| Updated: | 06-22-10 02:47 AM |
| Created: | unknown |
| Downloads: | 135,556 |
| Favorites: | 411 |
| MD5: |

Due to some problems with comments and the fact that they aren't the best venue for reporting, I've asked WoWInterface Admins to disable comments on my mods.Mod Graphics
If you would like to report a bug or request a feature please use the appropriate buttons on the right of this page. (Underneath the big download button) This will redirect you to a proper form on my project portal which will help me keep track of problems and flag bugs as fixed.
Bug Reporting - Please use the Portal 'Report Bugs' Feature
Feature Requests - Please use the Portal 'Feature Request' Feature
Comments & Questions - Please post on The Project Thread In the forums.
Since I've been getting a number of questions about the graphics, I'd like to point out right away that they're an iterative development. (This means they're a work in progress and will be updated every couple versions)RuneWatch Description
Planned Graphical Features:
- Three Major Skins - Full, Compact, Lightweight
- Variety of Rune Graphics - Default (Blizzard), Custom, Etc...
- Vertical Flip Mode - Allows you to flip the mod upside-down for placement above your character.
- >> If you have any suggestions, please use the request feature button for this project.
RuneWatch is a simple RuneBar Replacement Mod which is visually bigger, less cluttered and movable.Additional Information
RuneWatch also counts down the cooldown on your runes to make them more obvious and easy to monitor.
Note: RuneWatch is an Ace3 Mod and only works in Wrath of the Lich King
I would like to extend a special thankyou to Elderidge for the designing of the graphics for RuneWatch. He's a very talented artist and has contributed greatly not only to the visual component of RuneWatch but aided with ideas and testing.Known Issues
To access the commands for the mod type either /rune or /runewatch
Please see the "Bug Reporting" Section of my Portal for a list of bug reports and resolved issues.Upcoming Features
Below is a list of features planned for future versions of RuneWatch
- Cooldown Watching
- Various Options to control behavior & appearance.
File Name |
Version |
Size |
Author |
Date |
Type |
1.2.14 |
792kB |
11-20-11 02:47 PM |
Addon |
File Name |
Version |
Size |
Author |
Date |
v1.2.10 Stable |
771kB |
Voorije |
08-04-09 11:47 PM |
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v1.2.9 Stable |
771kB |
Voorije |
06-18-09 04:42 AM |
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v1.2.8 Stable |
770kB |
Voorije |
04-23-09 04:51 AM |
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v1.2.6 Stable |
770kB |
Voorije |
04-17-09 11:19 PM |
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v1.2.3 Stable |
763kB |
Voorije |
01-12-09 11:20 PM |
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v1.2.2 Stable |
761kB |
Voorije |
12-03-08 02:33 AM |
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v1.2.1 Beta |
721kB |
Voorije |
11-28-08 02:53 PM |
|
v1.2.0 Stable |
716kB |
Voorije |
11-18-08 04:53 AM |
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Comment Options |
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Re: Re: Graphics
would you consider allowing for diffrent rune styles, like instead of the defualt graphics? (yes i like pretty things)
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Re: Graphics
The graphics are temp, newer cleaner ones coming and Elderidge is working on Compact and Lightweight Versions for maximum customization. Additionally some new features are coming which will make the visuals a lot less distracting if you don't like them. (i.e. fade outs / opacity / etc...) ![]()
Last edited by Voorije : 08-30-08 at 10:04 PM.
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A Kobold Labourer
Forum posts: 0
File comments: 4
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Graphics
One of the things I loved about this mod was how simple it was visually, that and it did absolutely everything I needed it to, except show RP (which it now does). Personally not a big fan of the new graphics, and would prefer the addon without the art.
Nice work on the RP counter! |
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Thankyou for the confirmation. |
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A Kobold Labourer
Forum posts: 0
File comments: 26
Uploads: 0
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The code I use for updating the rune graphics is prettymuch a straight adaptation of the blizzard code. Until I get confirmation that Death Knight Mastery isn't broken anymore you wont be able to see them. |
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A Kobold Labourer
Forum posts: 0
File comments: 8
Uploads: 0
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Bug: Not sure if this is a beta bug or your addon but my blood specced DK has death rune mastery and when i use death strike it does not seem to change the runes into death runes.
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I tested it as thourougly as I could, I will look into this. === Update === I've identified the problem with dieing. It appears when the player dies, the UI Functions never list the rune as "ready" until you come back to life, this causes the timer to go negative. I've applied a patch for this. If you could provide additional information about the missed rune abilies and such and I will look into it and fix it ASAP.
Last edited by Voorije : 08-14-08 at 07:48 PM.
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There appear to be several bugs with this. I'm not sure on exactly what the bahavior is, since I can't see the original runes, though. But it appears that if I die while in combat, there's a good chance for my runes to continue past 0 and start counting negative numbers. There's also a pretty good chance whenever my rune abilities don't land (so they only get a 2 sec cd) to go negative. Any rune icons with a negative cooldown timer appears to be cleared when used, instead of getting a new 10 sec cd timer applied to it.
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Re: Suggestion...
As for config, if you just type /rune you'll realize there's not much to configure (yet!) The Beta is still young, please check back frequently for updates! |
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Suggestion...
Allow the runes to be moved individually, instead of just as a group. Would allow for more flexibility.
![]() Also, I'm not sure if there is supposed to be any kind of config with the mod, but doing /runewatch config just brings up a window with one option: "locked". If that's how it is supposed to be, then great! If not... then it's not working right. haha |
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