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Compatibility:
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:05-20-13 08:16 PM
Created:12-13-11 11:43 AM
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5.3
Discord Unit Frames  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 5.1.4
by: Fizzlemizz [More]
Lozareth's highly configurable Discord Unit Frames.

Included Discord Library version: 5.1

See the Change Log for a list of all changes.

Changed in 5.1.4
Made Discord Unit Frames compatible with WOW 5.3 Escalation.
End of changes

For information on how to customise DUF, the Readme.html in your "[WOW]\Interface\Addons\DiscordUnitFrames" folder is the place to go. It's old school like DUF but it does get updated. If you have questions not answered by the the ReadMe, please feel free to ask them here.

Sharing your DUF configuration: Dreadlorde's Discord Custom Layout Extractors (The DUF_Custom sub-folder) still works with Discord Unit Frames. You will need to enable "Out of date Addons" under the Addons button of the character selection screen. DUF MUST be installed as well otherwise errors will be generated ie. only install the extractor(s) for the Discord addons you have installed. See the ReadMe file in each extractors folder for information on how to use DCLE.

Curse Client users: I don't host on Curse so if Discord Unit Frames appears in the download list, press Ignore because it is most likely a very ancient version.
Dates are in DD/MM/YYYY notation:

5.1.4 - 21/5/2013
Made Discord Unit Frames compatible with WOW 5.3.

5.1.3 - 20/4/2013
Added the ability to hide DUF frames while in pet battles. See Misc. Options for the check box to enable this effect.

5.1.2 - 5/3/2013
Made Discord Unit Frames compatible with WOW 5.2, Thunder King.

5.1.1 - 12/2/2013
  • Fixed the Copy (frame) function in the DUF configuration window. If you have previously attached unit frame elements to the DruidManaBar, DemonicPowerBar or XPBar and you copy the SELF frame you will get an error (selecting an effected element, the "Attach Frame" option will be blank). Changing the Attach Frame will resolve the error (X/Y settings will also need to be changed).
  • Fixed the Role Icons not showing/hiding when checking the option in the DUF configuration window.
  • Fixed Combo Points not showing unless you're a Rogue or Druid while the DUF configuration window is open.

5.1.0 - 8 Feb. 2013
  • Boss frames added.
  • Fixed some variable typo errors.
  • Removed some entries in the Options "Attach Frame" dropdown that could be problematic (see the 5.1.1 changes for more information).
5.0.17 - 18/1/2013
Found and fixed the last of the taint errors. The taint and error logs are now clear for DUF issues .

5.0.16a 7/1/2013
Discord Library fix for potential call to protected function in combat

5.0.16 25/12/2012
Added the ability to save and recall root texture paths.

5.0.15 12/12/2001
Added Root Path for your custom textures and fonts (under Misc. Options) - Enter a default path to your custom textures and fonts (a trailing slash "\" is required).
Wherever you have entered a texture or font file name without a fully qualified path, the root path will be prefixed at runtime (if you enter a partially qualified or incorrect path for a texture file or the root path you will see a green blob).

Fixed in 5.0.14a
Fixed the new Custom Paths checkbox not initialsing properly in the DUF Options window.

5.0.14 4/12/2012
  • The DUF Options window can now be closed using the escape key.
  • Custom Paths for textures and fonts: (Under Misc. Options) This option allows you to place textures and fonts in a folder(s) other than the hard coded Interface\AddOns\DiscordUnitFrames\CustomTextures\ and Interface\AddOns\DiscordUnitFrames\CustomFonts\. You will have to add the full paths for ALL textures and fonts you use ie. Interface\AddOns\YourFolder\YourTexture. The file extension is not required. Valid file formats are .BLP and .TGA.

    This means that, with textures and fonts stored in your own folder you (or people who use a UI package you've uploaded using DUF) don't need to re-copy the artwork or fonts every time DUF is updated.

    NOTE: If you change names of, copy, move, add textures and let's not forget typos while in-game, you will have to completly exit WOW and re-start before the "new" textures will register (going back to the character select or account login screens is not good enough).

    A bright green blob where your amazing artwork is supposed to appear is a good clue your texture hasn't registered (did I mention typos ;)).

