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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,764
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MinUI  Popular! (More than 5000 hits)
Version: 1.3.3
by: grantus [More]



Regarding the future of MinUI/gUF:

You may have spotted a lack of updates being pushed to RiftUI of late. I have spent many hours working on the new version of MinUI, but I will no longer be doing so. Issues in my personal life require that my priorities shift away from hardcore gaming. As such, I will no longer be playing Rift and as a result will no longer be actively developing MinUI (Which I have also realised was the only reason I was playing Rift, as I found myself not really enjoying the game but only the challenges of writing a UI AddOn).

The latest code is on the MinUI GitHub site and I encourage anyone who knows lua to take the code base and finish it off. The base addons for castbars, buffs and unit frames are all complete, as is the basis for writing a GUI Based options configuration. The new code is fairly well commented, object oriented and modular.

I apologise to all of those who have been waiting patiently for the new release, and encourage you to try myUI by jca as a viable (much more tested) alternative to MinUI. Or ... fork here if you wish to continue developing it.


Version 1.3b:
Combo Points should work again :)

Version 1.3a:
Optimisation
Buff and Animation update thresholds
Max buff/debuff options
Bug Fixes
Pet Frame should now function like a champ. Edit: But it does not :( More fixes incoming, soon.

Version 1.3
Buff Icon Layout added
Scale option added
Short health display added
Bar textures options added
Auras on buff bars added
Switched to LibUnitChange for target switching
Castbars added
In combat notification added
Background Color config added
Role icons added
Level text difficulty colour fixed maybe
Fixed player text bar not updating
Fixed health percentage being off by 1%
Fixed player targets castbar being wrong

Version 1.2a
Temporarily disabled the mouseover functionality - secure mode just stuffs everything up!

]Version 1.2
Finally fixed the zoning nil error (again :p)
Removed enter/exit combat spam

Version 1.1e
Fixed the frames not disappearing out of combat. They will still remain in combat (even if you untarget something), due to trion's secure mode restrictions not allowing addons to hide frames during combat.

Version 1.1d
Fixed bugs with percentage text (it being pinned to the wrong spot)
Bars have background colour now

Version 1.1c
Fixed bug with planar charge values not being displayed for users upgrading from older versions.
Added short text values for health/mana over 10k
Added percentage health/mana values back in (on right side of bar)
Started working in functionality for Mouse Interaction. Now you can use "cast @mouseover spellName" and it will work with MinUI (This is all that Trion has allowed so far). However, as a trade off to enable this functionality Trion does not allow addons to hide frames with interaction enabled (to stop automation basically). As a result, the frames are "always there" meaning that if you right click or left click to turn the camera where the frames are (even if they are "hidden") the frame will capture the input. I've left the frames barely showing when disabled to try and help users not click on them by accident.
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Archived Files (19)
File Name
Version
Size
Author
Date
1.3.2
532kB
grantus
10-18-11 12:17 AM
1.3b
531kB
grantus
10-15-11 08:30 AM
1.3a
531kB
grantus
10-14-11 11:57 PM
1.3a
530kB
grantus
10-14-11 11:37 PM
1.3
529kB
grantus
10-13-11 10:58 PM
1.2a
461kB
grantus
10-06-11 11:33 PM
1.2
461kB
grantus
10-06-11 10:55 PM
1.1e
461kB
grantus
10-06-11 09:16 PM
1.1e
461kB
grantus
10-06-11 09:04 PM
1.1d
461kB
grantus
10-06-11 08:29 PM
1.1d
461kB
grantus
10-06-11 08:25 PM
1.1c
461kB
grantus
10-06-11 07:40 PM
1.1b
459kB
grantus
10-06-11 07:27 AM
1.1a
459kB
grantus
10-06-11 12:36 AM
1.0
16kB
grantus
10-04-11 11:19 PM
0.0.5
8kB
grantus
09-29-11 09:54 AM
0.0.5
8kB
grantus
09-29-11 07:27 AM
0.0.2
6kB
grantus
09-28-11 11:14 PM
0.0.1
6kB
grantus
09-28-11 09:14 AM


Post A Reply Comment Options
Unread 10-07-11, 05:04 AM  
grantus
 
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Re: Experience Bar

Quote:
Originally posted by SeiferXJ9
Can you please please please make an experience bar right above the combo points. im tired of using the main bar as a EXP reference.
As soon as they make Xp available to me, I shall
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Unread 10-07-11, 04:09 AM  
SeiferXJ9

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Experience Bar

Can you please please please make an experience bar right above the combo points. im tired of using the main bar as a EXP reference.
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Unread 10-07-11, 03:51 AM  
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Thanks!

Quote:
Originally posted by Aalwein
Kicking ass and taking names, grantus. I had to mention your addon in my latest blog entry (not that I'm famous or anything)!

http://www.diebythearrow.com/2011/10...he-game-begin/
I try my best I wont be quite so fast with updates as I will be returning to work soon (hopefully), but I shall endevour to keep on top of adding new features as best I can.
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Unread 10-07-11, 03:17 AM  
Aalwein
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Quote:
Originally posted by grantus
Yeah you might be right - just thought I'd try and add the mouse over stuff in for healers :P

And I shall add it to the list
Kicking ass and taking names, grantus. I had to mention your addon in my latest blog entry (not that I'm famous or anything)!

http://www.diebythearrow.com/2011/10...he-game-begin/
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Unread 10-06-11, 11:25 PM  
grantus
 
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Quote:
Originally posted by Aalwein
I think the secure frames thing should be dumped as well until there is better functionality. Since I'm sort of using the "hybrid" setup like I posted in an earlier comment, everytime I come out of combat my frame backgrounds go back to semi-transparent... which makes the text impossible to read when I have the default frames behind it.

