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Plunderstorm (10.2.6)
Updated:03-21-24 07:54 AM
Created:12-15-13 12:44 PM
Downloads:113,811
Favorites:152
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Categories:Suites, Action Bar Mods, Unit Mods, Graphical Compilations
10.2.6

LS: UI  Popular! (More than 5000 hits)

Version: 100206.01
by: lightspark [More]

Yet another UI, but this one is a bit special.



Options
Use /LSUI to open in-game config.

Feedback and Feature Requests
If you found a bug or want to share an idea on how to improve my UI, either use the issue tracker on GitHub or join our Discord server.

Feel free to write feedback on how to improve some class-specific features.

However, keep in mind that I'm not going to implement any features as a replacement for BIG addons.

Localisation
Feel free to add and/or review translations on Curse, alternatively, you may create a PR on project's GitHub page.

License
Please see LICENSE file.

Version 100206.01

- Added 10.2.6 support.

Version 100205.03

### Action Bars

- Reworked the instance lockout tooltip. Instances and world bosses are now grouped by the lockout expiration time.
Instance names and difficulties are also properly sorted. This should greatly increase its readability.



Version 100205.02

- Fixed an issue where the options sub-addon wouldn't load.

### Tooltips

- Fixed an issue where unit tooltips would get stuck on the screen if the shift key was pressed.

Version 100205.01

- Added 10.2.5 support.

Version 100200.04

### Blizzard

- Fixed an issue where raid helm enchants would break the character panel.

Version 100200.03

### Action Bars

- Removed various range checks in accordance with the latest range API restriction by Blizz.
- The currency list in the backpack tooltip is now sorted by name.

Version 100200.02

### Unit Frames

- Fixed an issue where heal prediction and absorb shields wouldn't show up. It's a Blizz bug.

Version 100200.01

- Added 10.2 support.
- Added "LS: UI" entry to the addon compartment in the top right corner of the minimap.
- Improved compatibility with OmniCC.

### Action Bars

- Added an option to select the type of endcaps, i.e., Alliance (Gryphons), Horde (Wyverns), Neutral (Mixed), and Auto.
- Added "Use Blizzard Menu" option to enable Blizzard micro menu alongside my enhanced tooltips.



Version 100107.01

- Added 10.1.7 support.

### Blizzard

- Fixed an issue where populated gem sockets were sometimes shown as empty.

### Minimap

- Added 125% and 150% minimap size options.

Version 100105.01

- Added 10.1.5 support.

### Blizzard

- Removed quality icons from enchant labels next item slots in the character panel.
- Removed dig site bar and vehicle seat indicator movers. Use "Edit Mode" to move those instead.

### Action Bars

- Added an option to hide micro menu alerts.

Version 100100.04

### Blizzard

- Readded gems to the character panel. Finally...

Version 100100.03

### Action Bars

- Removed main bar specific "Scale" option.
- Added "Scale" options to all action bars.
- Added an option to change the number of main bar buttons.
- Fixed an issue where the xp bar would sometimes disappear.



Version 100100.02

### Minimap

- Added minimap coordinates. Disabled by default.
- Adjusted minimap border textures to make zone colouring more pronounced.

### Unit Frames

- Readded fading options for pet, target of focus, and target of target frames.

Version 100100.01

- Added 10.1.0 support.

- Removed login message for good. It served its purpose.

### Minimap

- Fixed an issue where the difficulty flag's position wasn't adjusted when flipping the minimap.

Version 100005.04

- Fixed fading. Adding new stuff is never easy...

Version 100005.03

### Unit Frames

- Added the "Health" option to fading. It's controlled by the player's health, and if it's below
<100% the frame will fade in.
- Added an option to disable status icons. These are the round role, class, etc icons at the bottom
of a frame.
- Removed fading options from pet, target of focus, and target of target frames. These are now
controlled by the fading options of player, focus, and target frames respectively.

Version 100005.02

### Tooltips

- Improved compatibility with addons that use old-school tooltip scanning. No more unit names in all
kinds of tooltips!
- Added expansion info to item tooltips. It's tied to the "Spell and Item ID" option.

Version 100005.01

- Added 10.0.5 support.

### Action Bars

- Removed bag bar mover. Use Edit Mode to move it.
- The micro menu is unchanged.

### Auras

- Re-added an option to destroy totems by right-clicking the totem buttons.

### Blizzard

- Removed durability frame mover. Use Edit Mode to move it.

