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Old 12/16/07, 7:54 PM   #126 (permalink)
Piston Honda
 
Inkm's Avatar
 
Undead Rogue
 
Frostwhisper (EU)
@Kameril: Wow. That looks downright amazing. Jumping on the "I'd love to test that" wagon.

@Reguj: I saw that vid a bit earlier tonight and it looks nice from my point of view (which is the 'utterly code-challenged' point of view mind you).

They did mention an RSS reader in that video which made me wonder how that would be working, must be an external data pull ?

Edit;

Forgot to mention it and it's been mentioned in the thread already but LightHeaded really is a nice little addon. It saved me from tons of questions when my girlfriend started playing wow and still does to this day. Probably not revolutionary on it's own, but I feel it's sort of like a bridge between third party information and the game client itself that wasn't really there prior to it being released. Hence worthwhile mentioning here .
 
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Old 12/16/07, 8:14 PM   #127 (permalink)
Von Kaiser
 
Human Warrior
 
Alleria
Originally Posted by Inkm View Post
They did mention an RSS reader in that video which made me wonder how that would be working, must be an external data pull ?
Very similar to light-headed, it reads the feed, converts it to Lua and then you reload your ui or relog to actually pull it ingame.
 
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Old 12/17/07, 5:42 AM   #128 (permalink)
Von Kaiser
 
Undead Priest
 
Nazjatar
I guess I'd borrow ideas from other games I like that haven't made it into WoW.

1. This is hard to describe, so I'll give an example.

Instead of hotkeys being like

"1"

and that's it, there are times where I'd prefer it to be

keystroke sequence + a "send" key

Example: bind the send key to "<alt>"

press 1 then <alt> is a hotkey
press 11 then <alt> is a hotkey
press 111 then <alt> is a hotkey

Basically this massively expands my keyboard. I'm a priest and have oceans of keys bound. This would simplify my life greatly. For a fast typer, the difference between 1 and 111<alt> is nothing and I can keep all my hotkeys under my thumb instead of performing keyboard gymnastics every time I play.

-----

Another totally different design that might allow the user to keep the default hotkey methodology and overlay this method on top of it is to assign a key that is held down when you want to enter a keystroke-sequence hotkey

example:

bind the keystroke-sequence hotkey to SHIFT.

<hold down SHIFT> 11 <release SHIFT> is a hotkey
<hold down SHIFT> 111 <release SHIFT> is a hotkey
<hold down SHIFT> 121 <release SHIFT> is a hotkey
And you can always just hit "1" or "2" and that's a normal hotkey as long as SHIFT is not held down.
 
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Old 12/21/07, 3:38 AM   #129 (permalink)
Don Flamenco
 
Human Mage
 
Thaurissan
The one thing I had been wondering is whether it is possible to have mods that play sounds based on events in game.

For a mage, it could be if your focus target polymorph is removed, some custom sound or voice says "polymorph removed!" Or your focused mob is casting heal and it plays "Heal is being cast"

It will be a great help rather than straining my eyes on all the little bars in game on whether the mob is casting heal or my sheep broke
 
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Old 12/21/07, 5:09 AM   #130 (permalink)
Von Kaiser
 
Baloril's Avatar
 
Human Warrior
 
Proudmoore
Originally Posted by xiaoxin21 View Post
The one thing I had been wondering is whether it is possible to have mods that play sounds based on events in game.

For a mage, it could be if your focus target polymorph is removed, some custom sound or voice says "polymorph removed!" Or your focused mob is casting heal and it plays "Heal is being cast"

It will be a great help rather than straining my eyes on all the little bars in game on whether the mob is casting heal or my sheep broke
There's several mods out there that print events to your chat log when a sheep is broken - it should be possible to attach a sound event to that, as well.
 
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Old 12/22/07, 1:06 PM   #131 (permalink)
Glass Joe
 
Human Mage
 
Molten Core (EU)
Originally Posted by xiaoxin21 View Post
The one thing I had been wondering is whether it is possible to have mods that play sounds based on events in game.

