Been a long time since I last tried IceHUD, didn't really like it in its first versions, but since I'm now playing wotlk beta and it seems to be the only HUD being updated, gave it a try, and gotta say it came a long way, it's really nice now.
Few wotlk related stuff though:
I believe the runes vertical positionning should go from -300 to +300. I'm trying to put it on the "top" of the HUD, but it sits a bit lower than the top of the side bars. +300 would probably fix that, and I guess it's stll in the limits of the addon
Runic Power doesn't seem to update correctly. Like, it updates at the end of a fight, or when I click options, but other than that it doesn't update. Might be related to wotlk client itself though, last build had issues with runic power not decaying on the UI and only updating when you got into combat. However currently on icehud, it also doesn't update when you use an ability that generate runic power, only when entering/exiting combat.
Awesome work however, I was really getting annoyed with basic unitframes, I'm a sucker for HUDs when tanking ^^.
I believe the runes vertical positionning should go from -300 to +300. I'm trying to put it on the "top" of the HUD, but it sits a bit lower than the top of the side bars. +300 would probably fix that, and I guess it's stll in the limits of the addon
These limits are easily editable. I will see about getting them increased.
Quote from Pyros »
Runic Power doesn't seem to update correctly. Like, it updates at the end of a fight, or when I click options, but other than that it doesn't update. Might be related to wotlk client itself though, last build had issues with runic power not decaying on the UI and only updating when you got into combat. However currently on icehud, it also doesn't update when you use an ability that generate runic power, only when entering/exiting combat.
I posted a bug on the wow forums about this because it's definitely something that the wotlk beta client has caused. Clients are no longer receiving the "power has regenned" events that usually trigger a decay or growth in mana/rage/energy/runic power. The latest version of icehud (v4 on curse/wowinterface, should be latest from wau/files.wowace.com as well) fixes this by using the same workaround as Blizzard's UI is using for the player frame. It was indeed the same bug as the middle beta build where runic power wouldn't update properly. Unless Blizzard fixes this, every single HUD/unitframe addon is going to have to use the same cpu-intensive updating method that their default UI is using to get around this problem. It's their new system called "predicted power".
When partied with another druid, if I'm in cat form and they are in bear form, both their lacerate and my combo points get counted, and visa versa. Is there a way to toggle this off to only show MY combo points or lacerate counts?
When partied with another druid, if I'm in cat form and they are in bear form, both their lacerate and my combo points get counted, and visa versa. Is there a way to toggle this off to only show MY combo points or lacerate counts?
You should never be able to see anyone else's combo points...I can understand Lacerates, but not combos. I will see about trying to make your own debuffs larger on the target (like buffs currently do), but I'm not certain if this is something that's easy to do or not.
You should never be able to see anyone else's combo points...I can understand Lacerates, but not combos. I will see about trying to make your own debuffs larger on the target (like buffs currently do), but I'm not certain if this is something that's easy to do or not.
I may not have been clear. I don't see their combo points but their laceration in the same spot as my combo points. Example: I get 2 combo points on a mob so there's now a 2 on the screen. The bear tank lacerates, now there's a 1 on top of the 2. His next lacerate places two 2's right on top of each other and so on. From that point, it's almost impossible to know which count belongs to which person.
I may not have been clear. I don't see their combo points but their laceration in the same spot as my combo points. Example: I get 2 combo points on a mob so there's now a 2 on the screen. The bear tank lacerates, now there's a 1 on top of the 2. His next lacerate places two 2's right on top of each other and so on. From that point, it's almost impossible to know which count belongs to which person.
Ok, I understand now. Yeah, that makes sense. I should be able to remedy that :). Thanks for the report!
Hi, it seems there is a problem with another ace addon, headcount. his author advice me to remove icehud because maybe it have an old ace library, and infact headcount doesen't signal me error anymore
i love icehud, so do you have any suggestion about this issue?