### Minimap

- Fixed an issue where mousing over the difficulty flag would throw errors while in the guild group.

Version 100002.04

### Action Bars

- Fixed an issue which sometimes would make the Edit Mode throw SetScale errors.

### Minimap

- Added "Auto Zoom Out" option. Set to 5s by default.
- Improved compatibility with other minimap addons like FarmHud. There's still issues on the
FarmHud's end, but I already notified its dev about them.

Version 100002.03

### Action Bars

- Fixed an issue where the OOM indicator state wouldn't reset properly on config updates.

Version 100002.02

### Action Bars

- Readded the OOM indicator option back to the action bar config.
- Fixed action button lock.
- Misc bug fixes and tweaks.

Version 100002.01

- Added 10.0.2 support.
- Updated embeds.

### Action Bars

- The latest LAB includes custom flyouts (a bit buggy).
- Reverted the hack added in 100000.01 that locked action bars, it's no longer necessary.

### Unit Frames

- Fixed an issue where heal and power cost predictions would sometimes be displayed outside the
bounds of the unit frame.

### Known Issues

- Empowered spell casts have very basic support atm. I'm planning to rework castbars and other
progress bars later, so I chose not to do the same work twice. Soz.

Version 100000.03

### Action Bars

- Fixed a bug where the extra action button would stay hidden despite being enabled.
- Fixed a bug where an action bar anchored to another frame would appear in a different spot from
its mover. I had to rework movers for DF, so there might be more of these, please, continue to
report them.

### Minimap

- Added custom difficulty flags. LFR, normal, heroic, mythic, and M+ difficulties will now have
unique flags. There's also an option to show the tooltip with the difficulty info, it's disabled
by default.

### Unit Frames

- Added an option to use Blizzard castbar. When you disable the player castbar, the new "Enable
Blizzard Castbar" option will appear next to it.

### Known Issues

- Spell flyouts don't work. It's not a bug in my UI, it's a Blizz bug that affects all addons.
I feel your pain, I have a mage alt, but for the time being either place frequently used spells
on your action bars or use them directly from your spellbook.
- Tooltips don't work. Just to reiterate, Blizz chose to delay the new tooltip system until 10.0.2,
the rewritten tooltip module relies on it to work, so I had to disable it for the time being.



Version 100000.02

### Action Bars

- Added mouseover casting to action bars.
- Added an option to scale the main action bar artwork.

### Blizzard

- Fixed the option to hide the talking head.

### Buffs and Debuffs

- Fixed an issue where it's impossible to cancel an aura by right-clicking it.

### Unit Frames

- Fixed an issue where disabling the player castbar would result in an error.

### Known Issues

- Spell flyouts don't work. It's not a bug in my UI, it's a Blizz bug that affects all addons.
I feel your pain, I have a mage alt, but for the time being either place frequently used spells
on your action bars or use them directly from your spellbook.
- Tooltips don't work. Just to reiterate, Blizz chose to delay the new tooltip system until 10.0.2,
the rewritten tooltip module relies on it to work, so I had to disable it for the time being.

Version 100000.01

- Added 10.0.0 support.
- Despite the overall lack of visual changes, practically the entire UI was rewritten due to how
extensive DF changes were.
- The "Round" layout is gone. I'm really sorry :(

### Action Bars

- Added support for the new extra action bars.
- Added an option to toggle wyverns/gryphons. You can now choose between one, two, or no endcaps.
- Removed an option to split the micromenu into two parts.
- Removed the custom bag bar in favour of the new bag bar from Blizz.
- Removed the "Inventory" microbutton, the new backpack button will host the currency tooltip.

### Blizzard

- Removed customisation options and movers for a bunch of the default UI widgets because they're
reworked by Blizzard. Affected widgets are castbars, the objective tracker, mirror timers (breath,
fatigue), and the alternative player power bar (the dragon riding bar, various widgets for boss
encounters, etc).
- I left in an option to auto-hide the talking head.
- From now on use Blizz layout manager to move the talking head and objective tracker, I removed
movers for these two because I wanted to avoid breaking anything in the layout manager, it's
really easy. And on top of that the objective tracker itself is a very, let's say, sensitive
widget.
- If in the future Blizz add an option to safely remove things from their layout manager, I'll
gladly readd objective tracker and talking head movers.
- Temporarily disabled gem and enchant texts in the character frame. Both rely on the new tooltip
system that's not available in the pre-patch, more on that later.