5.0.12 and 5.0.13 28/11/2012
Updated for Mists of Pandaria patch 5.1, Landfall.

With the advent of buffs longer than 60 minutes, the alternate mm:ss buff timer has been changed to h:mm:ss.

Fix for Discord Library.

5.0.11 6/11/2012

Some function calls that have been changed over time to "Protected in Combat" have been wrapped in safe call code.

5.0.10 23/10/2012
Finalised new code for removing the default Blizzard unit frames.

5.0.9 4/10/2012
  • Implemented a new, safer mechanism for hiding the default Blizzard unit frames. At this stage, changing a default show/hide setting in DUF Options will require a /reload (or logout/logon) for the setting(s) to take effect.
  • Added a fix for errors caused by creeping taint for Druids and Warlocks.

5.0.8 30/9/2012
Fixed Deathknight class icon being displayed on Monk units.

5.0.7 25/9/2012
  • Fixed a regression where default party frames were showing in groups.
  • Ongoing fixes for vehicle in combat actions.

5.0.6 23/9/2012
  • Fixed a taint issue causing spurious combat and vehicle errors.
  • Fixed an error with Shadow Orbs.

5.0.5 18/9/2012
  • Added Shadow Orbs
  • Added support for sizing as well as spacing for Orbs, Embers/Shards and Runes
  • Adjusted texcoords used for Burning Embers and their location relative to Shards (they should now align)
  • Fixed a frame name that was causing taint issues
  • Updated FizzleUI.lua with my latest settings for class bars

5.0.4 2/9/2012
Fixed mouseover errors being thrown when mousing over non-player text boxes.

5.0.3 1/9/2012
Fixed party frames not displaying in groups.

5.0.2 30/8/2012
  • Fixed party frames displaying properly in raids when the option "Hide Party Frames In Raids" is set.
  • Fixed an error when trying to update mana bar options.

5.0.1 29/8/2012
Class bars. Death Knight rune bar, Paladin holy power bar, Warlock shard/ember/demonic power bar have been added.

/DUF Options Window. There has been a change when selecting the SELF tab. Two new tabs have been added to the left hand list, Class Properties and Default Properties. These will show/hide the setttings for the Class bars mentioned below as well as the Druid mana bar, Monk harmony bar and Temporary Enchants.

PvP Countdown Timer. I Removed the text from the PvPForever text variable so that when in a PvP zone the timer text will be blank. You can change this variable to anything you like in the LOCALIZATION.LUA file in the DiscordUnitFrames folder.

Warlock Demonic Fury Bar is now a standard Status bar.

Warlock Demonic Fury Bar and Druid Mana Bar Textboxes. These have been added and are specific to their parent status bar ie. they will hide/show along with the parent but the textboxes themselves can be placed anywhere without constraint (See the DUF Options window under Class Properties".

New Text Variables have been added to go along with the new textboxes. These are:

Demonic Fury Current - $dc - Current level of Demonic Fury
Demonic Fury Max. - $dm - Maximun level of Demonic Fury
Demonic Fury %. - $de - Current level of Demonic Fury displayed as a percentage
Real Mana (Druid) - $rm - Current level of a Druids actual mana when shapeshifted
Real Mana Max. (Druid) - $rx - Maximum level of a Druids actual mana when shapeshifted
Real Mana % (Druid) - $rp - Current level of a Druids actual mana displayed as a percentage

4.1.13 13/8/2012
  • New text variable $ur. Displays the unit role (tank/healer/damage).
  • New Unit Role icon. Displays an icon for the unit role (tank/healer/damage).

Added MazzleUI.lua and FizzleUI.lua to the DiscordUnitFramesOptions folder. These are configurations for a Mazzle style layout set for use at 1920x1200 resolution.

MazzleUI is pretty much the original Mazzle layout without any adjustments for updated or additional frames (Temp. Enchants, Druid Mana bar, Role Icons, 3D portraits etc.). FizzleUI is for my modified Mazzle layout (as seen in the screenshot to the right) that doesn't use the background artwork and viewporting of Mazz. It also utalises the DUF 3D portraits.