For a mage, it could be if your focus target polymorph is removed, some custom sound or voice says "polymorph removed!" Or your focused mob is casting heal and it plays "Heal is being cast"

It will be a great help rather than straining my eyes on all the little bars in game on whether the mob is casting heal or my sheep broke
ControlFreak with your sound file...
 
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Old 12/23/07, 3:36 PM   #132 (permalink)
Glass Joe
 
Gnome Warlock
 
Spirestone
Originally Posted by Kokolums View Post
I guess I'd borrow ideas from other games I like that haven't made it into WoW.

1. This is hard to describe, so I'll give an example.

Instead of hotkeys being like

"1"

and that's it, there are times where I'd prefer it to be

keystroke sequence + a "send" key

Example: bind the send key to "<alt>"

press 1 then <alt> is a hotkey
press 11 then <alt> is a hotkey
press 111 then <alt> is a hotkey

Basically this massively expands my keyboard. I'm a priest and have oceans of keys bound. This would simplify my life greatly. For a fast typer, the difference between 1 and 111<alt> is nothing and I can keep all my hotkeys under my thumb instead of performing keyboard gymnastics every time I play.

-----

Another totally different design that might allow the user to keep the default hotkey methodology and overlay this method on top of it is to assign a key that is held down when you want to enter a keystroke-sequence hotkey

example:

bind the keystroke-sequence hotkey to SHIFT.

<hold down SHIFT> 11 <release SHIFT> is a hotkey
<hold down SHIFT> 111 <release SHIFT> is a hotkey
<hold down SHIFT> 121 <release SHIFT> is a hotkey
And you can always just hit "1" or "2" and that's a normal hotkey as long as SHIFT is not held down.
I've toyed around with this idea before (I like the idea of having 125 actions with 5 keys and 3 keystrokes), but since it relies on conditional action execution (e.g., a keystroke of "1" can cast different spells in your example above), I believe this isn't doable with the APIs that blizzard gives us today. Sad too, I really wanted to get rid of all my alt-casting macros. =(
 
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Old 12/24/07, 7:04 AM   #133 (permalink)
Glass Joe
 
Orc Warlock
 
Nazjatar
@Kameril:

I am also interested in beta testing the dock mod. I also have a feature request (if it's possible). You spoke of the minimize button and how it might be hard to integrate that with existing frames, but would it be possible to leave a "shadow" of the frame on the dock? So basically when you click to maximize a frame from inside the dock, it would maximize the frame but leave a shadow inside the dock (essentially never leaving), so at any point you could simply click on the shadow and minimize the frame (as opposed to dragging it back every time).
 
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Old 12/24/07, 12:25 PM   #134 (permalink)
Glass Joe
 
Beans's Avatar
 
Undead Priest
 
Earthen Ring
Kameril: Thanks for your (free) hard work on this. I'm eagerly anticipating this mod since my entire goal with my UI as a healer is to conserve space and still be functional.
 
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Old 12/27/07, 2:48 PM   #135 (permalink)
Von Kaiser
 
Tauren Druid
 
Gorefiend
Just throwing in my thanks and appreciation for what you're doing Kameril - I've reworked my UI many many times and what you're putting together would eliminate 90% of the clutter that is so situational.
 
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Old 12/27/07, 3:21 PM   #136 (permalink)
Glass Joe
 
Tauren Druid
 
Archimonde
Regarding Dock, would it be possible to have multiple recall points, as loadable setups? The spirit of the mod seems to be showing what you need to see, only when you need it. What I'd want to do is design different UIs for different situations. Understandably, I'd probably be limited to the basic designs (though ultimately, it'd be cool to be able to have even different unit-frame setups for different activities), but if I could scale and move for different setups and then easily switch between them.