### Filters

- Turned "Blacklist" and "M+ Affixes" filters into curated read-only filters. I hope folks in our
Discord server will help me to maintain the M+ filter. If you added anything to these two filters,
don't worry, you'll find all the extra auras in new "Blacklist.bak" and "M+ Affixes.bak" filters.

### Loot

- Removed the custom loot frame.

### Minimap

- Both round and square minimaps now use fixed size textures. The 125% size option may come back in
the future, but I feel like the current size is big enough for everyone.
- Removed minimap button collecting and skinning. By default, there's no need to collect buttons
anymore, Blizz removed practically everything. I'll most likely release it as a separate addon.
- While the minimap has both my and Blizz (Edit Mode) movers, Blizz mover does nothing, it can't
move the minimap, it can't change its settings. Unfortunately, Blizz didn't give addon devs a way
to safely remove things from their layout manager.

### Tooltips

- While the module was rewritten from the ground up, it'll be disabled during 10.0.0 because Blizz
for some reason decided to release their new tooltip system with 10.0.2.

### Unit Frames

- Added support for evokers.

NOTE: Unfortunately, due to all the changes in DF is became impossible to maintain the round layout
within the UI. To maintain it, I'd basically have to turn it one a separate addon, for this reasons
I chose to retire it for good. It's been with me for almost 15 years, from way before this addon
became publicly available, it's heartbreaking to see it gone :(

Version 90207.04

- Fixed outdated "Name" formatting tooltip. "ls:name:5/10/etc" tags have been gone for a long long time, instead use "ls:name(N)"
where N is the number of characters you want to shorten the name to.

Version 90207.03

- Fixed few more things missing from 90207.01. File changes are hard...

Version 90207.02

- Added a couple of files missing from 90207.01. Oops...

Version 90207.01

- Added 9.2.7 support;
- Added new "Info" panel to the config. It has links to various resourced including my new Discord server dedicated to
LS: * addons;
- Updated German translation. Translated by nicobert90@Curse;
- Updated embeds.

INVITE LINK: https://discord.gg/7QcJgQkDYD

NOTE: It'd be really nice if you joined the server because I urgently need your feedback in regards to the future of the
project, the "round" layout in particular.



Version 90205.04

- Fixed an issue where mover settings wouldn't apply on profile import or change; Damn...
- Misc bug fixes and tweaks.

Version 90205.03

- Added wyverns. Zug zug! For now there won't be an option to disable wyverns/gryphons, but I'll add it later;
- Made the rectangular layout default. It's more flexible and suits most people's needs;
- Readded the addon entry to Interface > AddOns. Accidentally removed it with v90205.01.



Version 90205.02

- Added custom gryphons. Wyverns are still WIP;
- Removed progress bar gain/loss indicators.



Version 90205.01

- Added 9.2.5 support;
- Separated the main addon and the config into two different folders/addons, so the config UI is now loaded on demand
which should help with the overfall performance a bit;
- Added class icon portraits;
- Fixed an issue where the xp bar would get broken when starting a pet battle;
- Updated Simplified Chinese translation. Translated by aenerv7@Curse;
- Updated Spanish translation. Translated by r3dr1an@Curse.

Version 90200.05

- Added a way to connect movers together. This will allow to preserve relative positions between multiple movers where
it might be needed, for instance, when sharing your profile with someone who plays on a different screen resolution;
- Updated Simplified Chinese translation. Translated by aenerv7@Curse;
- Updated embeds;
- Misc bug fixes and tweaks.



Version 90200.04

- Fixed an issue where unit frames wouldn't update correctly when entering/leaving vehicles.

Version 90200.03

- Updated profile export to export both global and private profiles together since they usually are interconnected.

Version 90200.02

- Added profile import and export! It's now possible to import/export colours, tags, global and private profiles. You
can import multiple strings at once;
- Added options to control action buttons' and auras' height independently from their width;
- Added options to toggle zone and extra buttons' artwork;
- Reworked the way the addon handles profile updates. Instead of updating the current profile at login, the addon will
now go through all existing profiles and will try to update them to the latest version. It's only guaranteed to work
with v80020.03 profiles and newer, so if it's updating an even older profile, you'll see a warning in chat;
- Increased the max number of boss frames to 8. It might be buggy, but you should blame Blizz for it;
- Updated Simplified Chinese translation. Translated by aenerv7@Curse;
- Updated embeds.



