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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-17-14 01:41 AM
Created:12-15-13 12:44 PM
Downloads:1,478
Favorites:28
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6.0.2
oUF LS
Version: 1.2.4
by: lightspark [More]
oUF LS is oUF-based PVE-oriented layout.

IMPORTANT

You will need oUF to use this layout, grab it here!

oUF LS not only replaces blizzard unit frames, but also reskins buttons, action bars, minimap, etc and provides some extra features.

KEY FEATURE

Player frame is split into THREE parts: right one represents mana/rage/focus/energy, central one – health and left one – class resources, i.e. paladin’s holy power. (C screens...)

SUPPORTED FRAMES

Player, Pet, Target, Target of Target, Focus, Target of Focus, Party (w/o pets and targets) and Bosses.

SUPPORTED RESOURCES AND CORE ABILITIES

DK – Runes
Warlock - Demonic Fury, Burning Embers, Soul Shards
Priest - Shadow Orbs
Monk – Chi
Paladin - Holy Power
Shaman - Totems
Druid (Owl) - Lunar/Solar Energy
Rogue/Druid (Cat) – Combo Points

For better understanding, c screenies, yeah.

ADDITIONAL FEATURES

Actionbars, micromenu and buttons. Everything is customized.

Infobars. They provide some basic info about player’s locations, fps, memory usage, bags, mail and clock.

Combat feedback for player frame. Simple, but stylish

Added a “lock/unlock position” feature to objective tracker’s drop-down menu. Allows dragging quest tracker to some other place on your screen. (U saw screens, eh?)

UPDATED! AuraTracker for monitoring up to 8 buffs and debuffs on player character in total. List of auras can be managed via slash commands ingame and is saved per character. Tracker can be moved around the screen. List of commands and lock/unlock feature can be accessed via AuraTracker drop-down menu. If you use similar standalone addon, you can disable my module via "/at disable".

EMBEDDED PLUGINS

oUF_DebuffHighlight
oUF_Smooth - modified
oUF_Reputation
oUF_Experience
oUF_FloatingCombatFeedback
oUF_BurningEmbers - custom, NTBR
oUF_DemonicFury - custom, NTBR

CONFIG

Almost none for now.

Few features can be configured via blizzard's interface options panel:
  • Buffs and Debuffs tab. All the options work.
  • Status Text tab. U can set status text to be displayed as numbers or percents, but not both.

FEATURE REQUESTS

Feel free to write feedback/ideas on how to improve some class-specific features, because I only play as PvE mage. For example, vengeance for tanks or druid mana bar. Especially boomkins I’m really concerned about eclipse bar.

However, keep in mind that I'm not going to implement any major features, as a replacement for other BIG addons, only minor additions/changes/improvements, I want my interface to be as lightweight as possible.

I will never add raid frames, I prefer using default ones, but you can use awesome Grid.

No debuff filtering system for now. I, as a mage, don't need it, and it's really time-consuming to code it.

PLANS FOR THE FUTURE

Improve overall user experience.

Some of textures will be redrawn and/or optimized, it’s a time-consuming process and I need some inspiration for doing this.

Lower memory consumption. Currently it occupies about ~450KB, more while in combat. Damn, memory leaks!

Ingame config. This one is an extreeeemly long-term goal.

NOTES

Do not redistribute this layout.

BUGS

If u find a bug, please report to Issue Tracker on my GitHub page.

CREDITS

Credits go to zork, Phanx, haste, p3lim and blizzard’s artist, who drew default minimap texture!
1.2.4

- oUF 1.6.8 support
- Added "/atheader" slash command to toggle AuraTracker header

1.2.3

- Added new ObjectiveTracker dragging support
- Updated AuraTracker module, increased total aura cap to 8, can track both buffs and debuffs
- Updated embedded modules
- Tuned fonts a bit to improve compatibility non-latin locales
- Fixed few PetActionBar issues
- Misc tweaks

1.1.2

- Added AuraTracker module
- Updated embedded FCF plugin
- Switched to default fonts to improve compatibility with non-cyrillic and non-latin locales
- Misc tweaks

1.0.1

- Rearranged unit frames on the screen
- Fixed missing texture for stealable enemy buffs
- Fixed missing currency tab
- Quest tracker is now movable by default
- Updated embedded FCF plugin
- Misc tweaks

1.0.0

- Initial release
Archived Files (4)
File Name
Version
Size
Author
Date
1.2.3
716kB
lightspark
10-15-14 03:04 AM
1.1.2
715kB
lightspark
06-17-14 11:16 AM
1.0.1
908kB
lightspark
01-05-14 09:28 AM
1.0.0
847kB
lightspark
12-15-13 12:44 PM


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Unread 10-19-14, 01:45 AM  
lightspark
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As I already mentioned, along with rewriting the code I'm changing/tweaking related textures.
Here are new textures for buttons and actionbar background, sliiiiim borders and cut corners, fit default UI much better.

