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The Adventure Continues (6.1)
Updated:02-27-15 09:09 AM
Created:12-15-13 12:44 PM
Downloads:2,652
Favorites:36
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Categories:oUF: Layouts, Graphical Compilations
6.1

oUF LS

Version: 1.4.1
by: lightspark [More]

oUF LS is PvE-oriented oUF-based UI, which not only replaces blizzard unit frames, but also customizes buttons, action bars, minimap, etc and provides some extra features.

Versions 1.2.4 and below require oUF.

Key Feature

Player frame is split into three parts:

  • Left - class resources, i.e. holy power, shadow orbs, etc;
  • Centre - player health;
  • Right - player power, i.e. mana, rage, etc.

Supported Frames

Player, Pet, Target, Target of Target, Focus, Target of Focus, Party (w/o pets and targets) and Bosses.
No current support for arena frames.
No support for raid frames will be ever provided.

Supported Resources And Core Abilities
  • Death Knight - 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.

Additional Features
  • Default UI elements, such as ActionBars, MicroMenu, Minimap and Buttons, are all customized;
  • Infobars. They provide some basic information about player’s locations, fps, memory usage, bags, mail and clock;
  • Floating Combat Feedback for player frame;
  • Custom dropdown menu for default objective tracker. Allows to unlock it's position and drag tracker around the screen;
  • 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. List of AuraTracker commands can be accessed via either dropdown menu or /atcmd slash command.
  • NamePlates. Nice and clean look.

Embedded Addons/Plugins
Feedback And Feature Requests

If you found a bug or want to share an idea on how to improve my UI, either report to Issue Tracker on my GitHub page, or post a comment on WoWInterfrace or Curse.

Feel free to write feedback on how to improve some class-specific features, because I only play as PvE mage.

However, keep in mind that I'm not going to implement any features, as a replacement for BIG addons. I want my interface to be as lightweight as possible.

Testing

If you wanna help testing new features, you can download available, if any, beta version of my UI via CurseClient by switching to beta release
channel.

Bear in mind that oUF LS GitHub and Beta versions may and will be unstable.

Credits

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

1.4.1

- Fixed button name/count overlap issue.

1.4.0

- NEW! Receive-All-Mail button. Removed mail infobar.
- Updated AT. It now saves aura list per spec.
- Removed bags infobar. Right-click backpack to show/hide bags.

1.3.8

- Fixed missing garrison minimap button

1.3.7

- Added Compact Raid/Party Frame support, from now on can replace layout's party frames
- Fixed few party frame taints and bugs
- Nameplates are now compatible with LibNameplateRegistry-based addons
- Tweaked LFG microbutton lvl requirement
- Minor fixes and tweaks

1.3.6

- Fixed ClassPower bug, left side of a player frame works again

1.3.5

- Added new nameplate module
- oUF is now embedded
- Added spellID to player/vehicle buff/debuff tooltips
- New textures for many elements
- Minimap is now hidden during pet battle
- Rewrote quite much code, safer and faster
- Removed MainMenu microbutton

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 (10)
File Name
Version
Size
Author
Date
1.4.0
748kB
lightspark
02-23-15 01:44 PM
1.3.8
744kB
lightspark
11-14-14 02:42 AM
1.3.7
744kB
lightspark
11-11-14 03:04 AM
1.3.6
744kB
lightspark
11-09-14 03:49 AM
1.3.5
744kB
lightspark
11-08-14 10:00 AM
1.2.4
716kB
lightspark
10-17-14 01:41 AM
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 Today, 12:31 AM  
lightspark
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Damn, coming up with target frame concept is the worst

Some good news, I'll be releasing a small v2 update this Wednesday or this weekend, I'm still not sure... This update will include brand new pet frame and many other improvements

Things are slowing down a bit. Songkran, Thai New Year, is over, so I'm back to work But that's not hiatus

Once again, there'll be no v1 updates, because v2 and v1 are not compatible and it's a waste of time to try to adapt v2 features for v1. However, there may be a v1 hotfix release if someone finds a critical bug..
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Unread 04-16-15, 02:12 PM  
lightspark
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Originally Posted by ballagarba
Yes of course, I didn't mean exactly like that. But just one big (symmetrical) tube that's split in the middle with hp on one side and power on the other. Tried my photo editing skills, so something like this but obviously cleaner

I'm not sure it's a good idea, but I thought I'd just give you some ideas.

Okie-dokie, well, I asked for ideas and suggestions :3 It's not that bad, I may try something out.

Good night! Maybe I'll have a nice dream about pet frame concept

BTW, have you tried v2 alpha yet?