Version 90200.01

- Added options to toggle and reverse cooldown swipes on UF buffs, player buffs and debuffs, action bars, and the aura
tracker;
- Fixed "Buffs and Debuffs" config. It seems that it's broken for quite some time, sorry about that T_T;
- Player and pet castbars are now detached in the rectangular layout by default;
- Updated embeds.



NOTE: If you're affected by this Russian-Ukrainian conflict or know someone who is, please, stay safe and help each
other out. You aren't alone, we all are gonna make it ❤

Version 90105.06

- Preemptively updated buffs and debuffs to work with 9.2 changes.

NOTE: It's not a proper 90200.x update, that will happen on Thursday/Friday.

Version 90105.05

- Fixed an issue where some movers would change their position by 4px in either direction. Primarily affected ToT, ToF,
and UF castbar movers.

Version 90105.04

- Reworked profile management. Now there's two profile tabs under the `Profiles` category: `Global` and `Private`.
- `Global` is what normal profiles used to be, there's no change in functionality;
- `Private` is for character specific data which includes the info on the current UI layout type, the shape of the
minimap, which modules and elements are enabled/disabled, and, for those of you who still use my `Aura Tracker`,
its filters.
Previously, every single character had its own private profile you had no access to, but now it's possible to manage
them like normal (global) profiles, for instance, multiple characters can use the same private profile. All existing
private profiles will be converted automagically, so there should be no data loss;
- Renamed UI layouts from `Orbs` and `Classic` to `Round` and `Rectangular` respectively;
- Fixed an issue where the XP bar would use incorrect settings in restricted mode.



Version 90105.03

- Fixed minimap config.

Version 90105.02

- Reworked movers:
- Added options to resize the grid and display movers' names;
- Instead of highlighting, the focused mover will now stay at full alpha while all other movers will fade out;
- Removed buttons for 1px adjustments, instead use Ctrl + Mouse wheel or Left/Right arrow keys to nudge movers left
and right, and Shift + Mouse wheel or Up/Down arrow keys to nudge them up and down;
- Fixed a couple of XP bar issues that prevented it from updating its colours as expected;
- Updated French translation. Translated by cybern4ut@Curse;
- Updated German Translation. Translated by MrKimab@Curse;
- Updated Simplified Chinese translation. Translated by aenerv7@Curse.



Version 90105.01

- Added 9.1.5 support;
- Fixed an issue that sometimes prevented tooltips from being displayed.

Version 90100.02

- Added support for Domination Sockets on the character panel;
- Added Anima Powers mover;
- Fixed an issue where multiple charged combo points were handled incorrectly. Thanks to cybern4ut for testing this one;
- Optimised fading a bit more;
- Updated embeds.

Version 90100.01

- Added 9.1.0 support;
- Further fading optimisation.

Version 90005.05

- Optimised fading a bit more;
- Misc bug fixes and tweaks.

Version 90005.04

- Reworked fading. It's way more fluid and responsive now:
- Added fading to unit frames and the minimap;
- Added Target and Combat options. The former will make an element fade in when you target or
focus something, the latter will make an element fade in upon entering combat;
- Removed the Fade In Delay option.
- Split cooldown's Expiration Threshold into two options:
- Expiration Threshold now controls colouring;
- S:MS Threshold controls the format.
- Updated Simplified Chinese translation. Translated by aenerv7@Curse;
- Updated embeds.

KNOWN ISSUES:

Some people, predominantly with high refresh rate monitors, reported that after playing the game
for an extended period of time they noticed some FPS degradation. /reload-ing the UI resolves
the issue. I'm still investigating what's going on because neither people I know nor I have ever
experienced it personally which obviously makes testing and debugging a lot harder. However, I
think I know what might be causing it.
If you've experienced it, feel free to DM me on discord @ ls-#9453.



Version 90005.03

- Fixed "Inventory" micro button's tooltip error.

Version 90005.02

- Added WoW Token price to the "Inventory" micro button's tooltip;
- Fixed misc class power bar issues.



Version 90005.01

- Added 125% and 150% size options for the round minimap. Can be found at /LSUI > Minimap > Size
slider;
- Rebalanced UF insets. Bottom insets can now be up to 50% of the UF size (up from 33%), whereas
top insets are now limited to 25% (down from 33%);
- Misc bug fixes and tweaks.



