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    posted a message on BugGrabber / BugSack -- Ace2'd
    I don't mind the move to LDB, but why were the slash commands taken out? I always used to hide the fubar thing and use the slash cmd to check the bug list or reset it. Please consider re-enableing the slash commands.
    Posted in: General AddOns
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    posted a message on Omen3
    Thank you for posting it to wowinterface. The previous version there hadn't been updated since May IIRC, which means it was badly outdated. I just hope that more authors do the same (publishing to WoWI) instead of taking the easier Curse-only route (though that is their choice and they can't be blamed for it).
    Posted in: Raid AddOns
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    posted a message on UI Screenshots - Show us what you use!
    Nice UI, Neal/Neavx! I have "Neal's UI" set as a favorite on WoWI. I'll be keeping an eye out for the (hopeful) update. :)
    Posted in: General Chat
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    posted a message on WTF just happened?
    Quote from Dridzt
    The problem is that the "release" site, curse.com is "updating" with any change to the underlying project.

    That's what annoys me the most about the "new" curse. Not only does it do it in the recently updated section, it does it in favorites too. So if you check the page instead of checking your email (provided you have email notifications turned on), you'll see a bunch of addons are showing as updated today even though the released file is the same as xx days ago. It's not just the WoW AddOns either...same thing happens for Warhammer. I wish more of the Warhammer addons were available on war.mmoui because I really can't stand the new iteration of the curse site. I tried the client, but getting minimal feedback from the client itself about what it was doing and when it was doing it made me uninstall it pretty quickly.

    I'm just glad that all but maybe 4-5 of my addons are available on WoWInterface. The others I can check the wowace projects for.
    Posted in: Updaters
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Denalian »

    The combat text is Parrot with "Skurri" font (I think its called),

    Double click that file (skurri.ttf) to find out the real name of the font. That's just a different font renamed to skurri in order to overwrite the default without using an addon to change the font. :)
    Posted in: General Chat
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Caellian »

    I'm not sure to understand why a TextCoord for an icon, i didn't try it but what's different and why text coord?


    Some of the icons WoW uses are multiple images within one .blp file. The TexCoord (texture, not text) defines which part of that file to display for that specific purpose. I'm attaching a .jpg of that file in question so you can see what I mean.
    Posted in: Unit Frames
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    posted a message on QuickHealth
    Quote from luxus »

    oUF would be great too :D

    Agreed! It is nice to have it working with my raid frames (PerfectRaid), but it would be even sweeter if it worked with oUF. :D
    Posted in: General AddOns
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    posted a message on StatBlockCore v2: Make use of your broker plugins!
    Quote from HunterZ »

    I tried a bunch of things but couldn't figure out how to make them do that - any hints?

    Edit: If it matters, I was testing mostly with blocks provided by FuBar2Broker.


    My bigwigs/ora/atlasloot blocks that are in SBC via F2B stick together and move. You just need to get them close enough to stick, then move them all by grabbing the first icon you stuck everything else to. Sometimes you need a little padding on either side of the icon if you reduced the block's size to fit just the icon. I stuck bigwigs onto atlasloot, then ora2 onto bigwigs, then grabbed atlasloot and all 3 moved wherever I dragged them to.
    Posted in: Data Broker AddOns
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    posted a message on Pitbull - Making player frame stop turning red when im getting hit?
    That's the aggro/banzai module. You can disable it altogether along with other modules or you can do it on a per-frame basis. I don't remember exactly which section of the playerframe would have it, but it is likely called "enable aggro coloring" or somesuch. I haven't used pitbull in awhile or I'd be more specific.
    Posted in: AddOn HELP!
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Acacia »

    Although I find pixel fonts a great space saver and very readable as a highlighting font, I find it equally terrible for a full mass of text. But I do agree that the one I have right now might not be the prettiest one you could find. Any suggestions on a good san-serif type which could work better? :)


    I only use MyriadPro and a pixelfont in my UI so I can't really comment on a better san-serif font, but I can offer a few pixelfont suggestions. I use uni05_53 as my pixelfont and find it to be not quite as "generic" as most. I also like Nokia Cellphone (which I discovered thanks to Lyn) for a bold pixelfont.
    Posted in: General Chat
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    posted a message on StatBlockCore v2: Make use of your broker plugins!
    Quote from Ara »

    I mean a "static" state as opposed to a "dynamic" one, not an unique width for all blocks. So when I choose global "static", each block would revert to their own fixed width, be it 100px for one and 130px for another. (The static width could also possibly be what each block had before switching from dynamic to static).


    I would love to see something like this in SBC as well. It might be easier to think of "dynamic" as auto-adjusting to the text's width (like Fortress) vs. static but user-sized blocks (SBC). I have tried both Fortress and SBC, and while I really like the auto-adjusting of block size based on text size that Fortress offers (perhaps because it uses LegoBlock?), I much prefer all the other features included with SBC (which I currently use).

    I agree that the "static" size shouldn't be a global setting, but it would be nice to have an input box in each plugin's settings that would allow you to specify a pixel size for the plugin width rather than having to mouse over it and scroll the wheel eleventy billion times until it's the right size (hai2u ExperienceFu).
    Posted in: Data Broker AddOns
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    posted a message on Grid
    Quote from Phanx »

    If you need help getting it in the right place, download Aloft to show a grid of lines on your screen that you can line things up with.


    Phanx means Align, not Aloft. :P
    Posted in: Grid & Grid2
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    posted a message on Name Changing.
    Quote from Moon Witch »

    I'll look into it. And then try if I can get it up on the svn without much issues. (I suck at svn stuff)


    *hugz and <3 for moony* :P
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Phanx »

    Took another screenshot with some other things showing during a boss fight:


    Very cool, Phanx. I nabbed your oUF frames from a previous post and *love* them. I did re-reverse the bars to "normal" though...I just couldn't get used to them the way you use them (though it is a pretty cool setup). After using pixelfonts for so long in an attempt to keep my UFs "clean" it is great to have large readable fonts on the UFs while still looking sharp. I also like how you arranged your combat text mod...I might have to try it like that. I've always left it at the default (curvy parabola thing) display setting.
    Posted in: General Chat
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    posted a message on Name Changing.
    Quote from Moon Witch »

    I actually have issues getting that right every time. I am currently testing if width/height could aide it. Personally I wanted BottomRight - Hotkey, name top center, count dead center. But - everyone puts up their skin with hotkey topright meh...

    Yeah...I was going to put count where the hotkey "normally" is and put the hotkey binding in the center bottom (I don't use macro labels), but nothing I tried with width/height/offset could get it to budge. Owell. If anyone figures it out though, please share the knowledge. :D
    Posted in: General Chat
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