To use, copy/paste the contents of one or both into your Wow/WTF/Account/[YOUR_ACCOUNT]/SavedVariables/DiscordUnitFrames.lua file after the line "DUF_Settings = {" (save a backup copy before making any changes) while logged out of the game. Log on type /duf, press the "Misc. Options" button (bottom left), select MazzleUI or FizzleUI from the "Load Profile" drop list and press the "Load" button (you may also need to adjust the "Updates per Second" to 15-30 for best performance in larger raids).

4.1.12 27/7/2012
  • Fix for a bug in the flagged for PvP countdown timer.
  • Fix for the health and mana bars not displaying in the "default" settup which should help players that are not going to create their own configuration.
  • Fix for a bug preventing the Druid mana bar from displaying.

4.1.11 2/7/2012 Two new variables have been added for use in text boxes:
  • $pf - PvP Time Left - Time left until the PvP flag is removed (Player only).
  • $rn - Realm Name - The realm a unit belongs to for X-realm groups.

4.1.10 25/6/2012 Fixed the Druid Mana bar not displaying properly when exiting the options window. Fixed non Player and Target frames disapearing when changing some options. Fixed several other options bugs

4.1.9 27/5/2012 Fixed a bug with several textbox variable functions displaying incorrect values or not dispalying any value. These were probably not often used or considered variables like Health/Mana Regen per Second/Tick also Unit's Target's Health/Mana, Max Health/Mana, Health/Mana Percent and Level

4.1.8 13/5/2012 Added basic 3D portrait capability. You can display full length or face only 3D portraits (2D is still supported). Build in racial jiggle, sigh, crouch etc. animations are included with added death and ghost animations.

This is not intended to replace a full featured 3D model addon and should not impact performance if you continue to use your favourite.

4.1.7 20/4/2012 Temporary Enchants now hook the Blizzard Temporay Enchant buttons and removed the Hide Blizzard Temporary Enchant checkbox option.

Fixed a bug being thrown when using the middle mouse button on the element Nudge buttons in the options window. Nudge buttons now nudge 1 on left click, 10 on right click and slide on clicking and holding down the middle mouse button.

4.1.6 2/4/2012 Fixed errors being thrown when dragging some unlocked elements and also mousing over Temp. Enchants while the options window was open (this only happened with non dual wielding specs.).

4.1.5 28/2/2012 Fixed an error being thrown when mousing over the temorary enchant buttons, the weapon tooltip will now be displayed. Clicking these buttons will hide/unhide the default Blizzard temorary enchant buttons so that these buffs can be removed.

4.1.4 18/1/2012 - Fixed a bug where player debuffs were showing their corresponding buff tooltip.

4.1.3 12/1/2012 - Fixed an error being generated if you didn't want to use the DUF specific mm:ss display on buff/debuff/temp. enchant duration timers (thanks Kapone for the "heads up").
It will now show the standard "x d", "x h", "x m", "x s" format returned by the default Blizzard duration function.

4.1.2 8/1/2012 - Hunter Update. From the Blizzard patch notes: "The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their? pets, [and the previous damage bonus for pets being happy will now be baseline for all tamed pets.]"

In line with this I've removed the pet happiness icon. The framework is still there so if there is a call for it, it is possible to add a static perma-happy icon back in but DUF was registering for happiness update events which (from my testing) were being generated every tick reguardless of changes to the happiness level (which only occured over the first second when summoning a pet or dismounting). Hunters should see a slight performance improvement in larger raids.

4.1.1 5/1/2012 - *** Performance Update *** I've tuned some of the code for better performance that will be most noticable in larger raids. I've been testing in 40 person AV battlegrounds with DUF running at 25 updates per second with good results (I also run IceHud at 25 updates/sec.(with DogTags) and sRaidFrames with Frequent Updates turned ON as well as various other addons that may or may not effect frame rates).

I've aslo added the option to only repaint the duration timers once every second ie. when they change rather than every time DUF updates (see Misc. Options).

4.1.0 31/12/2011 - Added Druid mana bar (player only). A bar to display a Druids mana level while in bear/cat form. I've not added a text option for this bar but will consider it.

