I've been trying to use MHud for a while now, but I cant seem to get it to show up on screen at all. I've removed it via WAU and by hand. Deleted the files in the saved variables directory and still nothing. I get a blank space where MHud should appear. The mod is active in addons, and I can access the configuration menu. I just cant see anything.
The next thing is with MHud active I still get a blanked out Omen, with MHud disabled Omen is working fine. Mhud is the latest off WAU, so I'm really scratching my head over this.
Do you have a character count on that? I've never tried to reach a max limit on the input box :) I'll see what I can do.
I since deleted it, but it was a line like (all on one line of course):
[[HasAura(Blessing of Salvation):HasAura(Greater Blessing of Salvation)]?Text(S):Green!Text(S):Red]
[[HasAura(Blessing of Wisdom):HasAura(Greater Blessing of Wisdom)]?Text(W):Green!Text(W):Red]
[[HasAura(Blessing of Kings):HasAura(Greater Blessing of Kings)]?Text(K):Green!Text(K):Red]
It cut off in the middle of "Greater Blessing of Kings."
I solved my problem by deciding I didn't care if I have 10 minute versions of Wis and Kings, only Salv, so I check both for Salv and just the 30-minute names for kings and wis.
Also just another note after raiding with the new mhud last night on a raid:
The fact that I still cannot get a raid symbol attached to my target's health bar in any way means I still have to keep an agUF target unit frame around and in a prominent place on my UI.
Dogtags can't do that for me (like they can replace auras) because I need the symbols (my brain wouldn't make the translation fast enough to have "Y" in yellow for star, for example.)
Aside from that absolutely no issues. It took me a while to wrap my head around how the configuration worked, and I still have no clue how to replicate the old "falloff" that I liked so much (and the current method, in default, confused me because it made me see a red dot where my HP *used* to be so I thought I was still low due to low alpha settings on my bars, so I'm turning it off for tonight.)
Attached is a SS from mid-archimonde with what I ran with last night. I really really love mHUD =).
Quote from Kusatteiru »
Sorry, first time poster long time lurker.
I've been trying to use MHud for a while now, but I cant seem to get it to show up on screen at all. I've removed it via WAU and by hand. Deleted the files in the saved variables directory and still nothing. I get a blank space where MHud should appear. The mod is active in addons, and I can access the configuration menu. I just cant see anything.
I had to delete the old mhud configuration files from when I used the original one that was released before the rewrite.
I'm always concerned with the setup and just posted a proposal for how you the layout of UI elements (HUDs and UFs etc) could be streamlined and shared. Rather than repost it here I'll just send you to http://www.wowace.com/forums/index.php?topic=11903.0 (which then send you on to my blog :-).
Any ETA on when we'll see the Falloff module again? I rather liked it.
EDIT: Please, could we get some alpha settings that make sense? Straight % values for in combat, out of combat, OOC regen, and OOC w/target would be perfect.
@ Lindalas: I just used the blizzard way of doing anchors;
* Simple to implement
* Flexible
* Better than no anchoring
* It was supposed to be a more advanced option for "the few", cause yes, its not easy to intuitive
@ kyth & Saryai: Just added falloff / barfade. It's disabled on all bars by default. To enable it:
Bars => Bar X => Falloff / Barfade => Use Falloff + Enable incoming and/or outgoing.
Testing it now. Looks really good so far. Though might I suggest that the power bar default to being anchored to the health bar for the target as well as the player? Also, can't seem to get rid of the class-colored target health bar. Delete doesn't work (on any of the default bars).
Edit: I'd also like to suggest some sort of "global" adjustment to move the bars closer to the center and further away as well as up and down.
Looks great. I might just be switching completely from MetaHud after all. ^_^
What does the "Number of elements" setting do? I can't see any difference when it's changed.
* Bug: Not sure on the specifics yet, but see the attached screenshots. I'm seeing some big vertical falloff, easily reproduced by popping Bloodrage. It doesn't happen all the time... Probably related to Anger Management ticks happening at the same time as Bloodrage gains. I'll test on my Druid after seeing how it runs in a few BGs.
* Request: Some extra falloff direction settings would be perfect, especially an option to have it follow bar mirroring. It's a little awkward to have the falloff all going in the same direction with mirrored bars - I'd like mine to go in towards the center for healing/gain, and away from the center for damage/loss.
Awesome stuff so far, Merl.
EDIT: Forgot attachments. Oops.
Also, bar texture's a work in progress. I'll post the images when I'm happy with it.