Hi, it seems there is a problem with another ace addon, headcount. his author advice me to remove icehud because maybe it have an old ace library, and infact headcount doesen't signal me error anymore
i love icehud, so do you have any suggestion about this issue?
Can you describe the type of errors you're getting or point me to the discussion thread about this?
Also, did this just break recently or has it been happening for a while? IceHUD is using WotLK-compatible versions of the Ace2 libraries, which might not work with Headcount. If it just broke recently, you should sync to an older version of IceHUD or wait for the Headcount author to update his addon.
Also, did this just break recently or has it been happening for a while? IceHUD is using WotLK-compatible versions of the Ace2 libraries, which might not work with Headcount. If it just broke recently, you should sync to an older version of IceHUD or wait for the Headcount author to update his addon.
yes exactly as you wrote. the problem is very recent. i downloaded a previous version of icehud and no error. maybe headcount need to fix his libraries to wotkl
Was really missing a focus cast bar in IceHud, so I just made a quick copy past of TargetCast.lua and search and replace target for focus.
IceHud.toc was also updated to include the new module.
This was just a really quick hack and I'm not sure if using the tecnic used in FocusCC that inherits from TargetCC isn't better.
yes exactly as you wrote. the problem is very recent. i downloaded a previous version of icehud and no error. maybe headcount need to fix his libraries to wotkl
thx a lot
I would hang on to the old IceHUD version for now until the expansion comes out. :)
Quote from NEloi »
Was really missing a focus cast bar in IceHud, so I just made a quick copy past of TargetCast.lua and search and replace target for focus.
IceHud.toc was also updated to include the new module.
Thanks for your contribution :). I'll check it out and probably include it in a future IceHUD release as soon as I get some time.
Was really missing a focus cast bar in IceHud, so I just made a quick copy past of TargetCast.lua and search and replace target for focus.
IceHud.toc was also updated to include the new module.
This was just a really quick hack and I'm not sure if using the tecnic used in FocusCC that inherits from TargetCC isn't better.
Also a code review in probably in order too.
Thank you.
I've added the FocusCast module as part of IceHUD in r80071. Thanks for the contribution! The only change I made was shifting the default offset over a bit and setting the module to be 'disabled' by default, like the other Focus modules.
When partied with another druid, if I'm in cat form and they are in bear form, both their lacerate and my combo points get counted, and visa versa. Is there a way to toggle this off to only show MY combo points or lacerate counts?
I just committed a fix for this bug. You should only see your own lacerates now. Sorry for the delay.
Pyros: latest build also has a fix for the rune module so you can move vertically -300 to +300.
figgityfigs: I'm still working on the xperl/icehud health corruption bug, too :). Work's been crazy.
An option to click through the IceHUD frames would be welcome. I love them for status, but I never want to click on them. Clicking on them gets in the way with bombing runs when targeting the ground.
An option to click through the IceHUD frames would be welcome. I love them for status, but I never want to click on them. Clicking on them gets in the way with bombing runs when targeting the ground.
The option is in there - can't remember where anymore though (set it once long time ago). Parnic, i still don't understand why you don't turn it on by default... sensible defaults rock... ;)
An option to click through the IceHUD frames would be welcome. I love them for status, but I never want to click on them. Clicking on them gets in the way with bombing runs when targeting the ground.
From the IceHUD wiki:
How do I turn off click-targeting and menus on the player bar?
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting."
Quote from xbeeps »
The option is in there - can't remember where anymore though (set it once long time ago). Parnic, i still don't understand why you don't turn it on by default... sensible defaults rock... ;)
Well let's see...the HUD is supposed to be a full unitframe replacement. If you're using the HUD without any unitframes, you have *no* ability to change your loot settings, drop group, etc. without being able to right-click your player bar. How annoying would it be for the default/intended setup for the HUD to disallow the player from being able to control himself in groups? Yes, sensible defaults do rock...which is what we have in this addon.
