I have just tried mHud, and it is a love at first sight. In fact, it made me register on this forum. I'd like to see two features:
Support for targettarget and focustarget (or legal unitid - for party and pet bars as well).
I'm a healer, and I almost never target any mobs, so threat on my target is useless for me. I'd like to see my threat on the closest-to-draw-aggro mob. Useful on encounters with spawning mobs (or with bad tanks).
+1: Buff/debuff bars. I understand it's totally different from the stadard bars, so give this request a low priority.
If they are implemented, unitframe mods (using Pitbull and aguf on different PCs now) will see the recycle bin from the inside.
@ Poxpus: Added DogTags in the last version, that should solve your problems. Fonts are set at Bar => xxx => Text => Font.
@ lrdx: Hehe, thx :) But these are only a visual layer, so you can't use them to replace unit frames. I haven't really figured out how to get the global threat from Threat-1.0, but I'll have a go at it. There are loads of add-ons for buffs and debuffs, Quartz have compact version by the casting bar.
About the targeting, there is no event fired when those change (if I'm not mistaken), so it's kind of heavy on the resources to check for updates. I'll think about it :)
Having a lot of fun with this mod :) Here are my suggestions/requests:
- For setup, have one "Default/General" bar configuration, where you setup your general prefences as far as which bars are displayed, font sizes, textures, width/height, blah blah. In the specific bars themselves, they'd maybe have a checkbox for "Use defaults" that would grey out the specifics for any options for that bar by default, but once you untick use defaults for any given option, you could then override it. eg: My default bars would be 500 height, 100 width, unflipped with the text in the lower left, but for setting up target bars, I'd simply select "Flip horizontal" and I'd be set, and if I later decided to change a default (texture, color, etc), it would by default apply to all the other bars so as not to duplicate the work in all the different bars unless the need was there.
- Customizeable color overlays for bars, backgrounds, and events, along with the addition of an event to color each combo point independently and an option to enable a border whose width and color could be adjusted independently from the rest of the bar. eg: I'd like to set my background colors and a border to be something very discernible from the foreground color to give a better idea of percentage at a glance. I can probably work around the border issue by playing with the texture, but the custom coloring of various parts of the bar would be great :)
- An integrated energy ticker like IceHud. Even if it relies on an external energy ticker like Gonffbar for data, having it display on the energy bar like IceHud works *incredibly* well for me.
- Allow free 360 degree rotation of the bars themselves so as to be able to better align curved textures and such at various widths and heights.
Apologies for the wordiness :P Brevity is not my strong suit :D Love the mod and looking forward to tweaking on it more :)
@ lrdx: I'll have a look at it. Didn't have that one in the "good old days" ;) Prob save quite a bit on the threat part of the add-on to.
@ bitbybit: Nice post :)
Energy Tick: Created my own, not sure how accurate it is, but it shouldn't be more less than 10% off. Updated the last one a few hours ago. Have a minor bug on druids, but should work fine for rogues, not that I have any, and haven't tested it, so feedback would be nice :)
The initial idea was to have a configuration system like you describe, even have a "default" layout, but this is my first Ace2 add-on, so not sure how to implement it GUI wise. Currently all bars copy the default layout, so it's "a lot" duplicate values stored.
I added a default bar yesterday, it's virtual and all new bars copy its settings.
If I figure out the GUI, I can allow for custom colors of the bars, but the combo points are actually just one texture, so its not possible to overlay different colors just like that. Disabling the color IG and creating an all new texture (photo editor), you could get the effect of different colors pr combo point.
360 degree rotation is possible, but that requires a bit of matrix math. The current solution just moves around coordinates instead.
Instead of having the "Tanking" option can you make it so that if the player has agro it will show the person closest on agro otherwise it will show the person who has agro (maybe change the bar color so that its red if tanking, green if not tanking and yellow if you are about close to taking agro).
i got one suggestion too =)) mb you consider making a "lite" version of the HUD ? without all those fancy threat etc ...just player and target health and mana ... i think many PvPers will love you eternally for it ...
Just got one small thing: I use SurfaceControl to give all my addons the same texture, but if mHud is enabled at the same time, I'm unable to change the textures on the bars. It's a small problem, but I thought there might have been a way to prevent SurfaceControl from overwriting mHud's settings.
Error: Cannot find a library instance of Threat-1.0.
This is a error I encountered upon first installation. If I delete line 4 in mHud.lua (I am not any expert in programming, just tried it out of curiosity) I get another error with DogTag library, which is line 5 in mHud.lua.
EDIT: Just to add that I have Threat 1.0 installed, as standalone library.
@ Lej: Sorry about the misunderstanding, it should be "gray scale", and you have to have save the .PNG with the alpha layer(usually displayed as a gray and white pattern in your editor), or it will all come up as "colors", not transparent.
Tho a bit technical, here are the usage description on the BLPConverter, hope that can give you what you need. :)
I've downloaded mHud WITH externals now and it is working. Out of curiosity, will it be possible to run mHud with standalone libraries, since I run all my other addons like that. It is not a life threatening issue of course, but it would be nice if it is possible.
And thanks for a nice addon. :)
@Merl: Thanks, the example png solved my problems. I use photoshop, not PSP, and they handle transparency/alpha channels a bit differently afaik.
Maybe add a line about the fact that the bar texture should fill the entire image height (i.e. no transparent areas above/below the bar) or the bar will not properly display the % left.
edit: Had some problems to with the fact that if you add a texture line to the mHudMedia.lua file, place the texture in the textures map you have to restart the game (not just reload ui) to make it show up ingame. If you just reload the option will be selectable but the texture doesn't show up.
edit2: Also a feature request: Make it possible to change color used for the bars (at least combo point, I want mine red -_-)
edit3: A small problem: If I set the Targets Health bar's text to [CurHP:PercentHP:Percent] the text will only show up if a switch from one target to another. If I have no target and target an enemy no text will show.
edit3: Another feature request: As a druid it would be nice if the power ticker only showed up in cat form. (i.e. when power type is energy)
@ Jensen-: I've never used SurfaceControl, but I suppose it hooks onto the set texture functions, in that case there is little I can do :)
Oh, well :/
Anyway, it's not a big issue, it's just that SurfaceControl is very convenient when you want make sure that all your bars use the same textures, but usually you want a curved texture for a hud :)
5 second rule timer, similar to the energy ticker spark.
targettarget and pettarget, updated via OnUpdate, but with a customizable update rate
seperate "idle" into 0% and 100% values, as personally I'd like it to be darker when at 100% than when at 0%
some sort of feature to copy settings between bars, to avoid having to make the same changes repeatedly
add the ability to add/remove 'text' objects, which are independent of the bars, so that you can add things like target name
fix the lock behavior, when unlocked everything looks like big squares, and re-locking doesn't put them back to normal. changing the alpha or anything else about them makes them have that odd full texture too, have to reloadui to get it to look normal
it looks like it might not show the pet bars if you login without a pet and summon it later.. does it obey UNIT_PET?