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Updated:07-08-12 02:21 PM
Created:10-30-11 12:20 PM
Downloads:11,584
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myUI  Popular! (More than 5000 hits)
Version: 1.4.2
by: jca [More]
myUI : Unit Frames+ for Rift

myUI is a collection of addons based around a shared framework.

Current modules:

myUI Core – Core framework addon. Required for all other myUI modules.
myUI Unit Frames – Configurable unit frame replacement.
myUI Buffs – Buff bars and buff boxes module.
myUI Castbars – Cast bar replacement module.
myUI Buff Tracker – Provides notifications when specified buffs fall off or are purged.
myUI Combo Tracker – Combo/attack point display for rogues and warriors.
myUI FPS – Simple, standalone FPS display for tuning purposes.

* Note, myUI FPS is only a tuning tool to help you determine the impact of various configuration options. It's non-configurable and should be disabled once you're satisfied with your setup.

Chat-line options:

/myui – displays a list of all available slash options.
/myui config – opens the configuration UI.

Installation:

As with all addons, copy the folders contained in the downloaded zip file to Rift's “/Interface/Addons” folder. Note, myUI is actually several addons and as such, there will be several folders in the download file.

Version 1.4.2

Found and fixed a couple more bugs caused by 1.9.

Version 1.4.1

Added a command to tell Watchdog to give me a second to load the configuration UI components. Seems to work on my machine although Watchdog may still cause problems on slower machines.

Version 1.4.0

This update changes the addon environment to 1.9 and addresses any depreciated or soon to be depreciated interfaces. Unfortunately, I've not had much time for much else in terms of bug fixes or additions.

Version 1.3.0

This is a tiny bug fix to address the lua error that was being generated if you clicked on the area where a unit frame exists but the unit isn't present and the command for that button was set to show the context menu.


Version 1.2.0

This is a fairly minor update consisting mainly bug fixes although one new, much-requested feature has been added.

Addressed issue with frames not updating after zoning.

Updated Rift version to 1.8.

Have enabled the default context menus for unit frames. For new users, this will be enabled by default. Existing users should add '%menu' as the macro command for whichever button you want to show the context menu. This is needed so as to not overwrite any macros you might have already assigned.

Version 1.1.0

New additions:

Line of sight for unit frames.

A new aggro color indicator that can be attached to unit frame elements.

Unit frame elements can now have 2 color indicators attached to them. Order of precedence is:

calling -> relation -> low health -> low mana -> combat -> aggro

Fixed some configuration issues for alternate profiles with certain units never enabled.

Modifier the health display for targets with really large hit point pools.

Added buff descriptions when available to the buff box tooltips.

Not in this update:

I've been working on texture support for the various bars but it's not ready and I thought it was important to get the above changes out first.

Version 1.0.0

After pretty extensive beta testing, it looks like myUI is ready to be released as a non-beta addon. I'm sure there are still some bugs somewhere in the code, but to the best of my knowledge all significant issues from beta have been addressed.


Special Installation Instructions for users of versions prior to 0.3.0 Beta:

Due to some major changes in the performance metrics of the API in Rift patch 1.6, as well as some significant new capabilities, myUI 0.3.0 is very close to being a ground up rewrite. I necessarily, broke compatibility with prior versions of myUI. Users having prior versions of myUI installed, should perform the following steps before installing version 0.3.0:

1) In your “/Interface/Addons” folder, delete all prior myUI folders.
2) In “/Interface/Saved/[acount name]/SavedVariables/” delete “myUI.lua”.
3) In “/Interface/Saved/[acount name]/[shard name]/[character name]/SavedVariables” delete “myUI.lua” for each character with which you've used a prior verion of myUI.

Moving and sizing myUI elements:

All UI elements are positioned and resized using the mouse. When entering configuration mode, all elements, or at least the space they represent, will show with a semi-transparent, red box over them. There will additionally be 4 pieces of information displayed for each element:

An identifier showing what the UI element is.
The size, in pixels, of the element.
Its location relative to the upper left-hand corner of the screen
The movement and resize increment in use for those operations.

