These ought not to have gone away. They are on icons though so the following applies: If you have OmniCC and the icons are large enough you should see a digital cooldown timer (depends on OmniCC settings). If you do not you should see the standard clock cooldown blizzard provides.
If neither of these shows up then there is an issue.
If a section has a nameList and no groupFilter then the nameList is used. This is quite inflexible though. Also it needs ui support to fill in and manipulate the names (this is already in the ToDo list for layouts).
Another possibility is to just plain add focus and targettarget. The issue with these is they can be non raid members. There is some code that does not expect this. That is, Grid2 is a raid frame, not a unit frame. The changes could be made though as they are quite worth while.
If someone knows of a mod that does a good job of this or some other place to steal relevant code, let me know.
This is probably answered somewhere but I couldn't find it...
Layers work well for each class having different layouts etc.. But, when I'm dual specced healer, I need Grid pretty much in the bottom center of my screen. But when i swap to melee dps, I need it like over to the left, and scaled down out of the way. With the current build, how do I go about doing that?
Really loving Grid2. I've used Grid for years, and couldn't live without it, but I was recently experimenting with Vuhdo because of a lot of users' claims that it is more efficient/better performance-wise. I didn't find that to be the case at all, nor do I find the config any easier to understand, but it does have some really nifty features. (I mainly fell in love with the hot bar indicators, the inner border indicator separate from "outer border", and the way you could assign all debuffs to show up as an icon in an icon bar instead of just debuff types or specified debuffs.) I didn't like the handling of raid debuffs, though, as the list was just not as comprehensive as Grid, nor could I assign indicators to cover the center as in Grid (I don't always need to be able to see unit name). But the biggest reason I decided to give Grid2 a try despite my hesitation because of its "alpha" status was that Vuhdo did not really use much less memory, nor was its CPU usage any lighter than Grid's when I checked with Option House. I do want to add, though, that Vuhdo's creator, Iza, is an incredible human being and I really appreciate how quick he is to respond to concerns, questions, feature requests. Not to say that Grid isn't the same way, but Iza really is superhuman.
Grid2 works perfectly, although I sorely miss the Mana Bars option, and GridControlPipes, which was an amazing way to make Grid incredibly versatile (show things only in combat, or pipe hot duration to ManaBars to show up as a hot bar like in Vuhdo, etc.). I would also love to see SharedMedia support again some day, but that's not urgent, of course. Better yet, Grid2 uses significantly less memory, and significantly less CPU according to OH (although I know there's a bunch of caveats to using OH to measure anything). It actually really amazed me, because I expect raid frames to take up a lot of memory/cpu after Grid and Vuhdo, and Grid2 is taking up a minimal amount compared to some of my other addons. I really love the feel of Grid2, and hope it will continue to be developed, and that there will be plugins like ManaBars and ControlPipes some day.
*and thank goodness there are raid debuffs included, or else I could not use Grid2 over Grid.. Gridstatusraiddebuff is what sets Grid apart to be amazing (being able to give it center location, not having to add in each debuff individually).
P.S. Nevermind, found the Texture option that uses sharedMedia.
Also wanted to add that I like the default settings for Grid2, very well thought-out for each class. I like the inclusion of two icons other than center icon in the center for each debuff type the class can dispel. I personalyl disabled the Death part of Alpha, since I like knowing when a corpse is in range for Rez, but the default settings are really very good for someone who just wants to go straight from the install.
I hope Grid2 gets more attention, and that more people give it a try. Need some of those cool plugin authors to start working on Grid2!
Sorry to double post, but I had a quick question separate of my random musings on Grid2. I find that when players enter Vehicles, instead of their player box being replaced with pet, and having the player showing up as a "pet" in the pet part of my frames. the original grid as well as most raid frames seem to treat it the old way, which was convenient when you don't show pets (for instance, I don't show pets in my 25man layout) and you need to heal the vehicle (think Eye of Eternity 25man). Any fixes?
