I guess I should have looked at the Nurfed site a bit closer. I saw the news dated December and decided it was time to get something else. I'm already used to Pitbull now though and I like it a lot so far :P
EDIT: I was correct in thinking Nurfed wasn't being updated when I checked the site (3-5 days after the 2.1 Patch). Looking at the changelog, the last change before June 3, 2007 was January 10, 2007. I assumed that it wasn't being updated.
I just redid my UI for the first time since wow 2.0 first came out. I tried setting it up so I can see as much information as quickly as possible. I still have a lot to tweak between grid and my AG raid frames (ie display the information that is best shown in each unique way).
Any good mods I might be missing, for read leader purposes?
Here's mine. Pretty standard Ace2 stuff. For some wierd reason I don't like viewports and I have a seperate window for party & raid chat so it looks like the ui is leaning to the left - I have used that layout style in more than 2 years now so I am used to it.
I'm curious what the Combat Log mod is in this Screenshot is anyone happens to know.
I rebuilt my UI recently; I need to tweak it some more, though.
Partyframes sit above the playerframe, Grid sits in the space in between the HUD and where the partyframes go. I'm considering moving the minimap back to the top of the screen and moving Eavesdrop back into the viewported area.
Here is my UI. Very simple. I created the bottom frame thing myself. It was the first one and is more of a template than anything.
Ace Addons:
Grid (the raid frames to the side of my character where I do all my healing)
Paladin Power (where I setup all my paladin buffs for easy application)
Pitbull (the unit frames)
Bartender3 (allows me to show and manipulate all of Blizz's button bars)
cyCircled (the border around the buttons
squeenix (the square mini map, also allowed you to move it anywhere)
prat (all the chat mods)
Fubar (the bottom bar that also alowes most the addons options)
eePanels (this displays the graphic frame at the bottom)
edit: Doesn't track consumable cooldowns, author doesn't plan to add support for consumables.
Last edited by Kalman : 06/05/07 at 10:16 AM.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Is that all 1 eepanel box or is it split up into more?
Also, how did you get different "skins" for them? I can only choose from 3 different ones from what I can tell unless I am just completely missing something, which is probably the case.
I guess I should have looked at the Nurfed site a bit closer. I saw the news dated December and decided it was time to get something else. I'm already used to Pitbull now though and I like it a lot so far :P
EDIT: I was correct in thinking Nurfed wasn't being updated when I checked the site (3-5 days after the 2.1 Patch). Looking at the changelog, the last change before June 3, 2007 was January 10, 2007. I assumed that it wasn't being updated.
Apart from the fact that the January version still works for patch 2.1 (it only had some paging issues when the patch came), the new one is linked in the discussion forum and is still getting worked at. http://forums.nurfed.com/showthread.php?t=15038 .
Can't get them to work, Clearfont2 seems to not want them. If i change the path in "core.lua" the game loads with the standard gamefont. I was thinking that *.otf could be the problem. I tried to simply rename them to *.ttf which works for the windows font viewer, but same result. They didn't load on startup... anyone can help?
Can't get them to work, Clearfont2 seems to not want them. If i change the path in "core.lua" the game loads with the standard gamefont. I was thinking that *.otf could be the problem. I tried to simply rename them to *.ttf which works for the windows font viewer, but same result. They didn't load on startup... anyone can help?
I'll tell you how I did it. Downloaded ag_UnitFrames, extracted the font barftames.ttf (which is actually Myriad), renamed it to TinBirdhouse.ttf (a font already present in ClearFont2 I didn't like and knew I won't use) and copied it to the respective ClearFont2 folder. ClearFont2 shows it as TinBirdhouse in-game, of course, but it works for me.
I'm sure there's a more elegant way of doing this, but if all else fails, try that.
Also, the font you are using in the screenshot seems to be a bit different from the one found in ClearFont2. Actually, all font types (regular, bold, italic, bold/italic) in both Calibri folders (versions 0.9 and 1.0) are the same. Exactly the same. Am I missing something? I'd really like to get my hands on the font, but don't know where to look.
Then again, I might be crazy or my eyes have given out.
Last edited by Langley : 06/05/07 at 8:46 PM.
Reason: minor clarification.
Can't get them to work, Clearfont2 seems to not want them. If i change the path in "core.lua" the game loads with the standard gamefont. I was thinking that *.otf could be the problem. I tried to simply rename them to *.ttf which works for the windows font viewer, but same result. They didn't load on startup... anyone can help?
I think you'd need to convert them from OpenType to TrueType fonts. I used Myriad Web and Myriad Web Condensed, which came as .ttf files with some Adobe programs. YOu could probably find them online somewhere.
You can also download a ClearFont2_FontPack and edit it to create your own FontPack definition, which will automatically load into ClearFont2 (and other addons as well). You can set it up to use Bold and Italic versions at the same time.
Example:
-- Initialize the Add-on.
