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Updated: 05-02-16 02:52 PM
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Updated:05-02-16 02:52 PM
Created:04-30-16 02:52 PM
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Categories:Suites, Discontinued and Outdated Mods

Blacksteel UI

Version: Deprecated (0.8.1 Bugfix)
by: Folji [More]

Hey! Yeah you, hi!

This project is scrapped, by and large. Loved the idea, but never had the time to properly maintain. Especially considering, in the space between when I started it and now, I got busy with a full-time job.

So if someone wants the graphical assets to tinker with, just PM me about it. If you want to just root around with the code, totally do it.

Playing a bit around with the idea of bringing parts of it back, like rebuilding the unit frames or the minimap as standalone addons. But the suite as a whole I don't know what more I'll do with.

0.8.1 Bugfix Update
- Enabled FrequentUpdates for the power bars to make them look smoother.
- Fixed an issue where the raid icons would load the entire icon map above the unit frames.
- Improved castbar texture layering and fixed visibility issues.
- Cooldown flashes now properly hide with the main action bar.
- Fixed a layering issue with the garrison button on the minimap.
0.8 Initial Release
We're live, woo!
This is the initial pre-1.0 release for the UI. The UI is perfectly usable, though there are some bugs and missing features still.

Known bugs right now:
- Raid markers sometimes load and show the entire texture map.
- Monks are missing a Chi point.
- The global cooldown flash is showing even when the main bar is hidden.
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Archived Files (1)
File Name
Version
Size
Author
Date
0.8 Release
934kB
Folji
04-30-16 02:52 PM


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Unread 05-01-16, 10:32 AM  
Vranx
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Blacksteel UI

Nice work! I like everything from the unique unit frames to the class colored glowing runes on the action bar and the minimap.

Some things that would be nice - make the right action bars have a mouse over option, make everything have a scale option. It would also be cool if this weren't an all or nothing UI, breaking the components into separate addons would allow people to use your oUF or minimap by themselves.
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Unread 05-01-16, 03:37 PM  
bartg71
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YAy, its alive! Love it-- found possible buggy-boo tho, maybe. In the micro-menu bar, there's no 'escape button' function. Question mark has 'escape' tooltip; but goes to the help/ticket browser. Maybe add 'options' button in row-- a cute gear icon perhaps? Will love playing w/this-- so well done!
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Unread 05-01-16, 04:31 PM  
Folji
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Re: Blacksteel UI

Originally Posted by Vranx
Nice work! I like everything from the unique unit frames to the class colored glowing runes on the action bar and the minimap.

Some things that would be nice - make the right action bars have a mouse over option, make everything have a scale option. It would also be cool if this weren't an all or nothing UI, breaking the components into separate addons would allow people to use your oUF or minimap by themselves.
Hey, thanks for the feedback! I haven't entirely finished with the sidebars just yet, and mouseover visibility is definitely something I could make happen there. Personally I don't even use them, I just have alt-mousewheel to scroll through the action bar pages on the main bar here, heheh!

But arranging the UI in separate modules, I don't think I'd do that. I could make some elements toggleable, such as disabling the minimap, but the UI is pretty deliberately designed to be rather tied together. The unit frames and the main action bar go very hand in hand, for instance, with the class resources anchored to the action bar. Plus it's a lot easier to maintain like this, and I'm not really sure if I want to see individual parts of the UI showing up in other packs and compilations.

Originally Posted by bartg71
YAy, its alive! Love it-- found possible buggy-boo tho, maybe. In the micro-menu bar, there's no 'escape button' function. Question mark has 'escape' tooltip; but goes to the help/ticket browser. Maybe add 'options' button in row-- a cute gear icon perhaps? Will love playing w/this-- so well done!
I did that on purpose, actually. Long story short, ToggleGameMenu() calls on secure functions, so if I wanted to make that micro menu button open up the actual game menu I'd have to write my own ToggleGameMenu() function that excludes these protected calls. Planning to update the micro menu with more things in the future, at which point I'll probably do this particular bit as well.
Last edited by Folji : 05-01-16 at 04:31 PM.
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Unread 05-01-16, 07:24 PM  
MunkDev
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Re: Re: Blacksteel UI

Originally Posted by Folji
Originally Posted by bartg71
YAy, its alive! Love it-- found possible buggy-boo tho, maybe. In the micro-menu bar, there's no 'escape button' function. Question mark has 'escape' tooltip; but goes to the help/ticket browser. Maybe add 'options' button in row-- a cute gear icon perhaps? Will love playing w/this-- so well done!
I did that on purpose, actually. Long story short, ToggleGameMenu() calls on secure functions, so if I wanted to make that micro menu button open up the actual game menu I'd have to write my own ToggleGameMenu() function that excludes these protected calls. Planning to update the micro menu with more things in the future, at which point I'll probably do this particular bit as well.
Pretty sure you can just toggle the frame without spreading taint.
Lua Code:
  1. ToggleFrame(GameMenuFrame)
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Unread 05-02-16, 04:33 AM  
Folji
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Re: Re: Re: Blacksteel UI