EDIT2: The big falloff issue is happening quite a lot more often than bloodrages. Not a huge deal, just a touch distracting when it happens.
@ StormFX: I'll think about it, not sure where to put something like that to be honest, since it's possible to completely change the defaults.
@ Saryai: Nice textures :D I'll look into the "spikes", it's prob when the difference value is close to 0. Added an fix for it, can't seem to reproduce the spike any more.
Forgot allow negative dx and dy, it's fixed :)
Added some comments to the elements part.
This looks really cool, any chance you would share those textures? I have trouble finding out how to do something like that since the files are in a format I don't know how to handle.
This looks really cool, any chance you would share those textures? I have trouble finding out how to do something like that since the files are in a format I don't know how to handle.
I'll push it over to the trunk sometime soon, that way you can all publish mHud_<SomeSkin> :) Basically skins are just one or more saved variable tables + textures + description :)
I'll push it over to the trunk sometime soon, that way you can all publish mHud_<SomeSkin> :) Basically skins are just one or more saved variable tables + textures + description :)
Thank you! I get so frustrated when a moderate mod gets bloated by additional skins. >.<
@ StormFX: I'll think about it, not sure where to put something like that to be honest, since it's possible to completely change the defaults.
In regards to the defaults, the reason I mention this is because it can be a pain to play around with it because if you switch "skins", it resets the entire profile so you have to start over.
Can you add an option to either hide/show or enable/disable the default bars? I've had to put the target's class-colored bar off screen to get rid of it. >.<
Other than that, it's a nice add-on. Can't wait to see what kind of skins get implemented. :D
statusbar.zip
* Middlebar.blp - The center bar.
* RB1.blp - Right bar, assuming unmirrored. Note that due to the design of the bar, it is very hard to judge rage and low mana.
* LB1.blp - Left bar. Simple arc fitting the center.
I made them to be easy to config. Just use the same X/Y coords for all 3 and they'll look like my screenies earlier. Still not happy with the middle bar, but they look alright.
Falloff looks much better now. No issues with it, thankies Merl.
Is there any chance we can get those static values for alpha? Or, failing that, how would I go about creating a custom alpha profile?
Oh. Random bug I found the other day, not sure if it's been fixed. When adding a new bar and adjusting what it represents, the original bars in the profile are reset.
So, if I use the dArc config and proceed to move the bars around, then decide I want a focus health bar, the original health and mana bars go back to their previous positions. This can be reproduced with each new bar added. Just add a new bar, set the bar target to something else, and there go the settings.
Not too hard to work around though, it's easy to make all the bars I need first and then start moving things around. ^_^
Edit: Note on the textures, you'll either have to register them in SharedMedia/MyMedia, or register them in mHud to get them working. Then, manually enter the texture path in mHud. Sidestepping the inevitable "How do I use?" questions until I get a skin worked up.
With the old mHud falloff I was able to get the gains and losses to come in/leave from the same side. Specifically for my health/mana, they were both on the left side of the screen, health on the outside, mana closer to center. Health gains came in from left to right into the bar, health losses left the bar moving toward the upper left corner. I believe on the old mHud I did this using negative step values, which is no longer possible in the new version.
Also the old version had 2 dArch versions; dArchFantasy, which is the current dArch, and just plain dArch, which was without the frills, which I used for pet bars. Not sure why those were removed...
Depends on how you define templates. Do you mean within mHud itself (working with the options available to adjust away from the defaults), or example skins, or something completely different than what I'm thinking?
If you mean example files: What you've got now is good, and from what I've looked at in the skin files, it's easy enough to write up a custom skin module. 'Nuff said, if someone needs to figure out how to pull off something obscure they can just ask here.
<textwall>
In terms of the config process in mHud itself: The current design could use some love. Having different 'profiles' for each trait (alpha and color come to mind, and I'll be calling them profiles from here on to avoid trying to come up with a different term) sounds great at first, but if you want something specifically altered (IE: I don't need to see the hud if I'm OOC and at full hp/mana, but if I'm regenning I want the alpha of the hud to be around 0.3 so I can see where I'm at. If I'm targeting something, regardless of regen, I want it around 60%) it's just not possible.
I'd propose keeping with the profiling, but expand on it. Give us a way to edit the specifics in an attribute, and make it global so we can reuse it without hand-editing everything else.
Good example would be with alpha settings. Most of them do little to nothing different than one another. We've got the change-by-amount option, which is great. We've got a few static values as well, but they're all hardcoded, which is a giant roadblock in an addon with so many config options.
