modui

Re: modui

by modernist » Mon Jan 04, 2016 11:08 am

SSJSketch wrote:In other news, just a glance at a addon I made to modify modui's unitframe for bigger and class colored healthbar's (ignore blurry icons above target frame on the top half of the screenshot, it's a separate addon).

It's functional, sadly its not totally efficient due to a clash between the addons. The gradient/smooth bars effect for health bars from modui makes it nearly impossible to overwrite the coloring without a constant update. (I.E OnUpdate function).. but if you don't care for total efficiency then this addon is for you (if I decide to release it)!

Image


depending on what you've named your addon and whether it loads after modui does, you might be able to bypass the gradient effect by simply dropping the entire default HealthBar_OnValueChanged function somewhere into your code, which i'm hooking to create my statusbar colour changes.

this is really neat btw :]
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Re: modui

by tankafarian » Mon Jan 04, 2016 12:19 pm

Hello!
What a lovely UI you have created, much credit man.

Though I have one minor issue with this:

I disabled my
Code: Select all
AddOns\modui\skin\button\action.lua

Since I noticed that on my actionbar, the highlight on my spell, lets say "Heroic Strike" wasn't glowing. And its hard do see if you are waiting for it to cast it.

Image

And I get this error everytime I try to trigger the hotkey.

Image

Is there a way to disable this error message? Thanks in advance
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Re: modui

by modernist » Mon Jan 04, 2016 1:08 pm

tankafarian wrote:Hello!
What a lovely UI you have created, much credit man.

Though I have one minor issue with this:

I disabled my
Code: Select all
AddOns\modui\skin\button\action.lua

Since I noticed that on my actionbar, the highlight on my spell, lets say "Heroic Strike" wasn't glowing. And its hard do see if you are waiting for it to cast it.

Image

And I get this error everytime I try to trigger the hotkey.

Image

Is there a way to disable this error message? Thanks in advance


THANKS for this! i've been trying to fix this bug since it was first reported and was confused as to why it seemed warrior-specific in reports — it seems i hid the 'checked' texture (which shows when spells are active) to stop clashes with the key press animation, but forgot to offer an alternative. warriors would note this pretty quickly since they're dependent on those flashes for stuff like heroic strike & execute.

checked spells (like heroic strike) will now glow a nice golden yellow on the border in the next update, and will also solve that error report in your chat log. it'll look like this basically, but not green :mrgreen:

Image

aiming for a large update to be ready for midweek.
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Re: modui

by SSJSketch » Mon Jan 04, 2016 3:39 pm

modernist wrote:
SSJSketch wrote:In other news, just a glance at a addon I made to modify modui's unitframe for bigger and class colored healthbar's (ignore blurry icons above target frame on the top half of the screenshot, it's a separate addon).

It's functional, sadly its not totally efficient due to a clash between the addons. The gradient/smooth bars effect for health bars from modui makes it nearly impossible to overwrite the coloring without a constant update. (I.E OnUpdate function).. but if you don't care for total efficiency then this addon is for you (if I decide to release it)!

Image


depending on what you've named your addon and whether it loads after modui does, you might be able to bypass the gradient effect by simply dropping the entire default HealthBar_OnValueChanged function somewhere into your code, which i'm hooking to create my statusbar colour changes.

this is really neat btw :]

I did try using that function "HealthBar_OnValueChanged" before posting, it seems changing the addons name to load after modui fixed my issue with that solution. Thanks for the tip.
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Re: modui

by forsaken_toys » Tue Jan 05, 2016 5:47 am

Hey man! Love your work, really appreciate it.
However, I have feature request.
in chat/chat.lua you are setting STANDARD_TEXT_FONT font, which is not really cool, because some of us using fonts with national characters, so made dirty hack.

Code: Select all
    ChatFontNormal:SetFont('Fonts\\ARIALN.TTF', 14)      -- DEFAULT FONT

was trying to google out default variable for chat font, but unsuccessful.

Also, if you would, change chat bubble font to default chat font.
Thanks!
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Re: modui

by modernist » Tue Jan 05, 2016 9:57 am

STANDARD_TEXT_FONT should just use whatever font you have listed as ARIALN.ttf in your font folder.

chat bubble fonts can be changed with the addition of this line to skin/balloon.lua

you can also just drop this into globals/font.lua
Code: Select all
STANDARD_TEXT_FONT = [[Fonts\ARIALN.ttf]]

which will allow control over every instances of STANDARD_TEXT_FONT being called. ill make sure to include this in the next version
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Re: modui

by forsaken_toys » Tue Jan 05, 2016 11:14 am

I see, for some reason STANDARD_TEXT_FONT points at interface font, which is inconvenient.
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Re: modui

by modernist » Tue Jan 05, 2016 11:32 am

I admit i haven't put too much thought into localisation conflicts at this point. so any more issues like that one, please let me know :]
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Re: modui

by modernist » Tue Jan 05, 2016 4:37 pm

Image
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Re: modui

by Prdzlol » Tue Jan 05, 2016 11:12 pm

Hi guys,
i try to install ModUi but it doesn't work...

I put the folder in my interface / addon and deleted "-master" but nothing.
In game i have an addon named "Ui" but i can't open it.
Can you guy's help me please ?
Prdzlol
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