04 upd for 4.2
2.03 upd for 4.1 -removed pet Happiness/Pet Loyalty System -change positions buffs for default
2.02b New Style, Font AltPowerBar, ThreatBar support
2.01r Fixed some eclipsebar errors
2.0r Complete code rewrite Changed the positioning of class bars Changed the positioning of castbars Changed portrait and healthbar's heights of player and target frames Slight new layout for all other frames Added boss frames Added pet's target frame Added new texture for backgrounds Added new texture for debuffhighlight Added new font Added support for oUF_boring_totembar Added support for oUF_CombatFeedback
1.7r Fixed DeadlyPoison tag bug (hopefully) Fixed raid dropdown menus
1.65r Corrected some wrong AuraWatch spell ids.
1.6r Changed health's bg color when out of range Changed the way raid scaling is done Added support for oUF_AuraWatch Fixed raidDebuffs not working properly Added a new custom texture for debuffHighlightning
1.5r Fixed a typo that prevented combopoints to show up Fixed frame scaling not working Fixed Moonkin's EclipseBar support
1.4b Added new config options to set frame positioning for some units Changed LFD's positioning Added some options to control aura displaying Added Elite/Rare/Boss representation Added target's level coloring according to difficult Fixed various minor bugs Removed support for oUF_PowerSpark (no more 5sec rule) Added support for oUF_DebuffHighlight (embedded) Added support for raid debuffs (alpha) Changed aura fonts for a better one
1.3b Added support for oUF 1.5.x Fixed raid and partyframes not showing Added combopoints support Added PvP Icon Removed debuff highlight for rewrite Removed support for oUF_ReadyCheck external addon, added support for oUF's ReadyCheck
1.2b Changed TOC to support 4.x Added support for Holy Power and Soul Shards Added Phase and Quest icons Added an option to disable castbars Removed support for HealComm4, added support for oUF's HealPrediction
1.1b Added life percent display in player's and target's frames Added power display in player frame instead of player's name Added an option to disable player auras in player frame and use blizzard's default aura frames Added scaling support (experimental) Added a focus target's frame Added castbar support for all frames (except raid) Removed Pet's target frame
1.0b Initial release
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Ennie |
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drakull |
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nitewarlord |
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Well... the new layout I tought about would be something really original, very different from all other layouts we already have. I planned to use many texture layers (which might end being a performance issue) with brande new textures for everything, including icons and all. I went to photoshop just to create a sketch of what i had in mind but ended up exporting textures to a new media folder... "oh, hell... ok... let's do this". So I started writing the new layout and everything was going OK until I realised I would never use that layout.
Yeah... it was just a matter of "can you do this?", just curiosity, maybe. So I'm done with the new layout... sticking with the old one. ![]() Here's a shot of what I had in mind (this is a sketch from photoshop, not a real layout), might serve as an idea for someone: ![]() Ingame config as a separate addon is a good idea, i'll see into it. The problem with the raid frames, although never happened to me, seems to appear on other layouts too, looks like we are missing some event. I remember seeing a topic about it in the forums. The same solution might solve the afk/dc problem. That bubble icon is one of the new indicators that came with the patch 4.0, it should show up only if someone in you raid is at another phase. I have not seen any issue with the 3d portrait, but we have very little control of it... there's not much to do to fix it. Perhaps changing the frame height or something. Yeah, boss frames will have an option to be toggled. Oh, and I'm working at the new castbar at this moment. ![]() |
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drakull |
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Version 2.0
My only suggestion that I could give you Drak is to post some pictures of the 2.0 layout to give everyone an idea of what you have going. Honestly as others have stated this is your personal layout so it is subject to whatever changes you see fit for yourself.
In reference to Maltese and the subject of the in game config. The oUF_Nivaya actually uses an in game config and uses maybe 20kb more then oUF-Drk as well as the in-game config can be load-on-demand so that it doesn't even impact your system unless your using it. And personally for an in-game config all I'm really looking for is the ability to move and size the cast bar, move and size the buff/debuff frames and set how many you would like to show and some possible resizing config for the frames. |
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nitewarlord |
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Personally I'm pretty happy with your current setup but optimizations is always welcome. I don't think anyone could really make an informed decision about suggesting that you completely change your layout to your new idea without actually seeing what your plans are for the new layout. Ultimately its YOUR layout and you should do what is best for you. If you don't mind maintaining two layouts then that probably would be best for those that like the old version over the new one (again, I don't think anyone will know until they see the new version).
