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Updated: 10-19-11 10:57 PM
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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,762
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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.
Optional Files (0)


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


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Unread 10-19-11, 05:33 AM  
Lycander

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Buffs/Debuffs

Is there a chance to get more than 10 Buffs?

With my Inquicar-Build I have over 10 Buffs and can't see how much Dogmen I have.
Last edited by Lycander : 10-19-11 at 05:42 AM.
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Unread 10-19-11, 04:00 AM  
Rustycage
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Quote:
Originally posted by grantus
Sorry not yet - in 1.4+ I shall be completely redoing the customisation code to make it something more like Shadowed Unit Frames in WoW. This will take a while though - the config for sUF is over 5000 lines of code, which is more than my entire addon as it stands. On top of that, sUF has the advantage of using the ACE libraries for GUI creation and a multitude of other awesome features. So to do it right, will take a while unfortunately.
I understand, and I appreciate your effort. I'll wait patiently, and still use this. I'm trying to combine it with other addons, to make a UI, but I don't know if I'll succeed. I won't release it without asking for permission to release your addon with it though as a compilation, so don't worry, I am respectful. I'm just tweaking now, and getting things set up. There is still no guarantee I'll continue to use it in every iteration though, if I can get someone to code for the project, we'll see what comes out.

By the way, it's still showing a mage buff on buffs, and I am not a mage, I tried making an alt and it still shows that buff on alts too, here is a screenshot that shows it:

Last edited by Rustycage : 10-19-11 at 04:36 AM.
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Unread 10-18-11, 11:58 PM  
grantus
 
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Quote:
Originally posted by grumpus
sUf was never my fav UF mod for WoW. I used sUF many times and found the customization lacking. I've not played WoW in awhile now so maybe that has changed, but never compared to Stuf or Stellar Unit Frames. Stuf was my go-to UF mod for the last 2 yrs of my WoW life. There was literally very few things you could not do with Stuf.

Congrats on a great mod so far. Keep up the great work.
Yeah I guess the purpose of that example was to demonstrate that even a simple configuration system like SUF's is A LOT of work
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Unread 10-18-11, 11:19 PM  
grumpus

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Quote:
Sorry not yet - in 1.4+ I shall be completely redoing the customisation code to make it something more like Shadowed Unit Frames in WoW. This will take a while though - the config for sUF is over 5000 lines of code, which is more than my entire addon as it stands. On top of that, sUF has the advantage of using the ACE libraries for GUI creation and a multitude of other awesome features. So to do it right, will take a while unfortunately.
sUf was never my fav UF mod for WoW. I used sUF many times and found the customization lacking. I've not played WoW in awhile now so maybe that has changed, but never compared to Stuf or Stellar Unit Frames. Stuf was my go-to UF mod for the last 2 yrs of my WoW life. There was literally very few things you could not do with Stuf.

Congrats on a great mod so far. Keep up the great work.
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Unread 10-18-11, 06:56 PM  
porsche

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Character menu?

Is there any way to have the mui bars act like the character portrait and if you right click show the raid/party/character menu? If we can get that I'll happily disable the standard elements and just use mui.
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Unread 10-18-11, 05:35 PM  
lordfafoin

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Thanks for this nice addon!

I was wondering if it's possible to color the target frame's HP bar according to aggro status (Green-yellow-red) like the default UI? It would provide nice at-a-glance information regarding the mob targeted.
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Unread 10-18-11, 04:45 PM  
grantus
 
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Quote:
grumpus
While I was out leveling today, after updating, if I fight more than 1 mob at a time i get mad, crazy CPU spikeage
Rounded
I got the advice to re-install by removing old folder and I even deleted the savedvariables. Warden Cleric makes CPU usage go crazy; target has at least 4 buffs updating themselves all the time and myself I have at least 2 getting +1 on a stack on every cast. CPU is getting at 40% and over even in 5-man runs.

Rogue was fine with 3x40-man pounding on an invasion boss though, could even swear it was smoother than default UI

Edit: I'm not even changing targets, even if I have the tank as the target for 3 minutes, it still keeps spiking up on every GCD when I refresh stuff.
That's so wierd. I'll have to put in some profiling code and determine exactly what is causing this issue, because as it stands I am completely out of ideas. I'm beginning to think the Rift Buffs/Debuffs API system wasn't really ready for launch - it's just so spammy.

Quote:
BuGiIt seems itemOffset doesn't get saved when doing /reloadui or logging out, tried manually editing the config. But it doesn't affect the gap between buff bars at all, only the other elements like health & mana bars and the whole buff bar block. I'm guessing this is the intended behavior?
Hrrm that's not actually intended - I think with the latest update I must of broken their layout.

Quote:
Lisbeth
We just miss one thing honestly : Do you think it's possible to see the Mark number on the target ??
after that it's just waiting Trion unlock the click to target on addon
Yeah it's something I'll add in soon, it's just that this whole buff/debuff CPU usage thing has been taking up days and days of development time.

