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

oUF LS  Updated this week!

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 playerís 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 blizzardís 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 Yesterday, 02:05 PM  
lightspark
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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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Unread 03-03-15, 01:31 PM  
lightspark
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Not the best placement, lol, tested it in LFR, opened calendar around 5 times during the boss fight
I'll do something about it tomorrow, hehe... Suggestions?
Or I'll delete it and write something else as I did quite many times
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Last edited by lightspark : 03-03-15 at 02:10 PM.
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Unread 03-03-15, 11:48 AM  
lightspark
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And here's a screenshot of my up-to-date version, no UFs cuz nothing changed..
There are quite many internal changes, I'd say about 80% of my layout was rewritten, and I try to preserve my visual style, so almost no visual changes so far :3

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Last edited by lightspark : 03-03-15 at 02:23 PM.
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Unread 03-03-15, 10:52 AM  
lightspark
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As I promissed, here's a prototype of what I call gps module Because it shows location and time



It's located on the top of the screen in the middle. There's an animated button which represents in-game daytime, it also works as a calendar button, notifies you if you have event invites, original button was removed from the minimap.

No textures yet, didn't have enough time to draw em
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Unread 03-02-15, 11:01 AM  
lightspark
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Originally Posted by ballagarba
How about going the same route as the standard interface by putting all the info in a tooltip on one of the mainbar buttons (kind of like you did in your latest screenshot with the memory) and just have an indicator (green, yellow, orange, red) if the FPS goes below X, and latency goes above Y?

I'm not sure how many people actually look at their FPS or latency during combat? Unless perhaps if you have noticeable lag, but then just have an indicator showing red and doing a quick mouse-over would suffice, at least for me. But then again, I don't speak for everyone
First of all, thank you!

Here, take a look..


Color of the text and small texture is according player's highest latency.

Yeah, I'll just remove fps bar..
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Last edited by lightspark : 03-02-15 at 11:04 AM.
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Unread 03-02-15, 03:07 AM  
ballagarba
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Originally Posted by lightspark
BUT! I have almost no idea what to do to system info, it's sorta crucial and should be easy-to-read, but... Where should it be? What should it look like? I was even thinking about returning info about memory and addons back to mainmenu microbutton tooltip, it's quite logical to have it there, but what about fps and latency? I need feedback
How about going the same route as the standard interface by putting all the info in a tooltip on one of the mainbar buttons (kind of like you did in your latest screenshot with the memory) and just have an indicator (green, yellow, orange, red) if the FPS goes below X, and latency goes above Y?

I'm not sure how many people actually look at their FPS or latency during combat? Unless perhaps if you have noticeable lag, but then just have an indicator showing red and doing a quick mouse-over would suffice, at least for me. But then again, I don't speak for everyone
Last edited by ballagarba : 03-02-15 at 03:08 AM.
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Unread 03-01-15, 12:38 PM  
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Removed memory infobar and added memory consumption info to mainmenu button as planned.

As the result of my infobar revamp I wanna have an empty space in topleft corner.

P.S. Tomorrow if I have enough time I'll try to show daytime widget prototype :3
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Last edited by lightspark : 03-01-15 at 12:59 PM.
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Unread 02-28-15, 02:48 PM  
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Okaaaaaay, some news from me, again...

First. I'll do some in-game config tuning tomorrow and I guess I'm ready to release public-alpha build.
After alpha goes live, I'm gonna start working mainly on unit frames, internal changes come first, new looks come later.

Second. I'm planning to remove almost all infobars. Right now I have location, system info (fps, memory and latency) and clock left, bags and mail are gone, and I like what I replaced them with.

I'm thinking about moving location and coords back to minimap, make them appear on mouseover, it's quite logical and is done this way almost anywhere, but this change is debatable.

I wanna do something fancy to my clock module, turn it into an animated widget showing day/night change and time, sorta the one we had in war3 in the middle of the screen top UI, but fancier :3 May fuse time, location and day/night thingy together into one and put it somewhere around topright corner.

BUT! I have almost no idea what to do to system info, it's sorta crucial and should be easy-to-read, but... Where should it be? What should it look like? I was even thinking about returning info about memory and addons back to mainmenu microbutton tooltip, it's quite logical to have it there, but what about fps and latency? I need feedback

Last. I'm considering using Ace3-* libs for ingame config and shit. But it depends on how complicated and flexible I want my layout to be in the end. I'd say that right now I like Tukz' way of doing things, just oUF + few plugins and nothing else...
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Last edited by lightspark : 02-28-15 at 03:05 PM.
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Unread 02-26-15, 04:22 AM  
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I'm aware of text wrapping problem, but I won't address this issue now, I'm primarily working on v2 and frame-related code will be rewritten anyway.

The only really ugly side effect I've seen so far is a castbar text, please bear with it for now.
I'll add info about v2-alpha release to Curse addon summary when it's available, so you can switch to alpha release channel. Dunno how things work in Minion though, should try it out first. Stay tuned!

