I know there have been some murmurs in the community about this, so I figured now's a good a time as any to introduce PitBull 4.0 (or at least the concept thereof).
PitBull 4.0 is a completely different codebase than 3.0, it's written entirely from scratch with important ideals in mind:
First off, everything in 4.0 is documented. This will make maintainability far, far easier, as well as allowing extensibility far easier as well. Documentation can be found at http://www.wowace.com/projects/pitbull4/pages/
The module system is handled much differently. The core framework is built around the concept that modules should have to do as little as possible and not repeat the same things over and over in each module. This makes writing modules far easier, as well as provides a more consistent interface for the user.
The layout system is handled entirely differently. In 3.0, every unit group had settings attached to it that defined its look and feel, this made configuring many frames at once hard without resorting to horrible hacks like the "All Frames" menu. In 4.0, every unit group has a "layout" attached to it. Let's say player has the layout "Normal" and target has the layout "Normal" as well. Making a change to the "Normal" layout will change both the player and the target, as well as any other frames that inherit from that layout. Individual units can override specific things in a layout, such as if you want the target to mirror horizontally (so bars fill up in reverse and such) or if you want it to be a different size. This is all possible and far easier to manage.
The options screen is better laid out. The overall design of the options is done to be simpler to configure. Things are more consistent and easier to find. This doesn't mean that you lose options or functionality, it just means that things should be more intuitive.
Ace3 is used instead of Rock. This really shouldn't affect users at all. It being Ace'd doesn't make it intrisically better, it's just that I don't have time to maintain the Rock framework patch-to-patch, so Ace3's a better long-term plan.
No longer explicitly dependent on DogTag. DogTag is now handled through a Text Provider module type. A separate Text Provider could be written and DogTag not used at all. I know some of the performance junkies wanted this option, so now you have it. Shefki has written the LuaTexts module for those who want to use it. It's a bit more complicated (for those who haven't written Lua), but the defaults should be good.
It's not done yet. We're mostly working out performance issues now.
The options screen is better laid out. The overall design of the options is done to be simpler to configure. Things are more consistent and easier to find. This doesn't mean that you lose options or functionality, it just means that things should be more intuitive
Am I missing the options that allow for say turning off power bars on party frames only or changing text on party frames?
Would it be possible for Party, Party Pet, Party Target, and Party Pet Target Frames to be unlinked in Pitbull 4.0? I'd like to be able to locate each Party Member, their Pet, and the corresponding target frames individually.
Would it be possible for Party, Party Pet, Party Target, and Party Pet Target Frames to be unlinked in Pitbull 4.0? I'd like to be able to locate each Party Member, their Pet, and the corresponding target frames individually.
As it stands, no, this is not _currently_ possible. You should file a ticket asking for it, so at least it's on the list.
Granted, I do provide a few nice options which may make this irrelevant (depending on your layout).
For example, you can specify how many units per column/row you'd like, which lets you have a nice 2x2 player grid. Also, there are some bugs in PitBull3 that don't exist in PitBull4 wrt grouping and positioning options.
It's not done yet. There are quite a few things missing, such as Auras (Shefki is currently working on this and should be done soon), Raid frames (I'm working on this), and various other options and modules. I also want to write more documentation and tutorials for module developers.
Looking good. I haven't played with it, but one option I've always wanted was different layouts depending on the raid size (so 10, 20, and 40 man layouts).
Having spent so much time setting up my Pitbull 3.0 frames has me wary of switching over to 4.0. My question I suppose is will I be able to get the same exact look of my current frames with the new 4.0 (when completed of course).
That's the WHOLE point.. ck has stated, several times actually, the level of customization will be nearly the same, just the way that said customization is actually performed, will be much more intuitive, and less time-consuming....
... I'm just a dumb hick from Alabama, and even I could read that...
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I know there have been some murmurs in the community about this, so I figured now's a good a time as any to introduce PitBull 4.0 (or at least the concept thereof).
PitBull 4.0 is a completely different codebase than 3.0, it's written entirely from scratch with important ideals in mind:
The project page can be found here: http://www.wowace.com/projects/pitbull4/
If you have any suggestions or find any bugs, http://www.wowace.com/projects/pitbull4/tickets/
Don't request features here. I won't see them. Use the ticket system.
If you're a translator and wish to help out, http://www.wowace.com/projects/pitbull4/localization/
PitBull 3.0 can be considered in a stasis. No more work is being done on it, all development efforts are going into PitBull 4.0.
Waiting for these to be finished as I've always liked the customization far more than any other frame mod.
Yes, you make a new layout, assign party to that new layout.
List tags are malformed.
Sorry, overlooked that in my rush to play with them before I was called off to do WG.
This may be another oops question, but what about color options, like changing that deep blue that is the mana bar.
Not yet, but I plan to add a whole host of options such as ones to edit that.
is there one way to import layout from Pitbull 3.0 ?
No, nor will there be, the systems are just way too different.
The idea is that it should take you around 5 minutes to configure rather than 2 hours, though.
that's right! it took me 2 hours to configure :)
thanks for answer, and to keep pitbull alive.
Would it be possible for Party, Party Pet, Party Target, and Party Pet Target Frames to be unlinked in Pitbull 4.0? I'd like to be able to locate each Party Member, their Pet, and the corresponding target frames individually.
As it stands, no, this is not _currently_ possible. You should file a ticket asking for it, so at least it's on the list.
Granted, I do provide a few nice options which may make this irrelevant (depending on your layout).
For example, you can specify how many units per column/row you'd like, which lets you have a nice 2x2 player grid. Also, there are some bugs in PitBull3 that don't exist in PitBull4 wrt grouping and positioning options.
I've submitted a ticket. Let me know if you need more information or detail, and I will try to provide it.
I looked and couldn't find any options for them. Additionally there seems to be no way to turn the party frames OFF when entering a raid.
... I'm just a dumb hick from Alabama, and even I could read that...
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