I found an aesthetic issue that may be a little silly to report, but it bothers me quite a bit, so I tried digging through lua to see if I could fix it, but any help would be wonderful.
Basically, I like using a texture from phishr's media pack called phishgradient. It adds sort of a rainbow hue to each color that I absolutely adore. i used it on Grid and Skada fine, but when I apply it to Grid2's health bar, Grid2 seems to only take a very small portion of the texture, which completely ruins the effect of the texture. See, for example:
The left box is Grid, the right one is Grid2, and below it is Pitbull with portraits removed to show the texture in a larger form. (Ignore vuhdo, I can't set it to phishgradient because it hardcaps the number of textures available at 100).
After some fiddling, I found out that the problem is that Grid2 only takes that small portion of the texture, instead of the whole texture, for the statusbar. See, for example, the texture "Rain" applied to Grid, Grid2, and Vuhdo:
Grid and Vuhdo take a lot of the "rain" texture, and Grid2 only takes a very small corner of it, basically zooming in on the texture. "rain" actually looks better in Grid2, but most textures, say ones with flowers, circles, dragons, the other phishgradient ones, just do not look good with Grid2 because it doesn't capture the fully intended effect of the texture.
So, is there any way to "zoom out" of the texture? I really would love to use Phishgradient, and I would really love to use Grid2. Unfortunately, the two don't work well together at the moment. Even just any suggestions would be great.. I've compared Grid and Grid2 lua for mentions of statusbar or sharedmedia. Looking at GridFrame in both, Grid2 doesn't really define bar background, etc. I don't know if this could be called a "bug" and I hate to bother you guys over something purely cosmetic, but I would really appreciate it if anyone could maybe look into it.
Hmm, for some reason a reset just now fixed the issue. Which is weird, because I've reset my variables at least 1-2 times a day since I installed, and it never fixed before, but texture for health bar was never the first option I changed. (I still get the weird black box issue on some characters-reset, and changing indicator type from text to square or etc basically breaks Grid, so I've ended up having to start over quite a bit.. it's worth it so far though, really love Grid2.) Completely, utterly confused as to why the texture now works.
ETA: I just changed the frame width settings (which I hadn't changed before, but I had changed things like font) and the texture reverted to the old "glitched" state of zoomed in. I don't know why, but I guess messing with certain options related to the frame maybe seems to mess up how the texture is displayed? Any thoughts still would be great.... I am still testing out what options do this, exactly, but I have no idea how to fix the issue.
** I found out that any change in the health bar basically breaks the texture. It worked fine changing things like font, but, for instance, gaining more health as a result of casting Power Word: Fortitude, or changing frame height, etc. immediately makes the texture 'zoom in' to the glitched state. A new Reset fixes the texture until something like losing health occurs..
I noticed that changing the coloring of the Threat status (which is currently white, light blue, and red for different types of threat levels) breaks the Threat status. I tried resetting and just changing the colors, still nothing. Can't see threat on the bottom left indicator, border, anything. all i did was change colors from the defaults to yellow, orange, and Red.
ETA: sorry, meant to post it in the general Grid2 thread.. i guess it doesn't belong as well here.
Also, just a suggestion to perhaps have GridStatusRaiddebuff show stacks the way Grid does, with X2 for instance next to it. (I think that's how it was handled in Grid1). It's because the current stack text is extremely hard to read, especially with Omnicc layered on top of it (which is also useful and not something I'd want to turn off for certain raid debuffs, such as plague sickness, unbound plague, just to name a few).
interestingly enough, phishgradient bar texture works fine now after 3.3.5, without any updates to Grid2. I'm quite a bit perplexed, but happy enough. I still wish changing the threat indicator colors wouldn't break grid, and that stacks of a buff or debuff would show up the way they did in Grid 1 (not overlapping with omnicc timers), but overall I still like Grid2 a lot and will continue to use it, hoping for a few fixes here and there.