4.0.4 25/12/2011 - Fixed Temporary Enchants.
There is now an option under the Temp. Enchants "Special" button to "Hide the Blizzard Temp. Enchant frame". NOTE: Cancellation of Temp. Enchants is now Protected and (as far as I can tell) can only be accomplished via the default Blizzard TE bar.

4.0.3 18/12/2011 - Fixed (well, improved) the frame rate problem when the options frame is open. Fixed a couple of errors being generated when configuring some options.

4.0.2 16/12/2011 - Fixed a bug not opening the colour picker in the options window. Added Worgen and Goblin race icons

4.0.1a 14/12/2011 - Fixed and error being generated because I couldn't figure out how to set the default unit when the options frame is first opened. The error would be generated if any other button was pressed before selecting a particular unit.

4.0.1 14/12/2011 - Updated Discord Unit Frames for compatibility with versions 4.x of World of Warcraft.
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04-19-13 12:24 PM
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Old 04-20-13, 12:24 AM  
Fizzlemizz
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Re: Re: Re: Hiding unit frames

Happy battles to you .

Originally Posted by skarr71
You did it! Just needed the unit frames to hide completely during pet battles. Thank you very much.

Happy gaming!
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Old 04-19-13, 11:11 PM  
skarr71
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Re: Re: Hiding unit frames

You did it! Just needed the unit frames to hide completely during pet battles. Thank you very much.

Happy gaming!

Originally Posted by Fizzlemizz
Hey skarr71,
Thank you for using DUF.

EDIT: I've added this to the 5.1.3 build.

I haven't done many pet battles so I'm not sure how having unit frames displayed interferes. Could you describe (or post an image of) what it is you are wanting to achieve? Is it to just plain hide all DUF elements on entering battle and displaying again once it is over or something more complex?

Originally Posted by skarr71
I love the addon, thank you for updating it! A small problem I have is how to hide Discord Unit Frames during pet battles? I have looked through the config options and can't find this.
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Old 04-18-13, 12:11 PM  
Fizzlemizz
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Re: Hiding unit frames

Hey skarr71,
Thank you for using DUF.

EDIT: I've added this to the 5.1.3 build.

I haven't done many pet battles so I'm not sure how having unit frames displayed interferes. Could you describe (or post an image of) what it is you are wanting to achieve? Is it to just plain hide all DUF elements on entering battle and displaying again once it is over or something more complex?

Originally Posted by skarr71
I love the addon, thank you for updating it! A small problem I have is how to hide Discord Unit Frames during pet battles? I have looked through the config options and can't find this.
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Old 04-18-13, 07:48 AM  
skarr71
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Hiding unit frames

I love the addon, thank you for updating it! A small problem I have is how to hide Discord Unit Frames during pet battles? I have looked through the config options and can't find this.
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Old 04-05-13, 10:13 AM  
Fizzlemizz
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Re: Help needed ....

Originally Posted by Cococalm
How do you get the UI to look like your screenshot .... the portraits in 3D and the health bar etc like columns next to them ? Thank you
Hi Cococalm,

You can download the DUF configuration pack and follow the install instructions, it contains several layouts including my own Mazzle variant.

DUF now has the "use 3D models" option for portraits and for the bars, you just size them tall and thin and set the fill direction to "Bottom to Top". These options are availaible under the "Special" tab for each element.
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Old 04-05-13, 09:34 AM  
Cococalm
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Help needed ....

How do you get the UI to look like your screenshot .... the portraits in 3D and the health bar etc like columns next to them ? Thank you
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Old 02-24-13, 06:39 PM  
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With the buffs it's hard to do it any other way (that I can think of) except having all icon buttons "active" (like standard action bars) but that means you'll get holes in your buff bar as different buffs on different timers run out then you have to find/fill holes as new buffs are added and that would look ugly (IMHO). With the DUF method it is possible to get pretty much any orientation but the setup window doesn't show it very well... or at all .

"what is bug and what is intended" I can asure you I don't know that either for everything that goes on in DUF but I'm happy to look under the covers to try and fix or explain what I find .