What I'm thinking is another menu to let us adjust the settings of those profiles. This would allow a custom profile to be created and selected for each bar, eliminating much of the work present in some other addons.
For color profiles, easy. Is the color profile a gradient? If yes, set a start and end color. If not, set a static color.
For alpha profiles, same thing. Is the alpha a gradient? If yes, set a start and end alpha. If not, set a static alpha.
It's a segmented approach, and allows for much more customization while still making it easy to set up new bars.
</textwall>
Aside from that (huge) request, I'd like to see debuff coloring for the bars. Seems to me than most/all of the hud addons are missing that little feature. Throw it in a module and select a color profile for each type of debuff, with 'Same as Normal' available for ignoring incurable or less-cared-for types, and I'll be happy. ^_^
I've been trying to use MHud for a while now, but I cant seem to get it to show up on screen at all. I've removed it via WAU and by hand. Deleted the files in the saved variables directory and still nothing. I get a blank space where MHud should appear. The mod is active in addons, and I can access the configuration menu. I just cant see anything.
The next thing is with MHud active I still get a blanked out Omen, with MHud disabled Omen is working fine. Mhud is the latest off WAU, so I'm really scratching my head over this.
I since deleted it, but it was a line like (all on one line of course):
[[HasAura(Blessing of Salvation):HasAura(Greater Blessing of Salvation)]?Text(S):Green!Text(S):Red]
[[HasAura(Blessing of Wisdom):HasAura(Greater Blessing of Wisdom)]?Text(W):Green!Text(W):Red]
[[HasAura(Blessing of Kings):HasAura(Greater Blessing of Kings)]?Text(K):Green!Text(K):Red]
It cut off in the middle of "Greater Blessing of Kings."
I solved my problem by deciding I didn't care if I have 10 minute versions of Wis and Kings, only Salv, so I check both for Salv and just the 30-minute names for kings and wis.
Also just another note after raiding with the new mhud last night on a raid:
The fact that I still cannot get a raid symbol attached to my target's health bar in any way means I still have to keep an agUF target unit frame around and in a prominent place on my UI.
Dogtags can't do that for me (like they can replace auras) because I need the symbols (my brain wouldn't make the translation fast enough to have "Y" in yellow for star, for example.)
Aside from that absolutely no issues. It took me a while to wrap my head around how the configuration worked, and I still have no clue how to replicate the old "falloff" that I liked so much (and the current method, in default, confused me because it made me see a red dot where my HP *used* to be so I thought I was still low due to low alpha settings on my bars, so I'm turning it off for tonight.)
Attached is a SS from mid-archimonde with what I ran with last night. I really really love mHUD =).
I had to delete the old mhud configuration files from when I used the original one that was released before the rewrite.
EDIT: Please, could we get some alpha settings that make sense? Straight % values for in combat, out of combat, OOC regen, and OOC w/target would be perfect.
@ Lindalas: I just used the blizzard way of doing anchors;
* Simple to implement
* Flexible
* Better than no anchoring
* It was supposed to be a more advanced option for "the few", cause yes, its not easy to intuitive
@ kyth & Saryai: Just added falloff / barfade. It's disabled on all bars by default. To enable it:
Bars => Bar X => Falloff / Barfade => Use Falloff + Enable incoming and/or outgoing.
I'll test it out when I wake up. Stoopid third shift...
Edit: I'd also like to suggest some sort of "global" adjustment to move the bars closer to the center and further away as well as up and down.
What does the "Number of elements" setting do? I can't see any difference when it's changed.
* Bug: Not sure on the specifics yet, but see the attached screenshots. I'm seeing some big vertical falloff, easily reproduced by popping Bloodrage. It doesn't happen all the time... Probably related to Anger Management ticks happening at the same time as Bloodrage gains. I'll test on my Druid after seeing how it runs in a few BGs.
* Request: Some extra falloff direction settings would be perfect, especially an option to have it follow bar mirroring. It's a little awkward to have the falloff all going in the same direction with mirrored bars - I'd like mine to go in towards the center for healing/gain, and away from the center for damage/loss.
Awesome stuff so far, Merl.
EDIT: Forgot attachments. Oops.
Also, bar texture's a work in progress. I'll post the images when I'm happy with it.
EDIT2: The big falloff issue is happening quite a lot more often than bloodrages. Not a huge deal, just a touch distracting when it happens.
@ Saryai: Nice textures :D I'll look into the "spikes", it's prob when the difference value is close to 0. Added an fix for it, can't seem to reproduce the spike any more.