On the topic of in game configs, I can understand how that could be helpful for those that don't want to bother with configing it in lua, but an ingame config does add additional code (mem/CPU usage possibly) that is unnecessary for those that know how to config in lua. Would it be possible to have the ingame config as an optional module for those that either don't need or want it? Couple of issues I've noticed over the past couple of days: #1: In parties, raids, or battle grounds that are not a full group, when someone joins or leave the group the raid frames sometimes display a person twice. I've noticed it really only does it when there is a member of the party that is out of range. The issue typically corrects itself when everyone gets in range or some event happens that changes health/mana levels. No lua errors are displayed and the issue is completely minor. It doesn't bother me but it is semi strange. #2: AFK flag on my frame doesn't seem to update automatically if I DC from being afk to long. Upon relogging the AFK flag is still displayed until I have some event that changes my health or mana levels. #3: There is a small bubble type icon that is displayed about 75ish pixels to the right of a player frame in a party or raid when the person joins a party or raid but they are out of range of you. Not really a huge issue but, again, its semi odd. It goes away once you get in range of that person. #4: While playing with nVidia's 3D stereoscopic turned on, the portraits in the player and target frames are very distorted with anything other than minimal level of depth turned on. Not sure how you would go about fixing it or if its even anything you can fix as it seems to be an issue with displaying 3D stuff on the unit frames itself. Minor ![]() #5: The portraits tend to clip off portions of helms when the 3D image is moving. I've noticed it only happens on some toons, but its almost like the portrait is being drawn to close to limit of the display. Not really sure how to describe what its doing. It doesn't affect my shammy, but on my rogue when her head moves around the helm gets clipped out and I can see portions of my face underneath my helm, sortof like the right cheek portion of the helm is sliced off. Again... minor graphical issue. I think issues #4 and #5 are related somehow since level of depth plays a pretty big role in how 3D images are displayed with nvidia's setup. All of these issues are completely minor and don't really affect the usability of your layout, just wanted to bring them to your attention if you were concerned with polishing up some small graphical details. As for MT frames, I tend to agree with you about whats the purpose. Your party and raid frames already support the blizzard role system. Displaying the tanks twice on a unit frame seems pointless to me and would only serve to eat up resources. Maybe its just my healing style since I typically keep the boss targeted or focused and use mouseover healing macros, but if you decided to implement them I'd obviously prefer them to be toggle-able since I definitely wouldn't want them on my UF. On a related note, as your boss frames going to be optional as well. I use DXE and it has a built in boss type frame and I hate redundant information on my UI. I like to keep stuff as clean as possible. Any progress on the new cast bar implementation? I'd love to move the cast bars into the portrait frame to clean things up some. I'm pretty excited to see what you have in store for your next version. If its anything like you've done so far, I'm sure it will be amazing.
Last edited by maltese : 11-20-10 at 09:14 AM.
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maltese |
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ps When will be 2.0?)))
Last edited by Qulight : 11-20-10 at 08:26 AM.
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Qulight |
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![]() I meant suggestions about changing the layout or not. ![]() Boss frames are done (for 2.0), but MT and MTT are not in my plans. Could you enlighten me the reason you need it? I really don't see why. I saw someone asking for a MT Target's Target in another layout's comments! OMG, WHY!?!? ![]() Anyway, I think Haste just posted in the forums a way to create MT Targets without even using xml templates. |
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drakull |
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![]() I have made МТ frames and МТ targets, but MT targets don't work ( core.lua Code:
self:SetActiveStyle('drkGroup') local tank = oUF:SpawnHeader("oUF_MainTank", nil, 'raid, party, solo', 'oUF-initialConfigFunction', ([[ self:SetWidth(%d) self:SetHeight(%d) ]]):format(100, 20), 'showRaid', true, 'groupFilter', 'MAINTANK', 'yOffset', 7, 'point' , 'BOTTOM', 'template', 'oUF_MainTank' ) tank:SetPoint("LEFT", UIParent, "LEFT", 10, -80) Code:
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/"> <Button name="oUF_MainTank" inherits="SecureUnitButtonTemplate" hidden="true" virtual="true" movable="true"> <Frames> <Button name="$parentTarget" inherits="SecureUnitButtonTemplate" > <Anchors> <Anchor point="TOPLEFT" relativePoint="TOPRIGHT" relativeTo="$parent" > <Offset> <AbsDimension x="5" y="0"/> </Offset> </Anchor> </Anchors> <Attributes> <Attribute name="unitsuffix" type="string" value="target"/> <Attribute name="useparent-unit" type="boolean" value="true"/> <Attribute name="type1" type="string" value="target"/> <Attribute name="initial-unitWatch" type="boolean" value="true"/> </Attributes> </Button> </Frames> </Button> </Ui> |
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Qulight |
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Just submitted a minor update with a couple of bugfixes. Version 2.0 will bring all new stuff and rewritten/optimized code.
BUT... things are changing fast and I had a great new idea for a new layout so now I'm deciding what to do. Either release oUF_Drk 2.0 with the new layout (although I find it better, most people may preffer the old one) or create a totally new layout under another name while keeping this one updated. Any tougths? I'm open to suggestions. ![]() |
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drakull |
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Glad to see you're back Drak. Can't wait for the update, in game config sounds perfect, I had started to work on one myself but my Lua knowledge is limited. Can't wait, really lovin' this layout with just a few changes.
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nitewarlord |
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