Left-clicking and dragging the element will reposition that element. In configuration mode, there will also be a grab handle in the lower right-hand corner of each UI element that can be used to resize that element. Both of these operations “snap” in increments that default to 10 pixels. The change those increments, right-click on the element and it will decrease the “snap” increment in use and at 1, will return to 10 pixels.

A few elements have additional mouse features for configuration.

For the unit frames and buff elements, the row and column spacing for the raid frames can be changed by right-clicking and dragging the grab handle on each frame.

The size of buff boxes and height of buff bars can be changed using the mouse wheel. For the combo points tracker, the mouse wheel changes the amount of padding between combo point elements.

Finally, a note about performance:

I've worked hard to ensure the best performance possible from myUI. I'm sure there are some small optimizations that I can and will make as the addon matures, but I don't believe there are any major improvements to be made. Between the sheer scope of myUI as well as the constraints of the API (which is itself in beta form), there are limits to what you can reasonably expect in terms of performance.

myUI has a range of options that is quickly approaching the level of silliness and if you turn every single possible item on using the max settings, your performance will most likely be unacceptable. Using a reasonable configuration, I'm getting very good frame rates. So basically, use the options you'll actually get use from and turn off things that are superfluous for your specific needs.
Optional Files (0)


Archived Files (15)
File Name
Version
Size
Author
Date
1.4.1
1MB
jca
07-04-12 10:07 AM
1.4.0
1MB
jca
06-28-12 08:32 PM
1.3.0
1MB
jca
04-28-12 08:44 AM
1.2.0
1MB
jca
04-23-12 07:46 AM
1.1.0
1MB
jca
02-10-12 08:03 AM
1.0.0
1MB
jca
01-19-12 09:37 AM
0.3.3 Beta
1024kB
jca
01-03-12 07:39 AM
0.3.2 Beta
1024kB
jca
12-29-11 11:26 AM
0.3.1 Beta
1023kB
jca
12-14-11 09:33 AM
0.3.0 Beta
1023kB
jca
12-12-11 04:28 PM
0.3.0 Beta
1023kB
jca
12-12-11 08:14 AM
0.2.2 Beta
1MB
jca
11-16-11 06:01 PM
0.2.1 Beta
1MB
jca
11-07-11 04:11 PM
0.2.1 Beta
1MB
jca
11-07-11 03:38 PM
Version 0.2.0 B
1MB
jca
10-30-11 12:20 PM


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Unread 02-03-12, 11:01 AM  
jca
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Quote:
Originally Posted by Swiftly
Is there anyway to display buffs that last longer then 120seconds? I tried adding them to whitelists, but not even that works.

I'm wanting to see buffs like Vampiric Munitions, Electrified, and Planar Blade on enemies so I know to purge them.

However, I'm unable to change it so that those display on Buff Bars: Player.target frame.

Unless I missed something. If I did any help is appreciated. I could have very well messed up how the Whitelists, actually work, but I did a few different things, and nothing seemd to work.
In the current version, the max duration the bars track is capped at 120 seconds. There's nothing to prevent it from being a longer duration other than the config being coded to cap at that. It's something I can make larger pretty easily in the next update.

In the meantime, if you want to, it's easy enough for you to change. Open "myUI Buffs/myui.buffs.lua" in a text editor. Find:

{label = L["max_duration"], x = 390, setting="max_duration", subsetting=nil, type="NUMBER", min=10, max=120},

Change "max=120" to whatever the max seconds you want. This will let you change to a higher value in the config UI.
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Unread 02-02-12, 10:54 PM  
Swiftly

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Is there anyway to display buffs that last longer then 120seconds? I tried adding them to whitelists, but not even that works.

I'm wanting to see buffs like Vampiric Munitions, Electrified, and Planar Blade on enemies so I know to purge them.

However, I'm unable to change it so that those display on Buff Bars: Player.target frame.

Unless I missed something. If I did any help is appreciated. I could have very well messed up how the Whitelists, actually work, but I did a few different things, and nothing seemd to work.
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Unread 02-01-12, 12:53 PM  
jca
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Just a heads up. The update probably won't be until after the weekend. 1.7 came out a bit earlier than I'd hoped and frankly, I've just been real busy. I haven't encountered any issues running the current version against 1.7 so we should be fine 'til then.
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Unread 01-30-12, 06:48 AM  
Coolit
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Indeed, texture support will be great.