Quote:
Rustycage
Is there any Opacity settings for this and health/man/energy bars included in that, as well as color change for those parts specifically (and not JUST the background)? I can't seem to find anything pertaining to what I'm talking about... In order to make the this styled just how I would like it to be, they would need to be. If they're not, can I request these features, and if they are could you tell me how to access them please?
Sorry not yet - in 1.4+ I shall be completely redoing the customisation code to make it something more like Shadowed Unit Frames in WoW. This will take a while though - the config for sUF is over 5000 lines of code, which is more than my entire addon as it stands. On top of that, sUF has the advantage of using the ACE libraries for GUI creation and a multitude of other awesome features. So to do it right, will take a while unfortunately.
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Unread 10-18-11, 03:44 PM  
grumpus

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While I was out leveling today, after updating, if I fight more than 1 mob at a time i get mad, crazy CPU spikeage

Other than that, I'm loving this mod so far
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Unread 10-18-11, 03:15 PM  
Rounded

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Quote:
Originally posted by grantus
REALLY? This makes my soul die a little lol. I spent two days rewriting the buff/debuff code to try and stop this spiking on target change. I thought it was all good, as I dont seem to get this hitch anymore on target change (And I definately did in 1.3a/b). The icons themselves no longer need to relayout so I was hopeing the CPU usage wouldnt be an issue anymore. *Le Sigh*, I shall investigate further. In the mean time, perhaps try deleting your MinUI saved variables and trying out the new default settings for buff/debuff thresholds etc. (Sadly you'll have to rearrange the frames again though).
I got the advice to re-install by removing old folder and I even deleted the savedvariables. Warden Cleric makes CPU usage go crazy; target has at least 4 buffs updating themselves all the time and myself I have at least 2 getting +1 on a stack on every cast. CPU is getting at 40% and over even in 5-man runs.

Rogue was fine with 3x40-man pounding on an invasion boss though, could even swear it was smoother than default UI

Edit: I'm not even changing targets, even if I have the tank as the target for 3 minutes, it still keeps spiking up on every GCD when I refresh stuff.
Last edited by Rounded : 10-18-11 at 03:16 PM.
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Unread 10-18-11, 12:43 PM  
razorzerox

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Really nice addon.

If you can show the numbers on the target ui then I will be using it permanently.
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Unread 10-18-11, 12:41 PM  
BuGi
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It seems itemOffset doesn't get saved when doing /reloadui or logging out, tried manually editing the config. But it doesn't affect the gap between buff bars at all, only the other elements like health & mana bars and the whole buff bar block. I'm guessing this is the intended behavior?
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Unread 10-18-11, 12:18 PM  
Lisbeth

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Awesome update on your addon ... excellent job )

We just miss one thing honestly : Do you think it's possible to see the Mark number on the target ??

after that it's just waiting Trion unlock the click to target on addon

Uber job mate
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Unread 10-18-11, 10:42 AM  
Rustycage
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Is there any Opacity settings for this and health/man/energy bars included in that, as well as color change for those parts specifically (and not JUST the background)? I can't seem to find anything pertaining to what I'm talking about... In order to make the this styled just how I would like it to be, they would need to be. If they're not, can I request these features, and if they are could you tell me how to access them please?
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Unread 10-18-11, 08:25 AM  
weasoug
 
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Quote:
Originally posted by grantus
well with the cpu thing. i don;t see it. i have done 3 DRR and it dont seem to go over 15% at max i think it was 25% that is good from 70% and up. so as i told him he should remove the old folder and add the updated one. ie not to override.

and the command you said about the focus i have done and the same as if i edited the config so yes it is messed up somwhere. i wouldnt think about it. till next patch when they update the api.


ps/i see the api has changed the api alot. so for now i would work on some other stuff. as i i see the pet and buffs changes. on pts. or fourm if you look on there.

as you know. we both had gone though the marks with the buffs and pets. and not much that can be done till next patch. so you might as well work on good stuff hehe.
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Last edited by weasoug : 10-18-11 at 08:44 AM.
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Unread 10-18-11, 07:57 AM  
grantus
 
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Quote:
Originally posted by BuGi
Updated to the latest version, now I'm getting a larger gap between buff & debuff bars. itemOffset doesn't seem to be doing anything to that either
I shall have a look into this - perhaps I add the offset twice.

Quote:
Originally posted by weasoug
Not sure if i am doing somthing wrong. but i like to see some buffs on the focus. so i have got it set to 4. but it still shows 10.
If you do:

Code:
/mui buffsEnabled focus true
/mui buffsMax focus 4
that should work, unless i've broken things (which is entirely possible haha)

Quote:
also, on player buffs. it at times shows 2 auras. ie Living energy
Yeah this is rift being a poo, the Add Buff and Remove Buff events often get sent in the wrong order, especially with Auras or instantly reapplying stacks or debuffs. Also, the game sends an "Add Buff" event for every buff that you have when you reloadui or zone - and sometimes, between zones the ID of the spell changes, which means a new version of an existing spell get's added and the old one just lingers. I need to check on name perhaps, but then you cuoldnt have two debuffs with the same name appearing. *sigh* Rift's addon api is starting to grind me down

Quote:
Originally posted by BuGi
1.3.2 is giving me spikes of up to 40% when I change my target while healing. If I have soothing stream on all party members and cycle through them all, I get a freeze on 0,3-0,5 seconds every time I change targets.

Needless to say, I won't even go near a raid to see if it's worse there.

Updated from 1.3a by just overwriting old files.
REALLY? This makes my soul die a little lol. I spent two days rewriting the buff/debuff code to try and stop this spiking on target change. I thought it was all good, as I dont seem to get this hitch anymore on target change (And I definately did in 1.3a/b). The icons themselves no longer need to relayout so I was hopeing the CPU usage wouldnt be an issue anymore. *Le Sigh*, I shall investigate further. In the mean time, perhaps try deleting your MinUI saved variables and trying out the new default settings for buff/debuff thresholds etc. (Sadly you'll have to rearrange the frames again though).

If it's any interest another addon developer working on a UnitFrame called myUI (funnily enough ) is having the same issues with the buff/debuff stuff as I - As such we are trying to work on a solution together. Hopefully, we have some breakthroughs
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