P.S. Shit, target frame design will be a challenge this time...
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Unread 04-16-15, 01:54 PM  
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Originally Posted by lightspark
Originally Posted by ballagarba
Another idea would be to have one combined bar with sort of a delimiter in between, looking something like this (you get the point):
Hm, not sure about this one... It's quite asymmetrical, and, as you can see, tubes are a v2 trend
Yes of course, I didn't mean exactly like that. But just one big (symmetrical) tube that's split in the middle with hp on one side and power on the other. Tried my photo editing skills, so something like this but obviously cleaner

I'm not sure it's a good idea, but I thought I'd just give you some ideas.

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Unread 04-16-15, 10:53 AM  
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Welp, I've decided to play with each of my variations for a day or so, and pick the one that irritates me the least

Or, while testing them, I'll come up with something better...
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Unread 04-16-15, 10:17 AM  
lightspark
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Originally Posted by ballagarba
Another idea would be to have one combined bar with sort of a delimiter in between, looking something like this (you get the point):
Hm, not sure about this one... It's quite asymmetrical, and, as you can see, tubes are a v2 trend
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Last edited by lightspark : 04-16-15 at 10:25 AM.
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Unread 04-16-15, 09:39 AM  
lightspark
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Originally Posted by ballagarba
How about instead of having different height for the health and power bar, you have different width? I.e. the power bar would be thinner. It might look weird, but doesn't hurt to try.

I'm referring to the pet bar of course.
Can you show a sketch of your idea, mad paint skillz are ok, just pm me, I tried playing with width, didn't go well T_T
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Unread 04-16-15, 09:37 AM  
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Another idea would be to have one combined bar with sort of a delimiter in between, looking something like this (you get the point):

Last edited by ballagarba : 04-16-15 at 09:38 AM.
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Unread 04-16-15, 09:28 AM  
ballagarba
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How about instead of having different height for the health and power bar, you have different width? I.e. the power bar would be thinner. It might look weird, but doesn't hurt to try.

I'm referring to the pet bar of course.
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lightspark
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Here's a video clip from my IG, if anyone is interested...
https://instagram.com/p/1ijPHUotcQ/

not sure about health and power bar order yet
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Last edited by lightspark : 04-16-15 at 09:15 AM.
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Pet frame, sorta meh...


It may look a bit better this way, but I dun like the health is on the right and power is on the left, cuz it's different from player's health/power order...



BTW, on the right you can see final player frame design

Added two more colour variations. I may stick with smaller health bar on the left and bigger power on the right, looks a bit awkward though...

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I'm done with preparations It's happening!!!


If you wanna try it out! Do dis!
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I'm almost done with preparations. I need to add few things to ingame config to let people toggle modules and that's it

Good night, if everything goes well in the morning, I may upload v2-alpha tomorrow.
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BTW, does anyone need a key for HotS beta? Got four. PM me
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I'm sitting here with two clients on and comparing what I see v1.4.1 vs v2-alpha

Changelog so far:
- Revamped player frame. Brand new look;
- In-game config prototype. Available at Interface - AddOns - oUF: LS section. I'll be adding new features there later. For now it's used to enabled/disable unit frames and some other modules.
- Movers. Majority of rewritten elements support movers. For now they are toggled by slash command, will add a button to config menu later;
- All minimap buttons, including other addons' buttons, are now customized;
- Performance info is now displayed in main menu micro button tooltip, inspired by default UI;
- Location text and mail icon are moved back to minimap;
- Numerous new textures;
- Major part (~90%) of UI code is rewritten from the scratch. Better scalability, it will be much easier to add new functionality. Numerous tweaks;
- Removed infobars. Clock is the only one left;
- Unfortunately, I had to remove bonus bars, stance bar and pet bar auto-restacking feature. Movers should be used instead. I may revert this change later, when I figure out how to combine these two systems together well.

Known issues:
- Some insignificant performance issues: memory leaks and stuff. It's ok for alpha. Will be improved later;
- Inconsistency. Many features are WIP, for example unit frames. Player frame is the only one revamped so far. It's based on new code, functionality and has new textures, which are not available to other frames yet. Some other textures may be missing;
- Apparently anything can have issues.

Feedback and suggestions:
It's alpha, feel free to suggest things. I'll see what I can add/remove/change :3

That's what can be moved
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K, some news.

A wise decision at last! I decided to stop chasing two rabbits, cuz it's not efficient when you're working on this kind of project alone. Instead of implementing and/or revamping things for v2 in general and getting v2 alpha ready in particular, I'll focus on releasing v2 alpha. I'm going through my buglist and polishing few things out. I should have done it from the very beginning, I'm not a wise man

Release date is this wednesday after EU maintenance, cuz I play on euro, if I get it ready earlier I'll post an announcement. v2 alpha will be distributed via curse alpha release channel, I'm not sure about posting it here, cuz making a new thread and cross-posting between them is pain in the ass, and pain in my butt is what I dun want.

Lack of updates for v1 can be easily explained by backward incompatibility of v2. v1 is fine as it is. I wrote about it one month ago.

P.S. Will post changelog later, once again mostly internal changes.
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