The rectangle module sounds quite interesting I guess this would be used to make say a bottom bar layout and could be tied into your texture support work.

Anyway looking forward to the update, thanks for the effort you've put in so far
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Unread 01-29-12, 12:44 PM  
preyed

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Can't wait for textured bars. Thanks for you continued support on this addon.
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Unread 01-29-12, 10:15 AM  
jca
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Just wanted to give a heads up about my plans right now.

Since I'm out of beta, I'm coding against PTR right now and expect the next release to correspond with 1.7. Here are the primary things I'm working on for that:

Support for bar textures.

A better way to import/export settings. This would make things like layout packs a lot easier for people to make.

Left/right layout options for the buff boxes.

A couple more layout options for the cp/ap tracker.

A handful of small bugs that I'm aware of.

Something that may be in that version, depending on how far along I am with it, is some toolbars strictly for macros. They aren't a toolbar replacement but rather someplace you can move your utility macros to in order to save macro space in the game's macro store.

Another possible addition, time permitting, is a simple notepad shared between all toons for things like a gather/ingredient list, etc.

A question: Is there any interest in a simple module to let you put and layout simple rectangles on the screen? It would be very basic for things like semi-transparent areas users could define.

I'm open to other suggestions, api permitting. No promises about what gets implemented but if it's a good idea and doable in a reasonable time frame it might be something I would add.

Finally, I'm looking for some assistance. The time I can devote to myUI is highly variable depending on my workload. Sometimes I have all the time in the world and sometime I might not be able to touch it for a week or two. I'm looking for:

Foreign language translations. If anyone is interested PM me. The language support is in the code I just don't have any translations.

Coding assistance. It would be great to have someone experienced with lua to help with the workload. myUI is getting pretty expansive.

Documentation/Help. I have an author portal setup which would be a great place for this but no real documentation written. Once again, it's a time issue. If anyone would like to lend a hand with that, shoot me a PM.



.
Last edited by jca : 01-29-12 at 11:07 AM.
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Unread 01-29-12, 06:17 AM  
Coolit
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Quote:
Originally Posted by Pancho
Cant anybody help me pls

1: Doesn't seem to be any Right click functionality on Player Unit frame, i.e i'm unable to change loot rules, dungeon mode ect without using the default Rift ui, making the changes then disabling it again..

were i must configure to have the Right click Function?


THX for the Addon! great work.
It's not in the API atm so there is no right click menu yet.
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Unread 01-29-12, 02:37 AM  
Pancho

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Cant anybody help me pls

1: Doesn't seem to be any Right click functionality on Player Unit frame, i.e i'm unable to change loot rules, dungeon mode ect without using the default Rift ui, making the changes then disabling it again..

were i must configure to have the Right click Function?


THX for the Addon! great work.
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Unread 01-28-12, 06:06 PM  
Noshei
 
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Hey,

Couple of things I would love to see if they can be added, though maybe I just missed them.

First I would like the option to use the character portrait that is used in game, if its possible.

Second being able to have my buffs grow to the left instead of just the right.
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Unread 01-24-12, 07:52 AM  
jca
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While I'm thinking about it, if anyone has noticed, there's now a game icons tab on the general configuration screen. This is really for a future addition and doesn't have a practical use as of now. The addon is compiling a list of known icons based on your items and abilities for use in a future addition. If you are a developer and would like to know the resource names, just click one of the icons and the resource identifier will be printed to the chat window.
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Unread 01-24-12, 07:49 AM  
jca
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Quote:
Originally Posted by beanboy
Loving this addon package, I use everything in it and its all I need
I might be completely missing it but is there any indicators for range like fading out of the unit frames?? Also , how do you tell what was updated in your package on 1-19?

EDIT: Nevermind I just saw this is no longer a beta addon. Ive been using it for a while now and never knew it was in beta ! Props my friend But what about the fading for range?
At the moment, the only tool the api gives us to get any indication of range is testing an ability to see if it's usable and in-range to your target. There really isn't a way to use this as a general range check though because addons cannot change targets so the ability check isn't usable for this.