Originally Posted by MunkDev
Pretty sure you can just toggle the frame without spreading taint.
Lua Code:
  1. ToggleFrame(GameMenuFrame)
Yeah, toggling the frame itself can be done without a taint, as can all the other frames be closed without a taint. The only reason why that function taints is because it stops all casting and targeting as well. I know that now and I know how I'm planning to do it, I just didn't know when I was working on the micro menu and in the aftermath of it I pretty much left it as it was.
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Unread 05-02-16, 05:56 AM  
lightspark
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Hi!

I looked through your micro menu code. If you dun mind, let me give you a piece of advice. Instead of re-creating micro menu from the scratch, including all related functions, you can re-skin existing buttons. And it's taint free
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Unread 05-02-16, 06:31 AM  
Folji
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Originally Posted by lightspark
Hi!

I looked through your micro menu code. If you dun mind, let me give you a piece of advice. Instead of re-creating micro menu from the scratch, including all related functions, you can re-skin existing buttons. And it's taint free
Well that's what I did at first! But one problem I had was the fact that the main menu micro button is hardcoded to change textures based on latency and download rate, so if I were to do that I'd have to work around that somehow. And also work around the fact that the vehicle bar, which this UI still uses, uses the same buttons. And it doesn't look too good with these custom buttons, heheh.

There's definitely ways to make that work, but personally I'm not entirely sure what would be the more efficient way to do it! Set the original buttons to 0 Alpha and make the custom buttons click-through? Use the original buttons and HookScript a few events to swap textures back and forth?
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Unread 05-02-16, 06:47 AM  
lightspark
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Originally Posted by Folji
Well that's what I did at first! But one problem I had was the fact that the main menu micro button is hardcoded to change textures based on latency and download rate, so if I were to do that I'd have to work around that somehow. And also work around the fact that the vehicle bar, which this UI still uses, uses the same buttons. And it doesn't look too good with these custom buttons, heheh.

There's definitely ways to make that work, but personally I'm not entirely sure what would be the more efficient way to do it! Set the original buttons to 0 Alpha and make the custom buttons click-through? Use the original buttons and HookScript a few events to swap textures back and forth?
If you want, you can take a look at my code here. There I re-skin original buttons and add new features to them and their tooltips.

As for override/vehicle bar case, are you planning to merge it w/ main action bar?
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Unread 05-02-16, 06:50 AM  
cazzbr
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Nice Work

Hello Folji,

This UI is awesome, I really like it. but as a healer I like the raid frames above my toom on the center of the screen, and there is no space to place it there unfortunately. I manged to do that moving the main action bar as far as I could to the bottom and moving up the cast bar a little bit, but there is too much things im my face that way.
I'm not posting to resquest any modifications, i just wanna tell you my story with your awesome looking UI.

Ps.: as a raider a really enjoy the percent health on the target frame, I managed to modify your code to do that. its realy easy to implement. you can include it on the config file as optional btw.

great job, keep working.

Cazz
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Unread 05-02-16, 08:03 AM  
Folji
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Originally Posted by lightspark
As for override/vehicle bar case, are you planning to merge it w/ main action bar?
No, I'm actually planning to keep the vehicle UI, I like the look of them! But weighing the different possibilities, it'd probably be just as well to have my own micro menu buttons and then use Blizzard's global strings for various localized text. It'd likely be tidier than having to worry about positioning and visibility for the original buttons.

Originally Posted by cazzbr
Hello Folji,

This UI is awesome, I really like it. but as a healer I like the raid frames above my toom on the center of the screen, and there is no space to place it there unfortunately. I manged to do that moving the main action bar as far as I could to the bottom and moving up the cast bar a little bit, but there is too much things im my face that way.
I'm not posting to resquest any modifications, i just wanna tell you my story with your awesome looking UI.
Hey! I'm guessing you mean having the raid frames below the character, where the action bar is, or do you actually mean above? The most I've ever played a healer myself is in dungeons while levelling, but I definitely know the feeling of wanting to have them rather center-screen! The UI was built to put a lot of things in the centre, because I myself wanted to have everything clearly focused there and not have to look off to the sides or down bottom to keep on top of the action. Something that'd let me keep my eyes on the game itself and still be able to see both health bars and ability procs without trouble.