BTW, Thailand is awesome; I've spent almost three years in Shanghai, China w/o blue sky and sun. I'll have to go back there at some point, but for now work and travel somewhere around Pattaya. If any of you lives over here, hit me up!
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Last edited by lightspark : 02-26-15 at 04:28 AM.
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Unread 02-24-15, 03:15 AM  
lightspark
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sumoldguy, any other nameplate addons? I haven't done any changes to nameplates.
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Unread 02-23-15, 03:30 PM  
sumoldguy
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Message: Interface\AddOns\oUF_LS\frames\nameplates.lua:149: attempt to index field 'eliteIcon' (a nil value)
Time: 02/23/15 13:30:08
Count: 10642
Stack: Interface\AddOns\oUF_LS\frames\nameplates.lua:149: in function <Interface\AddOns\oUF_LS\frames\nameplates.lua:135>
Interface\AddOns\oUF_LS\frames\nameplates.lua:272: in function <Interface\AddOns\oUF_LS\frames\nameplates.lua:260>
[C]: ?

Locals: self = NamePlate1 {
0 = <userdata>
threat = <unnamed> {
}
highlight = <unnamed> {
}
nameFrame = <unnamed> {
}
border = <unnamed> {
}
cast = <unnamed> {
}
bossIcon = <unnamed> {
}
health = <unnamed> {
}
kui = <unnamed> {
}
barFrame = <unnamed> {
}
level = <unnamed> {
}
name = <unnamed> {
}
highlighted = false
}
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = true
(*temporary) = <userdata>
(*temporary) = <unnamed> {
0 = <userdata>
textShadow = <unnamed> {
}
border = <unnamed> {
}
shield = <unnamed> {
}
text = <unnamed> {
}
icon = <unnamed> {
}
texture = <unnamed> {
}
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = "attempt to index field 'eliteIcon' (a nil value)"
ns = <table> {
PercFormat = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:55
oUF = <table> {
}
lsTweakIcon = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:139
lsOTDragHeader_Initialize = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:616
CustomDelayText = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:511
CreateDebuff = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:208
mbuttons = <table> {
}
lsSetCheckedTexture = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:157
lsInfobars_Initialize = <function> defined @Interface\AddOns\oUF_LS\frames\infobars.lua:229
NumFormat = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:34
CustomDebuffFilter = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:308
UpdateAuraIcon = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:264
UnitFrame_OnEnter = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:72
BuffPreUpdate = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:322
lsSetPushedTexture = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:151
hiddenParentFrame = <unnamed> {
}
Mail = <table> {
}
PvPOverride = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:541
DebuffPreUpdate = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:330
lsAlwaysHide = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:28
infobars = <table> {
}
lsAlwaysShow = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:22
C = <table> {
}
lsNamePlates_Initialize = <function> defined @Interface\AddOns\oUF_LS\frames\nameplates.lua:257
CreateAuraIcon = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:237
lsActionBars_Initialize = <function> defined @Interface\AddOns\oUF_LS\frames\actionbars.lua:630
M = <table> {
}
PostUpdateHealPrediction = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:461
lsMicroMenu_Initialize = <function> defined @Interface\AddOns\oUF_LS\frames\micromenu.lua:272
DebugTexture = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:8
lsCreateButtonBorder = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:128
LFDOverride = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:567
ThreatUpdateOverride = <function> defined @Interface\AddOns\oUF_LS\utilities\functions.lua:589
lsAuraTracker_Initialize = <function> defined @Interface\AddOns\oUF_LS\f
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Unread 02-23-15, 01:45 PM  
lightspark
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I've posted updates on curse and wowinterface. 1.4.0 is both 6.0.3 and 6.1 compatible.
I'm having a flight in 6 hours, will be off for couple of days..
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Unread 02-20-15, 01:42 PM  
lightspark
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Today I was testing my minimap button collector. Unfortunately, I can't say that I liked the result...
I'll leave this idea for now, may try once again later, much later...

On the other hand, I wrote quite a nice minimap button reskinner

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Last edited by lightspark : 02-20-15 at 02:41 PM.
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Unread 02-19-15, 08:13 AM  
lightspark
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Yooooo~! Some news.

Daemoness@Curse suggested to save AT's buff/debuff list per spec.
Thanks to her, I guess her, cuz daemoness, you know; you'll get this feature with 1.4.0 update, previously known as v1.3.9.

Some details on how it works:
- If you respec for the first time, and there's no list of auras for your new spec, it'll be copied from your previous spec, otherwise tracker will switch to an existing list assigned to current spec;
- If you have two different variations of one spec, let's say two frost mage builds, unfortunately for you, aura list will be shared between them;
- If you cancel your spec, aura list for you cancelled spec will be saved;
- If your char is below level 10 and/or with no spec, a zero-spec list will be used, which will be then assigned to your new spec same way it's done during usual respec.

Shit, that's laughable how my UI lacks trivial functionality, sucks to be a developer, who has only 1 char with 1 spec. Proud frost mage for 8 years now
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Last edited by lightspark : 02-19-15 at 08:44 AM.
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Unread 02-17-15, 10:11 AM  
lightspark
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Originally Posted by ballagarba
Looks really slick! Nice touch with the pixel-by-pixel arrows. I assume the positions are saved per character and you have to resort to copying WTF files around to apply changes to all characters? Or do you plan (or have already added) some kind of global or profile config?
For now, I save them per char, cuz I have only 1 character and everything is already set the way I need. Moreover, I have other things to fix/rewrite, fuuuu~. Iím not planning to release movers with 1.3.9, cuz theyíre written in 2.0 environment, which is not backward compatible. However, frame positions will be saved per account by the time v2 public alpha arrives, I just need to do extra code refactoring first

To support global profiles, I need a better in-game config implementation, damn. I currently use home-grown config which lacks scalability, and I may consider using Ace-* libs in the future. Thus, itís a long-term goal.
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Last edited by lightspark : 02-17-15 at 10:25 AM.
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