Forgot allow negative dx and dy, it's fixed :)
Added some comments to the elements part.
( committing as we speak )
This looks really cool, any chance you would share those textures? I have trouble finding out how to do something like that since the files are in a format I don't know how to handle.
I'll push it over to the trunk sometime soon, that way you can all publish mHud_<SomeSkin> :) Basically skins are just one or more saved variable tables + textures + description :)
Thank you! I get so frustrated when a moderate mod gets bloated by additional skins. >.<
In regards to the defaults, the reason I mention this is because it can be a pain to play around with it because if you switch "skins", it resets the entire profile so you have to start over.
Can you add an option to either hide/show or enable/disable the default bars? I've had to put the target's class-colored bar off screen to get rid of it. >.<
Other than that, it's a nice add-on. Can't wait to see what kind of skins get implemented. :D
About trying out the other skins, I'd recommend you change profile first, so you keep a backup of your work :)
* Middlebar.blp - The center bar.
* RB1.blp - Right bar, assuming unmirrored. Note that due to the design of the bar, it is very hard to judge rage and low mana.
* LB1.blp - Left bar. Simple arc fitting the center.
I made them to be easy to config. Just use the same X/Y coords for all 3 and they'll look like my screenies earlier. Still not happy with the middle bar, but they look alright.
Falloff looks much better now. No issues with it, thankies Merl.
Is there any chance we can get those static values for alpha? Or, failing that, how would I go about creating a custom alpha profile?
Oh. Random bug I found the other day, not sure if it's been fixed. When adding a new bar and adjusting what it represents, the original bars in the profile are reset.
So, if I use the dArc config and proceed to move the bars around, then decide I want a focus health bar, the original health and mana bars go back to their previous positions. This can be reproduced with each new bar added. Just add a new bar, set the bar target to something else, and there go the settings.
Not too hard to work around though, it's easy to make all the bars I need first and then start moving things around. ^_^
Edit: Note on the textures, you'll either have to register them in SharedMedia/MyMedia, or register them in mHud to get them working. Then, manually enter the texture path in mHud. Sidestepping the inevitable "How do I use?" questions until I get a skin worked up.
Also the old version had 2 dArch versions; dArchFantasy, which is the current dArch, and just plain dArch, which was without the frills, which I used for pet bars. Not sure why those were removed...
Edit: And I need to take another look at the falloff options, not sure if they just got changed.
@ Saryai: I've been a busy, but was hoping to finalize the skin-module-design and create an easy to use template, any Ideas be4 I start?
Since they will work as an add on, author, credits, web page etc. will be contained in the .toc
If you mean example files: What you've got now is good, and from what I've looked at in the skin files, it's easy enough to write up a custom skin module. 'Nuff said, if someone needs to figure out how to pull off something obscure they can just ask here.
<textwall>
In terms of the config process in mHud itself: The current design could use some love. Having different 'profiles' for each trait (alpha and color come to mind, and I'll be calling them profiles from here on to avoid trying to come up with a different term) sounds great at first, but if you want something specifically altered (IE: I don't need to see the hud if I'm OOC and at full hp/mana, but if I'm regenning I want the alpha of the hud to be around 0.3 so I can see where I'm at. If I'm targeting something, regardless of regen, I want it around 60%) it's just not possible.
I'd propose keeping with the profiling, but expand on it. Give us a way to edit the specifics in an attribute, and make it global so we can reuse it without hand-editing everything else.
Good example would be with alpha settings. Most of them do little to nothing different than one another. We've got the change-by-amount option, which is great. We've got a few static values as well, but they're all hardcoded, which is a giant roadblock in an addon with so many config options.
What I'm thinking is another menu to let us adjust the settings of those profiles. This would allow a custom profile to be created and selected for each bar, eliminating much of the work present in some other addons.
For color profiles, easy. Is the color profile a gradient? If yes, set a start and end color. If not, set a static color.
For alpha profiles, same thing. Is the alpha a gradient? If yes, set a start and end alpha. If not, set a static alpha.
It's a segmented approach, and allows for much more customization while still making it easy to set up new bars.
</textwall>
Aside from that (huge) request, I'd like to see debuff coloring for the bars. Seems to me than most/all of the hud addons are missing that little feature. Throw it in a module and select a color profile for each type of debuff, with 'Same as Normal' available for ignoring incurable or less-cared-for types, and I'll be happy. ^_^
Edit: Redundancy is redundant.