Version 90002.06

- Refactored a lot of UF-related code;
- New horizontal UF textures;
- Added an option to adjust UF gloss. Can be found at /LSUI > Unit Frames > Gloss slider. It affects
all UFs, including the player orb, for it to work better all textures were adjusted to be more or
less the same in terms of opacity and colours;
- Added an option to toggle UF status bars' gain/loss animations and smoothing. Can be found at
/LSUI > Unit Frames > Smooth and Animated sliders;
- Streamlined UF options. Some old options were removed, and few new options were added:
- Reworked how top and bottom insets are sized. Now they scale depending on the height of the UF.
The max size is 33% of the height, the minimum size is 1% or 4px, whichever is bigger;
- Removed Heal Prediction tags options. It's unnecessary clutter. Can be recreated via Custom
Texts, use `ls:absorb:heal` and `ls:absorb:damage` tags to do so;
- And more.
- Added some of my textures to LSM. Border textures were added as `LS Thick` and `LS Thin`, and the
status bar texture as `LS`. This way they can be used in other addons that support LSM. I'm
planning to add LSM support to all status bars across the addon later, but I need to do a bit more
work for that to happen.



Version 90002.05

- Added new unit frame element, `Custom Texts`. Can be found at /LSUI > Unit Frames > Unit > Custom
Texts. It allows you to create taggable font strings anywhere on a unit frame. Added it because
some people asked for it;
- Added two new tags `ls:threat` and `ls:color:threat`;
- Updated embeds.

Version 90002.04

- Finished migrating fonts to LSM. Can be found at /LSUI > General > Fonts. Now there's 4
categories: cooldowns, unit frames, buttons, and progress bars. "Cooldowns" is self-explanatory,
"Unit Frames" controls fonts of all UF elements, but aura buttons and castbars, "Buttons"
controls fonts of all aura buttons, action buttons, item buttons on the character panel, and
"Progress Bars" controls fonts of castbars, the digsite bar, mirror timers, and the tooltip
healthbar. I haven't added support for Blizzard fonts yet, I'm still not sure how to do it better;
- Added optional coloured ilvl text to the character frame. Can be found at /LSUI > Blizzard >
Character Frame > iLvl;
- Added an option to disable enchant and gem text on equipped items. Can be found at /LSUI >
Blizzard > Character Frame > Item Enhancements;
- Added an option to adjust the tooltip health bar and its text size. Can be found at /LSUI >
Tooltips > Health;
- Improved compatibility with various addons that add text to the main tooltip;
- Fixed an issue where class power separators wouldn't render properly;
- Fixed an issue where the config tried to updated disabled unit frames;
- Updated French translation. Translated by Brainc3ll@Curse;
- Updated Simplified Chinese translation. Translated by aenerv7@Curse;
- Misc bug fixes and tweaks;
- Updated embeds.

Version 90002.03

- Fixed an issue that prevented square minimap from working in Torghast.

Version 90002.02

- Added support for charged combo points. For now it'll use Chi colour. I'll add a proper colour
later.

NOTE: I'm aware of the fact that the minimap doesn't work in Torghast.

Version 90002.01

- Added 9.0.2 support;
- Fixed azerite power bar visibility. Now it's disabled when HoA is unequipped;
- Updated embeds;
- Misc bug fixes and tweaks.

Version 90001.05

- Added LibSharedMedia support. Can be found at /LSUI > General > Fonts. For now, only unit frames,
action bars, and cooldown spirals support font customisation. For the sake of consistency all
fonts of a given module will be updated at once, for example, if you change the unit frame font,
then health, heal prediction, power, alternative power, castbar, name, and aura fonts will be
changed. However, each element will retain individual size controls, and unit frame auras will
retain their shadow and outline controls on top of that. I'll be adding LSM support to missing
modules with the next update;
- Reenabled extra and zone action buttons. Sadly, the size option is gone;
- Fixed an issue where action bar fading won't resume after leaving a vehicle;
- Updated French translation. Translated by cybern4ut@Curse and Brainc3ll@Curse;
- Updated Spanish translation. Translated by justregular16@Curse.



Version 90001.04

- Fixed paragon reputation handling;
- Fixed additional power bar visibility for priests, shamans, and druids.

Version 90001.03

- Fixed an "issue" where you'd see an error while managing profiles. Due to how the addon is
written it's just an error message, but nothing was actually broken and everything was
updating properly.

Version 90001.02

- Fixed health tags;
- Fixed hotkey font.

Version 90001.01

- Added 9.0.1 support.

