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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:16,934
Favorites:61
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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


Post A Reply Comment Options
Unread 10-20-11, 02:32 AM  
Lycander

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Quote:
Originally posted by grantus
@Lycander: Sure, just '/mui maxBuffs player 20' then /reloadui and you should be sweet.
Sry, don't work. It displays only 9 icons, after I set /mui buffsMax player 20.
Last edited by Lycander : 10-20-11 at 02:33 AM.
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Unread 10-20-11, 08:09 AM  
weasoug
 
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grUF (Grantus UnitFrames) seems like a great name. should you wish to change it. thanks for the update.
__________________
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Unread 10-20-11, 08:47 AM  
Aalwein
Zombie

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drop the R. just call it gUF!
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Unread 10-20-11, 02:31 PM  
Scottckr

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Great addon, but not going to use it just yet, here's why:
- The frames aren't clickable, which means I can't right-click the player frame to leave party and that stuff.
- The target frame doesn't show raid markers or elite label and whatever.
- The buffs/debuffs doesn't show a tooltip when hovering over them.
- Probably something more that I forgot.
Really hoping these features will be implented soon
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Unread 10-20-11, 03:05 PM  
Critt
Zombie

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Quote:
Originally posted by Aalwein
drop the R. just call it gUF!
Bingo!!!!

Still a great addon and I wish you the best of luck with what you will come up with.

One question... Will your work-in-progress be available on your GitHub?
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Unread 10-20-11, 07:10 PM  
grantus
 
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gUF hehe, I like it.

Quote:
- The frames aren't clickable, which means I can't right-click the player frame to leave party and that stuff.
- The target frame doesn't show raid markers or elite label and whatever.
- The buffs/debuffs doesn't show a tooltip when hovering over them.
Sadly the API doesn't support those things yet

Quote:
One question... Will your work-in-progress be available on your GitHub?
Yup it's in a branch called experimental.
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Unread 10-22-11, 06:07 PM  
warmage

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cant click [player] or [player.target] or [player.target.target] or [focus]
to target !

clicking in any one of them should make u target it
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Unread 10-22-11, 07:23 PM  
Astug

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Quote:
Originally posted by warmage
cant click [player] or [player.target] or [player.target.target] or [focus]
to target !

clicking in any one of them should make u target it
LEARN TO READ. The reason why is explained 1 post below yours, sigh..
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Unread 10-22-11, 08:37 PM  
p3t3rl1

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One major annoying bug I found with the latest version (I had to switch to version 1.3 to fix it) is that when you enable bar view on the buffs instead of icons, the bars do not display correctly.

First of all, bars used to sort themselves out so that the bars with the shortest remaining time goes on the top and the bars with the longest remaining time goes to the bottom. This is no longer the case, now the bars are all over the place and I am not sure how exactly they rearrange themselves now. I find the previous ordering by remaining time extremely useful especially as a warden healer so I know which HoT to reapply.

Secondly, when a buff its about to expire with the bar view, it lingers on the screen for an additional 3 seconds and display time remaining as -1.59 and the bars turns white. This was driving me nuts so I had to revert back to a previous version.
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Unread 10-23-11, 08:49 AM  
mayhem

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BuffIconColor

For some reason I cant change the bordercolor on the debufficons.
The only backgroundcolor-line I found is changed from 1,0,0 to 1,1,1 but its still red :/

any idea if theres a static SetBackgroundColor hidden somewhere else? :/
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Unread 10-23-11, 05:22 PM  
kenze
Bomani Harbinger

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any way to copy a layout from one character to another? like a profile?
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Unread 10-23-11, 11:24 PM  
grantus
 
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@p3t3rl1: Yeah I had spotted that wierdness. I am hard at work rebuilding MinUI from the ground up to try and stop myself breaking things whenever I release a new version. Hopefully this will be resolved in that version.

@mayhem: Yeah this is because they use textures to do the borders, so you'd have to edit those. I plan on using a grey texture and overlaying a color (as I do on the bars) for the new version of MinUI,
such that players can have more control.

@kenze: Not yet, but I do plan on having profiles in the new MinUI.
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Unread 10-24-11, 03:33 AM  
mayhem

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ah ok, I was afraid of that

fyi, not that it really matters anymore I guess, but Ive rewritten a bunch of the code and moved over more control to the config-file. were you planning on adding a graphical interface for the config? otherwise I might do it for you
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Unread 10-24-11, 05:17 AM  
grantus
 
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Quote:
Originally posted by mayhem
ah ok, I was afraid of that

fyi, not that it really matters anymore I guess, but Ive rewritten a bunch of the code and moved over more control to the config-file. were you planning on adding a graphical interface for the config? otherwise I might do it for you
Yeah I am currently in the middle of a rewrite of the code base for MinUI which is turning out to be much more complex and take longer than I thought it would!

The core event and module code is done, as well as widgets for laying out / rendering things. I am working on the UnitFrame "component" right now. Every component of the new version of MinUI registers with the core addon and has a set of options panels that it provides to the Options component, to configure itself.

This means that in the new version, BuffBars or BuffIcons are separate Addons from the UnitFrame - and they will each provide the Options addon with a set of GUI compoents with which they can be configured.

So ... in a long winded answer, I am planning on adding one and am doing so right now. But it's part of a larger rehaul of the code - so feel free to re-upload a MinUI derivative with any additions you like. I'm not here for the glory of having the only unit frame addon or anything, so if you want to take the code in a different or better direction - feel free
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Unread 10-24-11, 12:12 PM  
nalerian
 
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In/Out of Combat Detection

I know you said a while back that you added this feature to your list. With the major rewrite, I wanted to add another nudge/request for this.

Ability to configure the opacity of the window(s) based on being in or out of combat status.

As I mentioned before, this would personally solve the issue of right clicking on the unit portraits and other discrepancies between MinUI and the default UI - as by entering combat, I'd essentially swap which ones were used.

Hope it makes it into the next release... *crosses fingers*
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