Hopefully, this is something they'll add to the api soon. It's needed and I've heard it might be added soon but that there are a few technical issues to be resolved. Now that I'm out of beta, I'll be in a better position to develop against PTR to hopefully stay ahead of changes.
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Unread 01-23-12, 03:17 PM  
beanboy

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Loving this addon package, I use everything in it and its all I need
I might be completely missing it but is there any indicators for range like fading out of the unit frames?? Also , how do you tell what was updated in your package on 1-19?

EDIT: Nevermind I just saw this is no longer a beta addon. Ive been using it for a while now and never knew it was in beta ! Props my friend But what about the fading for range?
Last edited by beanboy : 01-23-12 at 03:27 PM.
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Unread 01-21-12, 07:04 AM  
Coolit
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Grats on getting to 1.0!

Been following you're frames for a while now in beta and they have great promise, I just hope the devs open the API to allow the right click menu soon.

Looking forward to the updates
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Unread 01-20-12, 09:25 AM  
Rustycage
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Re: Re: Re: Re: Re: I'm back.

Quote:
Originally Posted by jca
Quote:
Originally Posted by Rustycage
That may be the case, however - MinUI did something I don't think anybody is doing, whatever that had going for it, the design aspect was great - but it's development was released to the public, no body has picked it up yet. I'm waiting on something designed like that, I just think it's better than just solid colors.
I understand exactly how that works. You put a texture underneath and a semi-transparent color bar over the top. That works great for some colors. However, there are a lot of colors where it doesn't work out so well. Particularly light colors. If you lower the alpha too much, the color is too washed out to really look anything like it's supposed to. If you raise the alpha too much, the texture underneath isn't really showing any more. With a finite number of colors, it's not too bad figuring out good alpha levels for each color you're using. There really isn't a perfect alpha value that works for all colors though, and with over 2 dozen colors in myUI, all user configurable, getting color/alpha combinations for all possible bars just wasn't within my time constraints after the 1.6 rewrite.

You can go the other way and put the texture on top letting transparent colors come through, but I wasn't getting acceptable results with that and simply didn't have the time to invest in really tweaking a bunch of textures.

This doesn't preclude me from adding it in the future although I'm still hoping that Trion adds blend modes so it can be done the right way.

Edit: Just adding to this. I probably will be adding support for bar textures in the relatively near future, it just hasn't worked out in the time/value equation so far. I think what I may do in the short-term is add some hooks to let anyone wanting to work on textures add them which would be fairly quick for me to do. It's developing the config ui part for it that's time consuming.

.
I look forward to that, thank you. That's all I'm asking on that.

But I do have one thing that just won't work right for me in the current myUI.

There just seems to be so much in there to read, that I have a hard time finding the right section for what I want to change the color of, so I try to do that, and also it doesn't actually change when I go to change it, even if I reloadui, or relog, it still doesn't seem to change. I'm not sure what I'm doing wrong.

I wanted to ask also, is there anyway you could include the MinUI look options for those that want it for myUI? grantus gave up rights to it, to anyone that wants it - so you would be allowed to do that, if you wanted to. That would make things so much easier for me, but I can't expect you to make big changes for me, all I can do is ask - because it is your addon here, not mine. I'm just a fan of it, but would like to see functionality and look from MinUI, since it's no longer maintained.
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Unread 01-20-12, 04:58 AM  
jca
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Quote:
Originally Posted by Darkspy
I can not right click to activate, for example, groups of leaders to pass on or leave the group.
I do not see the minutes of my own buffs.
Can someone tell me how I can adjust it or is it yet?

Thanks in advance!
Hi Darkspy,

I'll try to answer these one at a time. Right-click menus haven't been exposed to addon developers yet, so we can't really provide the default rift menus for that. You have a couple options. The first is to assign macros to frames that you can activate using your mouse buttons. This obviously limits how many things you can do. The other option is to keep a small, almost transparent copy of the default frames somewhere out of the way on your UI. I just keep the player and target frames tucked away in the corner of my screen.

As for not seeing the minutes on your buffs, could it be that the text size is too small for you? If you enter 'myui config' in your chat window, the config UI should let you adjust the size/color etc, of just about anything.
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