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The Adventure Continues (6.1)
Updated:02-27-15 09:09 AM
Created:12-15-13 12:44 PM
Downloads:2,483
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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 03-14-15, 12:14 PM  
lightspark
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Although I'm ok with my v2 player frame, few friends of mine who work in UX/UI design field said that it lacks in details, stone ring is nicely detailed, runes, cracks/fractures, even glass pipes/tubes are having quite many details, reflections, fractures, caps and handlers with carving on it. But the central part, supposedly made of copper , lacks everything, it looks like fancy japanese rims on a rusty murican ratrod. There's a potential, but unfortunately I haven't hit the spot yet.

This feedback just proven my thoughts/fears about my current frame design. I'll keep coding class powers, almost done coding to be honest, cuz "tubeness" is sorta set in stone, but I'm planning to spend some time researching jewelry and related stuff, I guess, cuz it's usually made of metal and stone, and has neat design.

Sorry, but I dun wanna release half-assed shit again as I did with v1

P.S. Word release is not related to alpha though alpha is raw asf...
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Unread 03-11-15, 11:10 AM  
masl
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looks great!
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Unread 03-11-15, 08:20 AM  
lightspark
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https://instagram.com/p/0FyjjZotcj/

PTR 90lvl DK. Runes in action :3 Rune bar is quite a nice example of a class power
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Unread 03-09-15, 02:33 PM  
lightspark
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Done with (class) power bar textures. From left to right: normal, set of separators, broken, set of glow textures, examples w/o and w/ glow effect. Glow will be fading in and out. I may do some adjustments to glow textures later, after I see new UF in action



And that's, fellas, how you draw textures from the scratch
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Unread 03-09-15, 09:58 AM  
lightspark
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Originally Posted by ballagarba
Fair enough. I just thought it might be a cool effect when some of the class powers are maxed out, specifically those that rarely fill up all the way.

Alternatively, I guess the entire tube/bar could glow a bit to draw attention that it's time to toss them chaos bolts Or perhaps some kind of "boiling over" effect, not really sure what that would look like though. Just trying to incite ideas
I'm always open to feedback If I dun like something or just dun wanna add/do it, I'll explain why :3

Well, glowing effect is how I deal with it now, I mean v1.4.1. When class power is maxed "the glow" starts fading in and out. I'll draw and code something like that, may add some other effects though, will see... So it's not that different from what you suggested, hehe...

At first I need to rewrite basic functionality for player frame. And that's quite complicated process, because my current UF code is fugly, it's a bit tiresome to split the code into few modules. Right now I have one constructor for ALL frames. I'll do 3: player, pet and others. First two have unique design, others are done in same way

If you have any other suggestions, e.g. how to deal with one last infobar - THE clock, I'm all ears

I'll be posting updates little by little, if you feel like I'm doing something wrong or could do better, tell me, but dun forget to say what's wrong and/or how to fix it

And I always forget about public alpha. I need to post alpha build at some point... Dammit..
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Unread 03-09-15, 07:56 AM  
ballagarba
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Originally Posted by lightspark
I prefer to keep such things consistent. Class power related stuff should be around/on class power element.

And that's not really much work, I'd say max 10 lines of code. Just a bit misleading solution... Sorry.

But cool idea anyway. Apparently I've drawn glowing runes texture long long ago, but I couldn't use it for anything.
Fair enough. I just thought it might be a cool effect when some of the class powers are maxed out, specifically those that rarely fill up all the way.

Alternatively, I guess the entire tube/bar could glow a bit to draw attention that it's time to toss them chaos bolts Or perhaps some kind of "boiling over" effect, not really sure what that would look like though. Just trying to incite ideas
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Unread 03-09-15, 03:37 AM  
lightspark
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Originally Posted by ballagarba
Another crazy idea; those runes you have around the gray border of the player frame. Would it be a cool effect if some(!) of the class powers lit them up when full? For example when demonic fury is maxed out, they will glow purple or whatever. Or perhaps that's just too much work.
I prefer to keep such things consistent. Class power related stuff should be around/on class power element.

And that's not really much work, I'd say max 10 lines of code. Just a bit misleading solution... Sorry.

But cool idea anyway. Apparently I've drawn glowing runes texture long long ago, but I couldn't use it for anything.
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Unread 03-09-15, 02:16 AM  
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Another crazy idea; those runes you have around the gray border of the player frame. Would it be a cool effect if some(!) of the class powers lit them up when full? For example when demonic fury is maxed out, they will glow purple or whatever. Or perhaps that's just too much work.
Last edited by ballagarba : 03-09-15 at 02:17 AM.
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lightspark
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Originally Posted by ballagarba
It looks great! Also I like the right (the one without the top) "no class bar" better than the left one which could be confused with just an empty bar.
Thank you! Haha, that's exactly why I did the second variant without the cap I was like "daaamn, they are too alike!"
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Unread 03-08-15, 01:58 PM  
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It looks great! Also I like the right (the one without the top) "no class bar" better than the left one which could be confused with just an empty bar.
Last edited by ballagarba : 03-08-15 at 03:12 PM.
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lightspark
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Here you go, that's the concept of my new player frame drawn from the scratch.
As an example I chose totems, I hope you can imagine how other class powers are gonna look like



No class power variants...

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lightspark
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Originally Posted by ballagarba
How would you represent stuff like Soul Shards or Burning Embers this way? Just split the bar into four pieces?
Yeah, same as now

I'll draw a set of nice textures for 0-1-2-3-4-5-6 class power elements available, and will be swapping among them if needed. What you see on a preview is a placeholder, just to let you know where power and class power bars will be placed. Apparently, it's always either set of textures or a status bar.

Right now Soul Shards are implemented via oUF classicons element, so they're a set of textures, for Burning Embers I use my own module, and are coded as a set of status bars :3

Any suggestions/critique? I'm sharing this kind of things, because it's an early prototyping phase, so I can make changes to textures, layout and stuff, if needed.
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Originally Posted by lightspark
I'm trying to redesign player power and classpower bars into vertical tubes/pipes/lines whatever, cuz it's easier to maintain and make changes if needed, without redrawing shitloads of textures.
How would you represent stuff like Soul Shards or Burning Embers this way? Just split the bar into four pieces?
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Unread 03-06-15, 12:00 PM  
lightspark
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As I said about 1 month ago, I'm trying to redesign player power and classpower bars into vertical tubes/pipes/lines whatever, cuz it's easier to maintain and make changes if needed, without redrawing shitloads of textures.

So far this is my first player frame design I'm sorta satisfied with, it's not finished yet, hehe, and power bars are not done, just some PHs, too tired right now, but you can get the idea where things go... Proportions and/or spacing may be changed later, need to draw power bars' textures first

As for power bar height, that's set in stone, it's gonna be 128px, big enough to see it clearly, small enough not to ruin overall frame layout.



Damn, I almost gave up on this idea
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Got rid of gps module, that was fast, it didn't make it through 24 hours
Merged my daytime widget and with existing calendar button, hehe, daytime animation is used as a date background
And put location text on top of minimap, it's shown on minimap mouseover, pretty common way of dealing with it...


Time infobar is the only one left...
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