On that note, I'm still hardcoding the background to 1.0 transparency - can you add that as a saved variable/in-game setting?
Yeah you might be right - just thought I'd try and add the mouse over stuff in for healers :P

And I shall add it to the list
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Unread 10-06-11, 11:23 PM  
Aalwein
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Quote:
Originally posted by grantus
@Aalwein: You should do everything in game name via /mui [command] [frame] [params]. For instance:
Code:
/mui barHeight player 50
Will set the bar height of the player frame to 50.

When you /reloadui it stores it for your character, and updates shouldn't overwrite it any more :-)

And the target not showing thing is because of the secure frame rules. I think I agree with you, prunkstation, just have them visible for now - until there is a way to disable interactivity when we are in a "secure" mode.
I think the secure frames thing should be dumped as well until there is better functionality. Since I'm sort of using the "hybrid" setup like I posted in an earlier comment, everytime I come out of combat my frame backgrounds go back to semi-transparent... which makes the text impossible to read when I have the default frames behind it.

On that note, I'm still hardcoding the background to 1.0 transparency - can you add that as a saved variable/in-game setting?
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Unread 10-06-11, 11:00 PM  
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@Aalwein: You should do everything in game name via /mui [command] [frame] [params]. For instance:
Code:
/mui barHeight player 50
Will set the bar height of the player frame to 50.

When you /reloadui it stores it for your character, and updates shouldn't overwrite it any more :-)

And the target not showing thing is because of the secure frame rules. I think I agree with you, prunkstation, just have them visible for now - until there is a way to disable interactivity when we are in a "secure" mode.
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Unread 10-06-11, 10:47 PM  
prunkstation

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I, for one, think it would be better to just leave the frames always visible and consider the screen real estate they cover forfeit for the time being. Considering we already have other frames that do that I do not think a couple more will make a huge difference especially when they still allow you to see through the slight alpha background.

The reason is that, while playing a bit today I found myself without a target frame a little too often and had to fight without it, either because I got in combat while riding, or because I was attacked in pvp. Either way it doesn't really work.

I think the better compromise at this stage is to just leave them visible at all times, and rearrange/resize them to fit our screen setups better.

Just a thought.
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Unread 10-06-11, 10:36 PM  
Aalwein
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Quote:
Originally posted by grantus
Hrrm it shouldn't overwrite your saved variables. The MinUIConfig.lua stores the defaults, but if you have a MinUIConfig saved variable the game should use that. Unless I am missing something. Only if you do /mui reset will it copy the new defaults into your saved var.

Edit: Unless you're editing the MinUIConfig.lua file still?
Yes I'm editing the .lua file. I was doing that because the /mui reset is still necessary after you make changes isn't it? EDIT: ok I realized the saved variables file inherited all my settings so I don't need to edit the config.lua file now.

Also, I noticed that if you get put into combat without having a target, when you do select a target the target frame does not show up (although the buffs/debuffs do).

The leaving/entering combat spam is annoying as well. Can we turn that feedback off?
Last edited by Aalwein : 10-06-11 at 10:43 PM.
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Unread 10-06-11, 10:11 PM  
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Quote:
Originally posted by Aalwein
Since the settings are all stored in the MinUIConfig.lua file, every time you push up a new version I have to redo all my settings every time. I'm not sure exactly how you can address this issue, though, so I'm just throwing it out there to see if anyone can think of a way to avoid this.
Hrrm it shouldn't overwrite your saved variables. The MinUIConfig.lua stores the defaults, but if you have a MinUIConfig saved variable the game should use that. Unless I am missing something. Only if you do /mui reset will it copy the new defaults into your saved var.

Edit: Unless you're editing the MinUIConfig.lua file still?
Last edited by grantus : 10-06-11 at 10:21 PM.
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Unread 10-06-11, 09:35 PM  
Aalwein
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Since the settings are all stored in the MinUIConfig.lua file, every time you push up a new version I have to redo all my settings every time. I'm not sure exactly how you can address this issue, though, so I'm just throwing it out there to see if anyone can think of a way to avoid this.
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Unread 10-06-11, 08:38 PM  
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Quote:
Originally posted by Sarmion
Several defects and black squares through which the clicks can not be
Not sure if you saw this on the front page:
"Started working in functionality for Mouse Interaction. Now you can use "cast @mouseover spellName" and it will work with MinUI (This is all that Trion has allowed so far). However, as a trade off to enable this functionality Trion does not allow addons to hide frames with interaction enabled (to stop automation basically). As a result, the frames are "always there" meaning that if you right click or left click to turn the camera where the frames are (even if they are "hidden") the frame will capture the input. I've left the frames barely showing when disabled to try and help users not click on them by accident."

I am sorry, it's quite annoying and I'll have to come up with a new way of dealing with it.

UPDATE: okay I have fixed this issue as best as I can - will upload shortly. Now, when you are out of combat, the frames can disappear as intended (and you can click through them). However, in combat, or as trion calls it "secure mode" the frames are not allowed to disappear, so they remain as very slight black areas (so you can avoid clicking on them).
Last edited by grantus : 10-06-11 at 08:59 PM.
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Unread 10-06-11, 08:35 PM  
Sarmion

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Several defects and black squares through which the clicks can not be

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Unread 10-06-11, 07:24 PM  
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Re: Chat error spam

Quote:
Originally posted by RagebeastRT
I get the same errors on all my chars as well. It happens any time I die or zone back into dungeon from respawning. Most of it is nil errors
Is it possible to provide a screenshot of the error messages? Just so I can track the bug down.
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Unread 10-06-11, 06:24 PM  
RagebeastRT
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Chat error spam

I get the same errors on all my chars as well. It happens any time I die or zone back into dungeon from respawning. Most of it is nil errors
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