Well let's see...the HUD is supposed to be a full unitframe replacement. If you're using the HUD without any unitframes, you have *no* ability to change your loot settings, drop group, etc. without being able to right-click your player bar. How annoying would it be for the default/intended setup for the HUD to disallow the player from being able to control himself in groups? Yes, sensible defaults do rock...which is what we have in this addon.
I prefer to click F1 (to target myself), then right-click on the target frame that appears. The health bars just happen to always be where you're trying to click to either target mobs or to loot dead mobs, and it's *highly* annoying, whereas the target frame is very rarely interfering with those actions (actually never). This is just my opinion, but I'm pretty sure there are many who agree.
I prefer to click F1 (to target myself), then right-click on the target frame that appears. The health bars just happen to always be where you're trying to click to either target mobs or to loot dead mobs, and it's *highly* annoying, whereas the target frame is very rarely interfering with those actions (actually never). This is just my opinion, but I'm pretty sure there are many who agree.
Both the player and target unitframes are hidden by default with IceHUD. If I made the click-targeting on the player health frame be off by default, I'd just get another set of people asking how to turn it on, how to get their player menu, complaining that it's not on by default, etc. etc. So unfortunately this default setting won't be changing, especially now that it's been the default for quite a while.
By the by, you know you can scoot the health bars away from the center of the screen, right? :)
I've been using MetaHUD for quite a while, but as the last WotLK beta (8820) broke it, I went looking for a replacement, and found this jewel : great work ! My only regret being that I did not try it earlier :-)
But I guess I must be doing something awfully wrong, but I can't pinpoint it (all this apply to the 8820 WotLK beta):
- When I get the HUD to load, I can't see any combo points on it for my druid. I tried removing the test at the end of Combopoint.lua to force the module to load in case it was a localisation problem (I play on a non-english version), but it didn't help.
Even weirder, Whenever IceHUD load, Xperl's combo points display disappears, and it seems that even the game's on screen combo points scrolling text warning won't appear, even though the combo points are still present, as I can do my finishing moves.
I'm still fooling around trying to see if things go differently with the SVN version, but I guess I'm currently getting a mix of WotLK/non-WotLK version in the lib/ which messes everything.
I guess I'm missing something simple, as obviously this is a well-done addon with a very active and present developper, but I can't get it. Any idea ?
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Few wotlk related stuff though:
I believe the runes vertical positionning should go from -300 to +300. I'm trying to put it on the "top" of the HUD, but it sits a bit lower than the top of the side bars. +300 would probably fix that, and I guess it's stll in the limits of the addon
Runic Power doesn't seem to update correctly. Like, it updates at the end of a fight, or when I click options, but other than that it doesn't update. Might be related to wotlk client itself though, last build had issues with runic power not decaying on the UI and only updating when you got into combat. However currently on icehud, it also doesn't update when you use an ability that generate runic power, only when entering/exiting combat.
Awesome work however, I was really getting annoyed with basic unitframes, I'm a sucker for HUDs when tanking ^^.
These limits are easily editable. I will see about getting them increased.
I posted a bug on the wow forums about this because it's definitely something that the wotlk beta client has caused. Clients are no longer receiving the "power has regenned" events that usually trigger a decay or growth in mana/rage/energy/runic power. The latest version of icehud (v4 on curse/wowinterface, should be latest from wau/files.wowace.com as well) fixes this by using the same workaround as Blizzard's UI is using for the player frame. It was indeed the same bug as the middle beta build where runic power wouldn't update properly. Unless Blizzard fixes this, every single HUD/unitframe addon is going to have to use the same cpu-intensive updating method that their default UI is using to get around this problem. It's their new system called "predicted power".
Glad you're enjoying the HUD otherwise.
You should never be able to see anyone else's combo points...I can understand Lacerates, but not combos. I will see about trying to make your own debuffs larger on the target (like buffs currently do), but I'm not certain if this is something that's easy to do or not.
I may not have been clear. I don't see their combo points but their laceration in the same spot as my combo points. Example: I get 2 combo points on a mob so there's now a 2 on the screen. The bear tank lacerates, now there's a 1 on top of the 2. His next lacerate places two 2's right on top of each other and so on. From that point, it's almost impossible to know which count belongs to which person.