Originally Posted by Thadruid
I always forget to reply...
Loz was never very good at explaining. Genius with code, not so much explaining said code lol.
The voice icon was added when they were originally resurrected way back in the day, i believe. May have been a real quick slap together fan update for all I know. But I have never once used it, lol.

The way buffs works, after you explained it, mostly made sense.. but it seems like a real silly way to go about things, of course this is coming from somehow who can hardly understand lua, let alone write it :P

As a temporary fix, I turned down the alpha on backdrop background and border. This is fine for me now. Something that may be worthy to note, I have ONLY had this happen on the DART_Texture2, which is connected to DUF_TargetFrame as I stated before.

Scaling for different parents, got it. This is a relearning process for me, so it can be a little hard at times to determine what is bug and what is intended.

Originally Posted by Fizzlemizz
:::Lots of stuff:::
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Old 02-24-13, 05:42 PM  
Thadruid
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I always forget to reply...
Loz was never very good at explaining. Genius with code, not so much explaining said code lol.
The voice icon was added when they were originally resurrected way back in the day, i believe. May have been a real quick slap together fan update for all I know. But I have never once used it, lol.

The way buffs works, after you explained it, mostly made sense.. but it seems like a real silly way to go about things, of course this is coming from somehow who can hardly understand lua, let alone write it :P

As a temporary fix, I turned down the alpha on backdrop background and border. This is fine for me now. Something that may be worthy to note, I have ONLY had this happen on the DART_Texture2, which is connected to DUF_TargetFrame as I stated before.

Scaling for different parents, got it. This is a relearning process for me, so it can be a little hard at times to determine what is bug and what is intended.

Originally Posted by Fizzlemizz
:::Lots of stuff:::
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Old 02-21-13, 07:30 PM  
Fizzlemizz
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Discord Art:
I've just tried attaching a couple of my background textures (ones that are permanently visible) to the DUF_TargetFrame and they show/hide along with selecting/de-selecting a target.

Scaling would also be effected by changing the parent texture hence the re-sizing.

I'll look into the background thing. I don't really know DART all that well as I only got it working in November last year and haven't really played with it beyond getting it running my settup so this might take a couple of days.
End Discord Art

Discord Unit Frames:
Buffs/debuffs. They can mess with your head especially when you throw in the use of the Reverse Fill option. The setup frames should be considered a positioning/sizing tool and not an exact representation of how the icons will appear in action.

In a 2 row setup for most situations (see Edit3) there are essentintially 4 attach points (not Attach to) TOPLEFT, TOPRIGHT, BOTTOMLEFT, BOTTOMRIGHT. These are the positions the first icon will be placed ie. the dummy icons will dissapear once the setup window closes and the first "real" icon will move here regardless of what you see in the setup window.

If the horizontal point is a LEFT the bar will grow to the right of the first icon otherwise it grows to the left.
If the vertical position is a TOP the second row will be added underneath the first otherwise it will go on top. In either case the seond bar will "start" and grow in the same direction as the first row.

Reverse Fill determines whether new icons are added after the last icon on a bar or a inserted as the first icon with all other icons being pushed along effectively changing the order of icon display not the position of the bar.

Edit3: The moving of the buffs problem you are seeing is because you are attaching to a LEFT, RIGHT, TOP, BOTTOM or CENTER position which uses the middle of the frame (axis dependant) and acts like a center justify. Valid if you like that sort of thing.

I hope that is clear....ish

Edit: Having had a look at the documentation it does "seem" at odds in regard to the Reverse Fill option so I don't know if Loz. changed direction for some reason after writing the docs, the docs never accurately reflected what is going on or, if someone else over the years "fixed" a percieved problem because no matter what you did, in order to get the setup icons to display correctly you would need either 2 different functions or to massively bulk up the current one.

Edit: Having tested further, the code and documentation for Reverse Fill are "correct" but I think my version explains the visual effect better and I will update the documentation accordingly.

Edit: The voice icon system was added before I took over and I don't think it was ever fully implemented. I can take a closer look after 5.2 goes live but I might need someone to talk to .

Originally Posted by Thadruid
Here are a few for you, sorry I mixed the dart and duf ones together.

