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11-09-08, 07:14 AM   #61
haste
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Hehe, the tag system on git is incomplete. It currently doesn't do OnShow updating, and it's API is not set in stone yet.

To use the new tag system you currently have to do:
self:Tag(self.Name, '[name]') -- after that oUF will handle all updating.

But! Tags currently don't update during the "full" update oUF does when a unit changes on a frame, or a frame is shown. You could ofc handle this yourself and run: self.Name:UpdateTag(), but that's pretty hackish, and the gain isn't that large.

So what I would recommend to do is just wait for 1.3 to be released. There are a couple of larger changes that I want to push into the release first however. And there will probably be a 'incompatibilities with 1.2' guide before that also.

The easiest route is usually just to stick with the stable releases. Or at least wait until I update my own layouts to work with current git.

(haha, guess who forgot to click submit reply!)
 
11-09-08, 07:39 AM   #62
MoonWitch
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LOL

I've cooled off now too Just reverted to the previous version (did that with my layout too) and it's ok. Ya know, since I started working tech support, my patience sure is stretched thin lol. Sorry, ya got the brunt of it there. Still love you
 
11-09-08, 09:42 AM   #63
dafire
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Moon.. you don't have to update your layout or oUF whenever it updates.. I don't use any tags (old or new) in my layout yet :9
 
11-09-08, 10:19 AM   #64
MoonWitch
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Originally Posted by dafire View Post
Moon.. you don't have to update your layout or oUF whenever it updates.. I don't use any tags (old or new) in my layout yet :9
I know, the issue was that haste removed the .Name and by doing that, I lost the ability to color the names (and shorten the str.len)
 
11-09-08, 05:23 PM   #65
dafire
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Originally Posted by MoonWitch View Post
I know, the issue was that haste removed the .Name and by doing that, I lost the ability to color the names (and shorten the str.len)
yes.. but why did you update oUF in the first place ?
 
11-10-08, 03:53 AM   #66
Blood Druid
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New wishes for the future versions are added:

http://www.wowinterface.com/portal.p...3097&styleid=9
 
11-10-08, 10:48 AM   #67
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I've seen your feature requests already . I haven't had time to review them however.
 
11-10-08, 01:14 PM   #68
Tim
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I'm just wondering if anyone ever created a text based layout for this? With my current UI I'm trying to make text based unitframes at least for player and target with the possibility of focus/tot but, with my lack of knowledge of lua and how to use ouf I can't do this myself.
 
11-10-08, 01:21 PM   #69
p3lim
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Originally Posted by Naberius View Post
I'm just wondering if anyone ever created a text based layout for this? With my current UI I'm trying to make text based unitframes at least for player and target with the possibility of focus/tot but, with my lack of knowledge of lua and how to use ouf I can't do this myself.
Would be very do-able using tags
 
11-11-08, 12:34 AM   #70
Blood Druid
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Originally Posted by haste View Post
I've seen your feature requests already . I haven't had time to review them however.
I am sorry for persistence
 
11-13-08, 05:52 PM   #71
Bareisforfite
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Options?!

I tried to go through the posts, but a lot of technical jargon for a not so tech savvy guy like me. Are there any options for this what-so-ever? Like changing the size of the Frames?
 
11-13-08, 05:56 PM   #72
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Originally Posted by Bareisforfite View Post
I tried to go through the posts, but a lot of technical jargon for a not so tech savvy guy like me. Are there any options for this what-so-ever? Like changing the size of the Frames?
That's layout dependent. oUF itself knows nothing of how the layout is actually built up.
 
11-16-08, 09:37 AM   #73
Chimaine
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Just wonderung what to do about runes
I'm playing a DK right now and I'm using the standard reposed blizz runes.
Is there a possibility that there will be a "rune bar" module in oUF? Or is this a layout thing?
 
11-16-08, 09:46 AM   #74
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There will be a rune bar in oUF, but I won't touch anything until I'm done with my exams. A option would be to use oUF_Runed however.
 
11-16-08, 12:26 PM   #75
Caellian
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I might have a small issue with the castbar, today by 'accident' when updating Dominos i left the cast bar module which i ususally remove as i use oUF castbar.

As they were both working i noticed that the oUF castbar doesn't seems to see short casts when a normal castbar does, it happened with steady shot for example, the normal cast bar display the cast just fine but with oUF castbar the cast start but instantly stop.

Any clue why ?
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11-16-08, 03:17 PM   #76
haste
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There are some castbar issues which are fixed on git, but no release has been made with them. Might be related to those.
 
11-16-08, 03:21 PM   #77
Caellian
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Thanks, i will give a try to the git version and report here.
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11-16-08, 03:32 PM   #78
Caellian
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Yep, short casts definately fixed thanks haste. The safezone looks a bit different, is it intended ?
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11-16-08, 03:51 PM   #79
haste
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How does it look different?
 
11-16-08, 04:28 PM   #80
Caellian
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A screenshot is better than 100 words.



See how it doesn't reach the top and the bottom of the portraits ?

Edit (uploaded to a different host)
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Last edited by Caellian : 11-16-08 at 04:37 PM.
 

WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » oUF - General discussion

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