Will be following this, your action bars/buttons/buffs are essential to a lot of UIs :D
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Just so I'm sure I know what I'm doing, replacing current files with whatever files you put up there for rActionBarStyler for example is enough for initial beta test? Or do graphic (blps) and other media files need replacing as well and gotta wait till that's done first? I guess I'm not sure at what point we can start testing?
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No those are developer only files. Just wait for an updated download. You will be noticed.
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I'm sharing the issues i'm having with my action bars (which are very similar to yours)
- shapeshiftbar needs to be updated due to api changes; the rest semms to be working pretty well but i have still to test vehicle bar and the extraaction button - rActionbuttonStyler works; the only issue is that everybuitton has a black square around so probably there's something new in the textures - rBuffFrameStyler works good; dunno if i's an error because i'm not getting anyone but the string formatting for duration simply doesn't work. Hope it helps you^^ keep up the awesome work. |
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Thank you.
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I think the totembar was removed completely in MoP.
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AWESOME!!! Less code to write.
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I can confirm this.
Also, paladin auras have been removed totally from the game and in that bar now are displayed sigils - it need to be 3 slots only. The only things that bugs me is to know wgere the sigil buff is now displayed :P even with no addons, i cannot see it. |
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OverrideActionBarLeaveFrameLeaveButton -- the leave vehicle button OverrideActionBarPitchFramePitchUpButton -- pitching up button OverrideActionBarPitchFramePitchDownButton -- pitching down button but i cant get the textures to work properly =/ let me know if you figure that bit out :P |
The new OverrideActionBar will take some time. The actionpage transformation that the default bar does has to be copied.
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Is it actually any different from the old VehicleMenuBar? I assume it might be used for pet battles but I don't see anything about it yet.
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It looks the same but under the hood everything changed.
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I'll be checkin' on the old thread
Hey there,
I have been following your project for some time and absolutley love what you have done. I noticed that you are a bit more absent in the other thread so I will try to answer as many of the questions I can for now. So don't worry to much about that thread in the near future ;) Keep up the good work! Ellesarath Moonsnow |
I can confirm rchat works perfectly in the beta, even my version, which modifies font/font size/editbox textures ( got rid of them). Pretty happy, since this is an addon I REALLY like to use. Keep up the good work, hero =)
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Just thought I'd report that the fixStanceButton1 function does not work on rogues, warlocks, monks and priests at least, it causes taint and the button still moves upon entering combat. This is only after login though; after a reload, it works fine.
On paladins, it works without trouble at all. Tukz fixed the problem by creating a new bar with new secure buttons using StanceButtonTemplate. |
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The StanceBar_Update function updates the position of the first stance button each time it fires. Since they changed the actionbar controller to fire every now and then this is a problem now. So for now it is actually impossible to change without rewriting the stancebar which Tukz seems to have done. |
Override bar works perfectly for me, no taint.
For shapeshift bar, I've modified Tukz's code a little so it shows/hides with override bar. Code:
local function updateShift() |
Thanks. Actually I found a better solution for myself. I'm just doing
Lua Code:
The StanceBarFrame will get moved via the position manager. But we can disable that behaviour. Now we only need to adjust the offset for button1. (Offset is found in FrameXML/stancebar.lua) |
Are you sure that'll work? StanceButton1 is moved in StanceBar_Update. UIParent_ManageFramePositions is called there without any parameters so ignoreFramePositionManager might not work.
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I tested it before posting. It does.
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rActionBarStyler, rActionButtonStyler, rBuffFrameStyler and rChat are done. Links are added to the first post.
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I have an issue with your nameplates addon.
Apart the editing which i need to make the style consistent with my UI, i have everytime on screen 1 or in some rare cases 2 nameplates which don't get styled at all. It seems like they are ignored by the code. If you toggle them off then back on, anothe random one will be the unstyled nameplate. Same happens if i turn the camera around - everytime there is 1 and only 1 nameplate not being styled. EDIT: adding a screen so you can see what i'm doing (don't mind the style being ugly, it's still WIP) |
I think for whatever reason IsNamePlateFrame() fails.
My best bet is: Check the result of o:GetTexture(). Either that function is incorrectly returning nil for a nameplate frame. (GetTexture() is acting wierd atm...green texture bug for returning nil etc.) Other possibility is that texture path is different from: "Interface\\Tooltips\\Nameplate-Border" |
EDIT: my reading comprehension is reaching new low levels-.-
So it's probably a wow-side bug? |
zork, since a few patches ago (on live as well) you no longer need to check the frame regions to know whether or not a frame is a name plate. Name plates have actual names now. It's easier (and probably faster) to do this instead:
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local IsNamePlateFrame = function(f) |
Thanks. That is good to know. Gonna test it.
Btw beta is currently pretty unstable. As soon as you use slash command functions the client will crash. |
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No. Is the taintlog gone? Because it is pretty important to track down taint errors.
Crash is gone after disabling the taintlog. So thanks for that. @Haleth Added the nameplate stuff. Works flawlessly. |
i use multiple slash commands in my UI and they work fine - it seems instead that per character variables aren't saved bewtween sessions sometimes.
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That has nothing to do with that issue. Check the latest DIFF: http://code.google.com/p/rothui/sour...ates2/core.lua
I have no issues with the nameplates using that code. |
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All working ;) zork, i'm going to send you a pm about your addon, i just want to know the correct way to include them in my ui without going against any right/permission :)
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Finished rMinimap for WoW MoP Beta
http://www.wowinterface.com/download...apMoPBeta.html That leaves rThreat and rFilter3 and oUF_Diablo on the table. |
2^24 * 15 * 93
That is the number of possible outcomes of DiscoKugel. :) Not including alpha... http://www.wowinterface.com/download...elMoPBeta.html |
Time is pretty short to work on addons atm.
Still working on Pulsar...but I will probably have to delay it and fix oUF_Diablo before MoP comes out. rFilter3 got updated: http://www.wowinterface.com/download...r3MoPBeta.html |
The first version of Roth UI for MoP Beta is out:
http://www.wowinterface.com/download...UIMoPBeta.html |
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