NOTE: Extra and zone buttons are currently disabled, I'll figure out what to do with them later.
Archived Files (53)
File Name
Version
Size
Author
Date
100205.03
2MB
lightspark
03-10-24 04:17 AM
100205.02
2MB
lightspark
01-23-24 06:17 AM
100205.01
2MB
lightspark
01-16-24 08:45 AM
100200.04
2MB
lightspark
01-07-24 10:14 AM
100200.03
2MB
lightspark
11-19-23 03:55 AM
100200.02
2MB
lightspark
11-10-23 12:57 AM
100200.01
2MB
lightspark
11-07-23 10:46 AM
100107.01
2MB
lightspark
09-27-23 02:21 AM
100105.01
1MB
lightspark
07-11-23 09:45 AM
100100.04
1MB
lightspark
05-15-23 01:10 PM
100100.03
1MB
lightspark
05-09-23 02:21 PM
100100.02
1MB
lightspark
05-07-23 09:14 AM
100100.01
1MB
lightspark
05-02-23 11:59 AM
100005.04
1MB
lightspark
03-03-23 08:32 PM
100005.03
1MB
lightspark
03-03-23 04:26 AM
100005.02
1MB
lightspark
02-11-23 07:55 AM
100005.01
1MB
lightspark
01-25-23 08:39 AM
100002.04
1MB
lightspark
12-16-22 03:09 AM
100002.03
1MB
lightspark
12-03-22 04:29 AM
100002.02
1MB
lightspark
12-02-22 02:47 PM
100002.01
1MB
lightspark
11-28-22 08:45 AM
100000.03
1MB
lightspark
10-31-22 01:34 AM
100000.02
1MB
lightspark
10-28-22 10:19 PM
100000.01
1MB
lightspark
10-25-22 12:30 PM
90207.04
1MB
lightspark
10-04-22 05:55 AM
90207.03
1MB
lightspark
09-30-22 11:36 AM
90207.02
1MB
lightspark
09-30-22 09:39 AM
90207.01
1MB
lightspark
09-30-22 07:02 AM
90205.04
1MB
lightspark
08-07-22 11:19 AM
90205.03
1MB
lightspark
08-01-22 09:08 AM
90205.02
1MB
lightspark
07-29-22 04:57 AM
90205.01
1MB
lightspark
07-22-22 01:16 AM
90200.05
1MB
lightspark
04-06-22 08:29 PM
90200.04
1MB
lightspark
03-24-22 05:59 PM
90200.03
1MB
lightspark
03-24-22 09:55 AM
90200.02
1MB
lightspark
03-23-22 03:03 PM
90200.01
1MB
lightspark
03-01-22 04:34 AM
90105.06
1MB
lightspark
02-22-22 08:28 AM
90105.05
1MB
lightspark
12-04-21 05:06 AM
90105.04
1MB
lightspark
12-01-21 06:52 AM
90105.03
1MB
lightspark
11-16-21 01:45 PM
90105.02
1MB
lightspark
11-16-21 06:23 AM
90105.01
1MB
lightspark
11-06-21 03:11 AM
90100.02
1MB
lightspark
08-29-21 08:25 AM
90100.01
1MB
lightspark
06-29-21 12:35 PM
90005.05
1MB
lightspark
06-15-21 11:04 PM
90005.04
1MB
lightspark
06-12-21 09:03 AM
90005.03
1MB
lightspark
04-01-21 05:38 AM
90005.02
1MB
lightspark
03-27-21 07:06 AM
90005.01
1MB
lightspark
03-12-21 10:35 PM
90002.06
1MB
lightspark
01-28-21 05:45 AM
90002.05
1MB
lightspark
01-16-21 01:39 PM
90002.04
1MB
lightspark
01-14-21 01:15 PM


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Unread 12-18-13, 03:22 AM  
zork
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I'm really not sure about your idea to let an animation finish first before applying a new one. That can work out for consistent power gains but lets assume gain/loss power in a small timespan then the information would not reflect that properly. Couldn't you just call AG:Stop() on each power gain and just play the new one? I understand your intention though...frequent updates fire alot.

Otherwise I really need some free time to play around with it. Good work.
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Unread 12-18-13, 05:54 AM  
lightspark
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Originally Posted by zork
I'm really not sure about your idea to let an animation finish first before applying a new one. That can work out for consistent power gains but lets assume gain/loss power in a small timespan then the information would not reflect that properly. Couldn't you just call AG:Stop() on each power gain and just play the new one? I understand your intention though...frequent updates fire alot.