CF2_FontPack = AceLibrary("AceAddon-2.0"):new()
-- Font path.
local FontPath = "Interface\\AddOns\\ClearFont2_FontPack\\Fonts\\"
-- Myriad Web Pro
local MyriadWebPro = {
["name"] = "Myriad Web Pro",
["normal"] = FontPath.."MyriadWebPro\\MyriadWebPro.ttf",
["bold"] = FontPath.."MyriadWebPro\\MyriadWebPro-Bold.ttf",
["italic"] = FontPath.."MyriadWebPro\\MyriadWebPro-Italic.ttf",
["bolditalic"] = FontPath.."MyriadWebPro\\MyriadWebPro-Italic.ttf",
["number"]
-- Update ClearFont2.
function CF2_FontPack:OnInitialize()
table.insert(ClearFont.fonts, MyriadWebPro)
ClearFont:UpdateFontList()
-- Have to call this to force it to re-apply the right font. - Storm -
ClearFont:ApplyFont()
--Register fonts with SharedMediaLib
local SML
AceLibrary:HasInstance("SharedMedia-1.0") and AceLibrary("SharedMedia-1.0") or nil
if SML then
SML:Register("font", "Myriad Web Pro", FontPath.."MyriadWebPro\\MyriadWebPro.ttf")
end
end
Last edited by Kilim : 06/05/07 at 8:25 PM.
Reason: additional info
Is that all 1 eepanel box or is it split up into more?
Also, how did you get different "skins" for them? I can only choose from 3 different ones from what I can tell unless I am just completely missing something, which is probably the case.
No, its 4 eePanels. The "skins" I created myself in photoshop. The graphics that you use have to be a multiple of 2, that is why there are 4 eePanels. This was a test and the next one I will do will have 5 eePanels. It was a little confusing when first creating the graphics and putting them into eePanels as the scaling wouldn't work out. I run in a resolution of 1280x1034 and cutting the frame up into 4 pieces and setting the eePanels to the same width of the graphic does not work, it comes up smaller. This distorts the finer details in the graphics. I worked out that the width of the in-game screen was essentially 1500 when set at a resolution of 1280. This is also with your UI Scale set all the way down, which im sure most people do. So with my next frame, it will be cut into 5 x 256 width graphics and the eePanels will be set to 300 width. This will display the graphic as it should look.
PS: I forgot to mention above that I also use Aperture, it is a viewport mod.
No, its 4 eePanels. The "skins" I created myself in photoshop. The graphics that you use have to be a multiple of 2, that is why there are 4 eePanels. This was a test and the next one I will do will have 5 eePanels. It was a little confusing when first creating the graphics and putting them into eePanels as the scaling wouldn't work out. I run in a resolution of 1280x1034 and cutting the frame up into 4 pieces and setting the eePanels to the same width of the graphic does not work, it comes up smaller. This distorts the finer details in the graphics. I worked out that the width of the in-game screen was essentially 1500 when set at a resolution of 1280. This is also with your UI Scale set all the way down, which im sure most people do. So with my next frame, it will be cut into 5 x 256 width graphics and the eePanels will be set to 300 width. This will display the graphic as it should look.
PS: I forgot to mention above that I also use Aperture, it is a viewport mod.
Wow, nice work... would you mind uploading it somewhere? I really like it, and I am not creative enough to come up with my own.
Wow, nice work... would you mind uploading it somewhere? I really like it, and I am not creative enough to come up with my own.
Sure. This was sort of a beta so I will have to learn how to pack everything together to be set up on someone else's machine. Hopefully I will have something together in a couple of days.
Pretty standard fare: Pitbull, Bartender3, Eavesdrop, Autobar, Quartz (top bar is focus, middle bar is target, bottom bar is player). Group stuff is replaced with Grid in raids.
I've found that as time goes on I really could not stand having extraneous information all over my UI, I ditched swstats, and KTM is permanently hidden and I've started using Eavesdrop instead of a combat log/sct (I'm an off-tank most of the time, if I'm dying there's nothing I can do about it other than trust my healers so knowing how much I'm being hit for doesn't help me much - obviously I don't pvp).
Having all my target information in the same part of my screen really helps me by letting me glance in the same place for pretty much everything I need to know. I'd like to get rid of the bottom left bar, but unfortunately I need to have those buttons visible - perhaps I will use the FadeOut option for them eventually like I did with tradeskills and such.
I have bound my minimap toggle to a keyboard key, it appears under my buff list but usually I don't need to see it so I've gotten into the habit of turning it off.
Eventually I suspect I will ditch the target debuffs for something more practical like debuff-filter to compact my UI further.
This is my UI, basically consist of a huge amount of Ace addons, but also some other addons.
Ace addons: PitBull, MobHealth, FuBar with numerous of plugins, Prat, ElkBuffBar, ClearFont and simpleMiniMap.
Other addons: Bongos2, Mik's Scrolling Battle Text and oGlow.
Using ag_UnitFrames here and Bartender3. On the left end above my chat window is my Focus frame that I regularly use for assists and misdirects. I got Sorren's Timers in the lower middle section. I separated my autoshot and global cooldown bars into its own groups and put everything else above that. SimpleCombatLog is on the lower right. ItemRack above my backpack. Everything else is pretty vanilla.