But I still want it to be a UI that suits numerous playstyles. At some future point I'm going to bring the configuration in-game, probably with a 1.0 release around Legion's pre-patch, and with it I want to add different layout profiles that can be switched between on the go. And while raid frames are one thing I probably won't add to the UI itself (everyone's using a dedicated raid frame replacement anyway), I'd like to do various ease of life improvement for different roles. Like alternate healer-centric party frames, if there turns out to be an interest for it.
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Unread 05-02-16, 09:15 AM  
cazzbr
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Originally Posted by Folji
Hey! I'm guessing you mean having the raid frames below the character, where the action bar is, or do you actually mean above? The most I've ever played a healer myself is in dungeons while levelling, but I definitely know the feeling of wanting to have them rather center-screen! The UI was built to put a lot of things in the centre, because I myself wanted to have everything clearly focused there and not have to look off to the sides or down bottom to keep on top of the action. Something that'd let me keep my eyes on the game itself and still be able to see both health bars and ability procs without trouble.

But I still want it to be a UI that suits numerous playstyles. At some future point I'm going to bring the configuration in-game, probably with a 1.0 release around Legion's pre-patch, and with it I want to add different layout profiles that can be switched between on the go. And while raid frames are one thing I probably won't add to the UI itself (everyone's using a dedicated raid frame replacement anyway), I'd like to do various ease of life improvement for different roles. Like alternate healer-centric party frames, if there turns out to be an interest for it.
You are right, I want the raid frames where the main action bar is. actualty below the toon
I'm going to modify some some parts of it to see if i can make it match my need, if you dont mind. then I can post a screenshot of the result if you wanna see it.
Last edited by cazzbr : 05-02-16 at 09:15 AM.
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Unread 05-02-16, 09:39 AM  
Folji
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Originally Posted by cazzbr
You are right, I want the raid frames where the main action bar is. actualty below the toon
I'm going to modify some some parts of it to see if i can make it match my need, if you dont mind. then I can post a screenshot of the result if you wanna see it.
Sure, seeing how people tweak and restyle things is a great way to get data on new things I could do with the addon itself!
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Unread 05-02-16, 11:08 AM  
cazzbr
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Originally Posted by Folji
Sure, seeing how people tweak and restyle things is a great way to get data on new things I could do with the addon itself!
Well, the idea is somethig like this, I must work a little bit around the size of the bars and adjust them on the art backgrounds.

Moved the player and target frames to clean up the center a little cuz since the players life is already tracked on the raid frames, there is no need to focus on the player frame too much as a healz.

I want to increse the target cast bar a little and remove the bags from the micro menu, or maybe replace to an icon more back and white like the micromenu itself.
Maybe reuse your main action bar art for the micro menu on the top xD.

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Unread 05-02-16, 11:26 AM  
Folji
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Originally Posted by cazzbr
Snip
Ohh, wow. That is actually quite a bit of space taken up by the raid frames! Haha. Though I gotta say that I actually kind of like seeing the micro menu like that. Yeah, now I'm thinking it could actually work to restyle it similarly to the main action bar, anchor it to the top like that. Making the bags a single button though, eugh, I'd have to still implement some kind of way to get to the bag buttons and handle them. Maybe I could make a bag button that can be right-clicked to pop-up the actual bag slots.

But, top or bottom micro menu, the more customization like that I do the more spaghetti the code's just going to get knowing my own habits, heh. Maybe in the long rung it'd be worth trying out. Still, now that I see it in action, I actually like the idea of putting the action bar up top. It'd save some space down below.

Also, the target castbar's interrupt shield is utterly bugged out. Been making a few tweaks and bugfixes, most likely going to push an update out today or tomorrow.
Last edited by Folji : 05-02-16 at 11:42 AM.
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Unread 05-02-16, 12:29 PM  
cazzbr
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Originally Posted by Folji
Originally Posted by cazzbr
Snip
Ohh, wow. That is actually quite a bit of space taken up by the raid frames! Haha. Though I gotta say that I actually kind of like seeing the micro menu like that. Yeah, now I'm thinking it could actually work to restyle it similarly to the main action bar, anchor it to the top like that. Making the bags a single button though, eugh, I'd have to still implement some kind of way to get to the bag buttons and handle them. Maybe I could make a bag button that can be right-clicked to pop-up the actual bag slots.

But, top or bottom micro menu, the more customization like that I do the more spaghetti the code's just going to get knowing my own habits, heh. Maybe in the long rung it'd be worth trying out. Still, now that I see it in action, I actually like the idea of putting the action bar up top. It'd save some space down below.

Also, the target castbar's interrupt shield is utterly bugged out. Been making a few tweaks and bugfixes, most likely going to push an update out today or tomorrow.
Its a huge space for the raid frames, I could reduce them a little bit but I actualy like them this size for easy heal buffs track.

anyway, I'm really happy if it inspired you in any way.
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