Otherwise I really need some free time to play around with it. Good work.
Well, I tested this situation on my ptr monk by running around the shrine and spamming spheres, doing this I could gain/spend really much power a within short period of time, 1 sphere = 40 energy, there's almost no lag. Apparently there always will be small lag, cuz it is an animation. Stacking helps much, otherwise we end up having not really smooth animation.
To keep my bar running as accurate as possible, always track amount of power we had when we started and finished our animation.
Lua Code:
  1. local steps_to_do = math.abs(cur - AG.oldCur)
where .oldCur is an amount of power we had previous time we started rotating texture.

But using GetFramerate() and having duration being fps dependent still concerns me, apparently this way increases lag quite much.
Lua Code:
  1. AG.anim:SetDuration(0.175 + 0.325 * steps_to_do / max)
  2. -- almost no lag, really accurate, but a lil bit inconsistent at 8 - 16 fps.
  3. -- OR
  4. AG.anim:SetDuration(0.175 + 0.325 * math.max(steps_to_do / max, 10 / GetFramerate()))
  5. -- little lag, less accurate, especially at low fps, but much smoother, not as smooth as first one at high fps.
Having duration being fps independent lets me "fill" the powerbar up within half a second or it takes only 0.175 sec to fill its smallest possible part up. Smoooooooth animation...

I don't really care about animation smoothness at low fps, everything lags when fps drop happens, but not sure if other ppl think the same way, any ideas?

Anyway, feel free to play around with it
Last edited by lightspark : 12-18-13 at 08:05 AM.
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Unread 12-18-13, 12:37 PM  
zork
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I'm not even sure if you need the fps handler at all. Because if you use an animation as a castbar and set a duration of 3seconds after 3seconds the animation must be finished, independent of fps. That should be the default setting of animationgroups. Actually that should be tested first using OnStart/OnFinish timestamp comparsion. It must fit the duration or sth is wrong.
For power bars we could use a static duration for any value change (like 0.3sec). Thus any value change would use the same time and be animated at different speed depending on value change.
Or one changes the duration based on value change, thus the animation speed would be linear (if animation smoothing is disabled of course).

I find it pretty sad that so few play around all those possibilities. Elv UI + Weakauras all the way.
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Unread 12-18-13, 10:31 PM  
lightspark
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But still there is one major problem I have to address. Animations r not played when wow window is minimized. BUT when we bring it back OnFinish event fires. Have to come up with some nitty solution, may be based on GetDuration() and then check if animation was finished within set period, if not we set a flag, let's say AG.stuck, true, and then start playing an animation via OnFinish script. Tried to fix it using animation:GerProgress(), but that wasn't a good idea

Originally Posted by zork
For power bars we could use a static duration for any value change (like 0.3sec). Thus any value change would use the same time and be animated at different speed depending on value change.
I'll give it a try and then compare to use I have now.

Originally Posted by zork
I find it pretty sad that so few play around all those possibilities. Elv UI + Weakauras all the way.
It's quite time consuming and provides less flexibility, it's obvious that u can easily scale up/down rectangles and do almost whatever u want to do with them, and ppl have oUF_Smooth, simple and efficient.
But sadly this way doesn't work for us, who create layouts with many scalable, but non-resizable textures and quite extravagant approach to how UI looks
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Unread 12-21-13, 01:54 PM  
Daagar
An Aku'mai Servant

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Minor request - would love to see oUF_CombatFader support. I like to have unit frames closer to the center of the screen which is great when in combat - but a bit of a nuisance when not. Faded frames have always been a great compromise.
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Unread 12-22-13, 03:05 AM  
lightspark
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Originally Posted by Daagar
Minor request - would love to see oUF_CombatFader support. I like to have unit frames closer to the center of the screen which is great when in combat - but a bit of a nuisance when not. Faded frames have always been a great compromise.
Thx for a feedback! Well... I cannot move player frame, cuz I want my UI to be symmetrical (player frame - actbars - minimap). But currently I'm trying different ways to arrange my other unitframes.

Problem is that there r too many things in the middle of a screen: ur character and area surrounding it, procs, floating combat text, addon msgs/notifications (DBM and others), alternative power bar, extra button, player's cast bar, if I move target/tot and focus/fot too close to that part, we can add target/focus castbars and auras to this list. Theeeen we get an overlapping, and I'm doing my best to avoid it.