Ok, I understand now. Yeah, that makes sense. I should be able to remedy that :). Thanks for the report!
Great to see authors striving to keep things right. Keep up the good work.
i love icehud, so do you have any suggestion about this issue?
Can you describe the type of errors you're getting or point me to the discussion thread about this?
Also, did this just break recently or has it been happening for a while? IceHUD is using WotLK-compatible versions of the Ace2 libraries, which might not work with Headcount. If it just broke recently, you should sync to an older version of IceHUD or wait for the Headcount author to update his addon.
thx a lot
IceHud.toc was also updated to include the new module.
This was just a really quick hack and I'm not sure if using the tecnic used in FocusCC that inherits from TargetCC isn't better.
Also a code review in probably in order too.
Thank you.
I would hang on to the old IceHUD version for now until the expansion comes out. :)
Thanks for your contribution :). I'll check it out and probably include it in a future IceHUD release as soon as I get some time.
I've added the FocusCast module as part of IceHUD in r80071. Thanks for the contribution! The only change I made was shifting the default offset over a bit and setting the module to be 'disabled' by default, like the other Focus modules.
I just committed a fix for this bug. You should only see your own lacerates now. Sorry for the delay.
Pyros: latest build also has a fix for the rune module so you can move vertically -300 to +300.
figgityfigs: I'm still working on the xperl/icehud health corruption bug, too :). Work's been crazy.
The option is in there - can't remember where anymore though (set it once long time ago). Parnic, i still don't understand why you don't turn it on by default... sensible defaults rock... ;)
From the IceHUD wiki:
How do I turn off click-targeting and menus on the player bar?
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting."
Well let's see...the HUD is supposed to be a full unitframe replacement. If you're using the HUD without any unitframes, you have *no* ability to change your loot settings, drop group, etc. without being able to right-click your player bar. How annoying would it be for the default/intended setup for the HUD to disallow the player from being able to control himself in groups? Yes, sensible defaults do rock...which is what we have in this addon.
I prefer to click F1 (to target myself), then right-click on the target frame that appears. The health bars just happen to always be where you're trying to click to either target mobs or to loot dead mobs, and it's *highly* annoying, whereas the target frame is very rarely interfering with those actions (actually never). This is just my opinion, but I'm pretty sure there are many who agree.
Both the player and target unitframes are hidden by default with IceHUD. If I made the click-targeting on the player health frame be off by default, I'd just get another set of people asking how to turn it on, how to get their player menu, complaining that it's not on by default, etc. etc. So unfortunately this default setting won't be changing, especially now that it's been the default for quite a while.
By the by, you know you can scoot the health bars away from the center of the screen, right? :)
But I guess I must be doing something awfully wrong, but I can't pinpoint it (all this apply to the 8820 WotLK beta):
- If I load IceHUD alone (from http://files.wowace.com/IceHUD/IceHUD.zip, which is the latest if I understand well), the HUD doesn't appear in game.
- If I load IceHUD + Bartender 4 (WotLK branch, from http://svn.wowace.com/wowace/branches/Bartender4/WotlK/), the HUD appears. Strange, I guessed it was a depedency problem, but I can't see how Bartender could help.
- When I get the HUD to load, I can't see any combo points on it for my druid. I tried removing the test at the end of Combopoint.lua to force the module to load in case it was a localisation problem (I play on a non-english version), but it didn't help.
Even weirder, Whenever IceHUD load, Xperl's combo points display disappears, and it seems that even the game's on screen combo points scrolling text warning won't appear, even though the combo points are still present, as I can do my finishing moves.
I'm still fooling around trying to see if things go differently with the SVN version, but I guess I'm currently getting a mix of WotLK/non-WotLK version in the lib/ which messes everything.
I guess I'm missing something simple, as obviously this is a well-done addon with a very active and present developper, but I can't get it. Any idea ?