Not sure if this is working as intended.. but to me, I can't see why this would act this way. In DART, I have my texture set up to attach to the DUF_TargetFrame. Well, it wasn't disappearing when no target was selected, like I thought it was supposed to, but anyways, I added a couple conditions, telling it to hide when no target was selected, and to show when a target is selected. THAT worked as intended. However, afterward, I saw (underneath the nudge buttons for the texture) Parent Frame. I thought; hmm, maybe that is what I am supposed to use to make it hide and show, so I changed UIParent, to DUF_TargetFrame... well.. my texture shrunk... all of the height, width and scale settings were unchanged.. I changed it back to UIParent, and it went back to the size it was supposed to be... lol... NOTE: I did test to see that it still hid and appeared when it was supposed to, I tested this with and without the conditions in place, all was well. The only problem being that the texture shrunk as stated above.

Next up, DART again. Not sure if I somehow triggered this, but under backdrop options, I have hide background checked, but it is not hidden. Unchecking and rechecking fixes it. Cannot seem to recreate either. But I am positive I did nothing under the backdrop tab at any time before fixing it. Nor was it there originally. EDIT: Logged out and back in, and the backdrop is back on my target texture. Same as before, hide is checked, but its not hidden.

In DUF; Target buffs and debuffs seem to be jumping up after exiting config.. this one is very hard to explain, so I will try explaining and showing a picture.On the right hand side, I am obviously in config mode. You've explained the condensing of unused (de)buff slots, but I am not sure this falls under the same category. Notice how in the left picture, the buffs have shifted to the side, which under my understanding is intended. BUT, they also appear to be jumping up 20px or so as well.



in DUF; Voice Icon doesn't hide in config, when you tell it to. Not sure how it acts outside of config.

Originally Posted by Fizzlemizz
I'd like to squish as many as possible. Makes it easier to see if problems might be comming from external sources like the current UIDropDown bug which (fingers crossed) Blizz. is fixing with 5.2 (it has been reported they have worked on it).
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Old 02-21-13, 05:42 PM  
Thadruid
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Here are a few for you, sorry I mixed the dart and duf ones together.

Not sure if this is working as intended.. but to me, I can't see why this would act this way. In DART, I have my texture set up to attach to the DUF_TargetFrame. Well, it wasn't disappearing when no target was selected, like I thought it was supposed to, but anyways, I added a couple conditions, telling it to hide when no target was selected, and to show when a target is selected. THAT worked as intended. However, afterward, I saw (underneath the nudge buttons for the texture) Parent Frame. I thought; hmm, maybe that is what I am supposed to use to make it hide and show, so I changed UIParent, to DUF_TargetFrame... well.. my texture shrunk... all of the height, width and scale settings were unchanged.. I changed it back to UIParent, and it went back to the size it was supposed to be... lol... NOTE: I did test to see that it still hid and appeared when it was supposed to, I tested this with and without the conditions in place, all was well. The only problem being that the texture shrunk as stated above.

Next up, DART again. Not sure if I somehow triggered this, but under backdrop options, I have hide background checked, but it is not hidden. Unchecking and rechecking fixes it. Cannot seem to recreate either. But I am positive I did nothing under the backdrop tab at any time before fixing it. Nor was it there originally. EDIT: Logged out and back in, and the backdrop is back on my target texture. Same as before, hide is checked, but its not hidden.

In DUF; Target buffs and debuffs seem to be jumping up after exiting config.. this one is very hard to explain, so I will try explaining and showing a picture.On the right hand side, I am obviously in config mode. You've explained the condensing of unused (de)buff slots, but I am not sure this falls under the same category. Notice how in the left picture, the buffs have shifted to the side, which under my understanding is intended. BUT, they also appear to be jumping up 20px or so as well.



in DUF; Voice Icon doesn't hide in config, when you tell it to. Not sure how it acts outside of config.

Originally Posted by Fizzlemizz
I'd like to squish as many as possible. Makes it easier to see if problems might be comming from external sources like the current UIDropDown bug which (fingers crossed) Blizz. is fixing with 5.2 (it has been reported they have worked on it).
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Old 02-20-13, 04:41 PM  
Fizzlemizz
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I'd like to squish as many as possible. Makes it easier to see if problems might be comming from external sources like the current UIDropDown bug which (fingers crossed) Blizz. is fixing with 5.2 (it has been reported they have worked on it).