P.S. I love my wacom intuos
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Unread 10-17-14, 11:36 AM  
lightspark
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Originally Posted by maitias
I don't know, maybe it's just me...
But i would think that by now, most users installing oUF Layouts would expect to update/config their settings via the .lua files.

Don't get me wrong, and in game config would be great, but doesn't that take away the lightweight'ness of oUF Layouts?

Either way, I like what you're doing!
You're way too optimistic, and people already are quite spoiled by ingame configs here and there, for major part editing code is some voodoo..

And as for lightweightness, dun worry, I'm not gonna embed sh*tloads of libs for nothing and start saying that people have gigs of memory and they can spare 100mb for my layout
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Last edited by lightspark : 10-17-14 at 11:37 AM.
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Unread 10-17-14, 11:01 AM  
maitias
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Originally Posted by lightspark
Originally Posted by Basso
Most of the on of options dont work, is this a bug or intended at the moment?
minimap, clock and infobar....
they are just placeholders for now, I'm rewriting code, thus I could use it with ingame config...
P.S. maybe I should remove it for now to avoid confusion..
Don't remove it for now... just comment it with "-- Future setting for In-Game config" or something like that.
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Unread 10-17-14, 10:59 AM  
maitias
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I don't know, maybe it's just me...
But i would think that by now, most users installing oUF Layouts would expect to update/config their settings via the .lua files.

Don't get me wrong, and in game config would be great, but doesn't that take away the lightweight'ness of oUF Layouts?

Either way, I like what you're doing!
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Unread 10-17-14, 06:53 AM  
lightspark
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Originally Posted by Basso
Most of the on of options dont work, is this a bug or intended at the moment?
minimap, clock and infobar....
they are just placeholders for now, I'm rewriting code, thus I could use it with ingame config...
P.S. maybe I should remove it for now to avoid confusion..
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Unread 10-17-14, 06:34 AM  
Basso
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Most of the on of options dont work, is this a bug or intended at the moment?
minimap, clock and infobar....
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Unread 10-17-14, 12:38 AM  
lightspark
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Originally Posted by Ekaterina
Suggestion: Put Rogue combo points on the player frame, similar to chi and holy power. Combo points aren't on a per target basis any longer.
Funny thing is that originally it was there, but then rogues who're testing my layout before the initial release said that combobar belonged to target frame

However, remembering how I had to handle it when it was placed on player frame, I'm a bit afraid of making it similar to chi... There's small but chance, that during a quest or using a vehicle both class power and combopoints will be present, but I'll look into it anyway...
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Unread 10-17-14, 12:18 AM  
lightspark
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it's cuz of oUF update, few things were changed, thus layout needs to be updated, i'll post an update later today or in worst case scenario tomorrow, got my hand full today..
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Unread 10-16-14, 10:18 PM  
maitias
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Updated oUF to 1.6.8, disabled all addons except for oUF and oUF_LS and received the following error on my Resto Druid;

Code:
Message: Interface\AddOns\oUF_LS\units\unitframes.lua:433: attempt to index field 'direction' (a nil value)
Time: 10/16/14 21:16:01
Count: 1
Stack: Interface\AddOns\oUF_LS\units\unitframes.lua:433: in function <Interface\AddOns\oUF_LS\units\unitframes.lua:428>
(tail call): ?
Interface\AddOns\oUF\elements\eclipsebar.lua:175: in function `func'
Interface\AddOns\oUF\ouf.lua:158: in function <Interface\AddOns\oUF\ouf.lua:149>
(tail call): ?

Locals: self = barECLIPSE {
 0 = <userdata>
 glow = <unnamed> {
 }
 PostUnitAura = <function> defined @Interface\AddOns\oUF_LS\units\unitframes.lua:437
 PostUpdateVisibility = <function> defined @Interface\AddOns\oUF_LS\units\unitframes.lua:456
 cover = barECLIPSECover {
 }
 bg = <unnamed> {
 }
 Smooth = true
 __owner = lsPlayerFrame {
 }
 sun = <unnamed> {
 }
 directionIsLunar = false
 PostUpdatePower = <function> defined @Interface\AddOns\oUF_LS\units\unitframes.lua:428
 moon = <unnamed> {
 }
 LunarBar = <unnamed> {
 }
 __cpower = "ECLIPSE"
 ForceUpdate = <function> defined @Interface\AddOns\oUF\elements\eclipsebar.lua:181
 hasLunarEclipse = false
 hasSolarEclipse = false
}
unit = "player"
direction = "none"
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field 'direction' (a nil value)"
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Unread 10-16-14, 09:00 PM  
Ekaterina
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Suggestion: Put Rogue combo points on the player frame, similar to chi and holy power. Combo points aren't on a per target basis any longer.
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Unread 10-16-14, 09:00 PM  
maitias
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Lightspark,

When I logged in on my Druid, I got a lot of oUF Errors, 12 in total.

Here was the first one.