As for fader, will c, may be in the future, but right now there's no need to use it.

Right now I'm playing with this layout. Not a big difference, but feels a lil bit better, cuz frames r closer to each other.


And this one is what u have right now.


Any other suggestions on how to arrange frames?
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Unread 12-26-13, 12:13 PM  
meljen
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Does this scale with different resolutions? Looks very interesting, I might need to try it out! I use a laptop so hopefully the memory leaks won't kill me during raids.
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Unread 12-27-13, 07:45 AM  
lightspark
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Originally Posted by meljen
Does this scale with different resolutions? Looks very interesting, I might need to try it out! I use a laptop so hopefully the memory leaks won't kill me during raids.
Well, here is a screeny @1024*768, scaled it down, the only problem I c is a pet frame and chat overlapping. I'm not going to move player frame to the right, cuz I'm planning to make a use of that space in the future.
BTW, originally this layout was developed on my laptop with 1366*768 screen resolution



As for memory leaks, I run LFRs quite often, during boss fights it occupies up to 1.5MB... Not that much, eh?
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Unread 01-01-14, 03:14 AM  
meljen
A Fallenroot Satyr

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Originally Posted by lightspark
BTW, originally this layout was developed on my laptop with 1366*768 screen resolution

...

As for memory leaks, I run LFRs quite often, during boss fights it occupies up to 1.5MB... Not that much, eh?
Those are both good things! My laptop runs on that res. and I do LFRs as well, so that's good to hear!
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Unread 01-08-14, 09:37 AM  
mage
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very nice

but where or how do i right click my bars,like player right click leave group,add a friend,report player,ect ect ect
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Unread 01-09-14, 02:01 AM  
lightspark
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Re: very nice

Originally Posted by mage
but where or how do i right click my bars,like player right click leave group,add a friend,report player,ect ect ect
mmm, works fine... i use dropmenus everyday and never had any problems
make sure u'r using up-to-date version of oUF :3
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Unread 01-11-14, 11:16 PM  
geekygamer
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Unhappy How to intall oUF LS?

Can someone please tell me how to install this? There are no install instructions (not that I could find) included here. If you could please be very detailed and give me step by step instructions - I'm computer illiterate and not very tech savy...so detailed instructions will have to do.

Thanks!
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Unread 01-12-14, 03:00 AM  
Baine
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Re: How to intall oUF LS?

Originally Posted by geekygamer
Can someone please tell me how to install this? There are no install instructions (not that I could find) included here. If you could please be very detailed and give me step by step instructions - I'm computer illiterate and not very tech savy...so detailed instructions will have to do.

Thanks!
the same way as described here
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Unread 01-12-14, 07:39 AM  
geekygamer
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Re: Re: How to intall oUF LS?

I figured out what I was doing wrong. For clarification:

OK so I figured out what I did wrong. I installed the "core" AddOn correctly but the oUF LS I did not. Here's why (and this might help other players):

If you click here it reads,

"IMPORTANT

I'm using GitHub version of oUF, although WI's version should work fine, u'd better visit haste's page, hit Download ZIP button and get oUF."


Where the link is for the word "page" I was downloading that data and extracting it to my C:\Program Files (x86)\World of Warcraft\Interface\AddOns directory. THIS IS INCORRECT - DO NOT USE THIS!

Instead, you want to click the "Download" link found in the upper right hand corner. Then you can extract that data into your AddOns directory and it works like a charm!
Last edited by geekygamer : 01-12-14 at 12:26 PM.
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Unread 01-14-14, 12:05 AM  
lightspark
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Re: Re: Re: How to intall oUF LS?

Originally Posted by geekygamer
I figured out what I was doing wrong. For clarification:

OK so I figured out what I did wrong. I installed the "core" AddOn correctly but the oUF LS I did not. Here's why (and this might help other players):

If you click here it reads,



Where the link is for the word "page" I was downloading that data and extracting it to my C:\Program Files (x86)\World of Warcraft\Interface\AddOns directory. THIS IS INCORRECT - DO NOT USE THIS!

Instead, you want to click the "Download" link found in the upper right hand corner. Then you can extract that data into your AddOns directory and it works like a charm!
Welp, that's a link to the core's GitHub page, oUF itself, but u have to download this addon via download button on info page.

Anyways, thx, I'll change description a lil bit
I decided to post my addon on Curse to make things more user-friendly :3

Will do all needed changes later, when I get back home.
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