Originally Posted by Thadruid
HA! Blizzard does indeed like to break things in my experience. And if you like, I can report only the major issues rather than every little one. I am a good little bug hunter and can get carried away at times. lol

I look forward to the update!

Originally Posted by Fizzlemizz
I <cough><cough> look forward to hearing from you .

There will be an updated release with 5.2 expected next week after I've had a chance to see if Blizz. broke anything. From the diffs I've seen it shouldn't be too traumatic but you never know.
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Old 02-20-13, 01:53 PM  
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HA! Blizzard does indeed like to break things in my experience. And if you like, I can report only the major issues rather than every little one. I am a good little bug hunter and can get carried away at times. lol

I look forward to the update!

Originally Posted by Fizzlemizz
I <cough><cough> look forward to hearing from you .

There will be an updated release with 5.2 expected next week after I've had a chance to see if Blizz. broke anything. From the diffs I've seen it shouldn't be too traumatic but you never know.
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Old 02-20-13, 01:32 PM  
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I <cough><cough> look forward to hearing from you .

There will be an updated release with 5.2 expected next week after I've had a chance to see if Blizz. broke anything. From the diffs I've seen it shouldn't be too traumatic but you never know.

Originally Posted by Thadruid
While yay for portraits, I agree a separate update is not necessary for such a small "cosmetic" fix. About to spend some serious time designing my UI, so I of course, will keep you notified of any issues I might run into



Originally Posted by Fizzlemizz
Glad you're up and running, thank you for the testing and reporting, I'll give EPL a try.

I've also fixed the portraits not hiding/showing properly switching between 2D and 3D when the options window is open but I don't think it's worth an update on its own.
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Old 02-20-13, 12:28 PM  
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While yay for portraits, I agree a separate update is not necessary for such a small "cosmetic" fix. About to spend some serious time designing my UI, so I of course, will keep you notified of any issues I might run into



Originally Posted by Fizzlemizz
Glad you're up and running, thank you for the testing and reporting, I'll give EPL a try.

I've also fixed the portraits not hiding/showing properly switching between 2D and 3D when the options window is open but I don't think it's worth an update on its own.
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Old 02-17-13, 04:28 PM  
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Glad you're up and running, thank you for the testing and reporting, I'll give EPL a try.

I've also fixed the portraits not hiding/showing properly switching between 2D and 3D when the options window is open but I don't think it's worth an update on its own.

Originally Posted by Thadruid
Well that was certainly easy enough You were right about the Hide Default Buff Frame option. No idea how that got unticked, but all is well there now. Silly me... hehe. Thanks a bunch!

If you are still looking to test debuffs, I am currently grinding in Eastern Plaguelands, and just about every mob there debuffs you. Though I don't see them being any problem now.

Originally Posted by Fizzlemizz
Thank you for the report, It is greatly appreciated.

I'll take a look and try to get an update out today or tomorrow.

Edit: I haven't touched buffs/debuffs in ages although I did have to change the way the Bizzard frames were hooked for MoP so that might explain the double vision hhmmm .

Edit 2 taking a quick look (I'll need to find somewhere I can get a couple of debuffs to test properly. If you know of one, let me know.): "Self / Buff frame / Special - Reverse Fill direction" As far as I can see it's working. The order of buffs is reversed and when not in config mode the "empty" buff buttons are collapsed so the location of the buffs doesn't change. Edit4: If you want the location of the buttons to change from flowing to the right from the top/left to flowing to the left from the bottom/right you need to attach the frame BOTTOMRIGHT to XXX.

"Also, when ticking and unticking reverse fill direction, the example duration numbers disappear / reappear on the debuff frame." In config mode, timers are only shown for buffs (and I assume debuffs, I'll have to double check this one) you actually have on you. When checking/unchecking reverse fill or format the timers can take a second or two to re-display as they actually have to get a update event from the server.

Edit3: The only way I can get the Blizzard Buff frame to show is by unchecking "Hide default buff frame" under Misc. Options.
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