Code:
Message: Interface\AddOns\oUF\elements\eclipsebar.lua:132: Usage: UnitBuff("unit", [index] or ["name", "rank"][, "filter"])
Time: 10/16/14 19:43:08
Count: 1
Stack: [C]: in function `UnitBuff'
Interface\AddOns\oUF\elements\eclipsebar.lua:132: in function <Interface\AddOns\oUF\elements\eclipsebar.lua:128>
Interface\AddOns\oUF\elements\eclipsebar.lua:175: in function `func'
Interface\AddOns\oUF\ouf.lua:158: in function `UpdateAllElements'
Interface\AddOns\oUF_LS\units\unitframes.lua:1024: in function `func'
Interface\AddOns\oUF\factory.lua:20: in function <Interface\AddOns\oUF\factory.lua:16>
(tail call): ?
I'm not sure if it was because of oUF_LS or oUF.

If you want me to post or send you all the errors, let me know. I had to disable the UI while playing on my druid.

This error doesn't occur on my Monk or Rogue.

I'm going to try and load the latest Release oUF and see if the error goes away too.
Last edited by maitias : 10-16-14 at 09:03 PM.
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Unread 10-16-14, 07:15 AM  
maitias
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Originally Posted by lightspark
Originally Posted by maitias
Disable the Macro and/or Keybind text on the action bar?
I'm currently rewriting actionbar related code, surely will do, cuz I need it too, haha
Originally Posted by maitias
Enable / Disable / Mouseover Only Options for Health & Power Text for Player and Target Frames?
Well, this one is a bit long-term goal, needa make ingame config first, that's my top priority now.. Enable/Disable feature for all elements will come first, then I'll add dragging functionality and only then all these fancy things like customization..
Originally Posted by maitias
Raid Frames (movable; in-game or out-of-game would be nice)?
Surely no, I prefer default ones, that's one of the reasons why I have this visual style, I want my layout to fit in default blizzard UI, and there're plenty of nice and customizable raid frames, much much better than anything I'd ever write, e.g. Grid.
Originally Posted by maitias
Thanks again for all the hard work. I look forwarding to using and testing newer releases!
Thx!

P.S. I'll be changing textures for some elements, almost all rectangular frames/bars will be redrawn or tweaked, default UI doesn't use rectangles with pointy corners, all the corners are a cut, and this differance between my frames and default ones kills me every single time I see it...
P.P.S. I hate my target/tot/focus/fot frames...
Sounds good!
I'll be looking for your updates to give them a try!
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Unread 10-16-14, 06:38 AM  
lightspark
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Originally Posted by maitias
Disable the Macro and/or Keybind text on the action bar?
I'm currently rewriting actionbar related code, surely will do, cuz I need it too, haha
Originally Posted by maitias
Enable / Disable / Mouseover Only Options for Health & Power Text for Player and Target Frames?
Well, this one is a bit long-term goal, needa make ingame config first, that's my top priority now.. Enable/Disable feature for all elements will come first, then I'll add dragging functionality and only then all these fancy things like customization..
Originally Posted by maitias
Raid Frames (movable; in-game or out-of-game would be nice)?
Surely no, I prefer default ones, that's one of the reasons why I have this visual style, I want my layout to fit in default blizzard UI, and there're plenty of nice and customizable raid frames, much much better than anything I'd ever write, e.g. Grid.
Originally Posted by maitias
Thanks again for all the hard work. I look forwarding to using and testing newer releases!
Thx!

P.S. I'll be changing textures for some elements, almost all rectangular frames/bars will be redrawn or tweaked, default UI doesn't use rectangles with pointy corners, all the corners are a cut, and this differance between my frames and default ones kills me every single time I see it...
P.P.S. I hate my target/tot/focus/fot frames...
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Last edited by lightspark : 10-16-14 at 06:40 AM.
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Unread 10-16-14, 06:32 AM  
maitias
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Originally Posted by lightspark
Originally Posted by maitias
Thanks for the help! I'm looking to disable them permanently.

Personally, I use Name Plates to track the different health pools (including bosses), so the boss frames just get in the way.
It'll be a bit hacky then, but that's fine for now.. I have ns.AlwaysHide function to make something disappear and never see it again, go to unitframes.lua, find lsFactory in the very end of it and add one more for loop to that function
Code:
for i = 1, 5 do
	ns.AlwaysHide(_G["lsBoss"..i.."Frame"])
end
Done!
I'll give it a try and if I notice anything odd, I'll let you know.
Thanks again for the help.
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Unread 10-16-14, 06:16 AM  
lightspark
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Originally Posted by maitias
Thanks for the help! I'm looking to disable them permanently.

Personally, I use Name Plates to track the different health pools (including bosses), so the boss frames just get in the way.
It'll be a bit hacky then, but that's fine for now.. I have ns.AlwaysHide function to make something disappear and never see it again, go to unitframes.lua, find lsFactory in the very end of it and add one more for loop to that function
Code:
for i = 1, 5 do
	ns.AlwaysHide(_G["lsBoss"..i.."Frame"])
end
P.S. boss frames should be enabled in cofing.
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Last edited by lightspark : 10-16-14 at 06:53 AM.
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