For example, I would want a PVP setup where I place things in certain spots, then a Raid setup, with entirely different positions (and different mods shown), and finally a farming setup to emphasize what I want to see when I do that activity.

Perhaps it's beyond the scope of the mod. Or perhaps something exists already as I want, though I've never seen anything of the sort.
 
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Old 12/28/07, 5:20 AM   #137 (permalink)
Von Kaiser
 
Human Warlock
 
Drenden
havent checked back here in some time, but that Dock mod looks absolutely amazing, can't wait till release. that is EXACTLY what i, as well as hundreds of other people i'd bet, have been looking for. the ultimate ui minimizer.
 
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Old 12/28/07, 10:58 AM   #138 (permalink)
Don Flamenco
 
Gnome Mage
 
Kilrogg
Originally Posted by Kokolums View Post
I guess I'd borrow ideas from other games I like that haven't made it into WoW.

1. This is hard to describe, so I'll give an example.

Instead of hotkeys being like

"1"

and that's it, there are times where I'd prefer it to be

keystroke sequence + a "send" key

Example: bind the send key to "<alt>"

press 1 then <alt> is a hotkey
press 11 then <alt> is a hotkey
press 111 then <alt> is a hotkey

Basically this massively expands my keyboard. I'm a priest and have oceans of keys bound. This would simplify my life greatly. For a fast typer, the difference between 1 and 111<alt> is nothing and I can keep all my hotkeys under my thumb instead of performing keyboard gymnastics every time I play.

-----

Another totally different design that might allow the user to keep the default hotkey methodology and overlay this method on top of it is to assign a key that is held down when you want to enter a keystroke-sequence hotkey

example:

bind the keystroke-sequence hotkey to SHIFT.

<hold down SHIFT> 11 <release SHIFT> is a hotkey
<hold down SHIFT> 111 <release SHIFT> is a hotkey
<hold down SHIFT> 121 <release SHIFT> is a hotkey
And you can always just hit "1" or "2" and that's a normal hotkey as long as SHIFT is not held down.
You might want to check MarsBar (MarsMod | Google Groups). It allows you to set up actions that trigger as result of a key sequence. You can set more or less any finite state machine if you want, the example that is provided shows how you can set up two key casting.
 
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Old 12/28/07, 3:07 PM   #139 (permalink)
Von Kaiser
 
Human Warrior
 
Alleria
Been busy with the Holidays and haven't worked on Dock for a bit. Right now I have some of my guild testing it; I'll likely open the closed beta to outside the guild in a week or so.


Originally Posted by Dobi View Post
I also have a feature request (if it's possible). You spoke of the minimize button and how it might be hard to integrate that with existing frames, but would it be possible to leave a "shadow" of the frame on the dock? So basically when you click to maximize a frame from inside the dock, it would maximize the frame but leave a shadow inside the dock (essentially never leaving), so at any point you could simply click on the shadow and minimize the frame (as opposed to dragging it back every time).
That's an interesting idea. It's very possible and I'll likely add an option for it.




Originally Posted by Wara View Post
Regarding Dock, would it be possible to have multiple recall points, as loadable setups?
You'll be able to save profiles, similar to the way Ace2 mods handle profiles, that will allow you to switch between layouts. A plugin could easily automate the profile switching based on events. It's not something that will be built into the core. However, this will only work for docked frames; moving or organizing other frames is beyond the scope of Dock.
 
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Old 12/28/07, 7:25 PM   #140 (permalink)
Solution complicated; Dispense enlightening graph.
 
Anias's Avatar
 
Blood Elf Warlock
 
Mal'Ganis
You can add me to the list of "interested in testing". It's a different enough idea that I'd want to play with what you've already done before suggesting changes.

Originally Posted by Vectivus View Post
Alternately, the "epic quest line" should require mouse turning, max distance camera, key-bound macros, strafing, and the ability to correctly spell ridiculous.
 
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Old 12/31/07, 11:11 PM   #141 (permalink)
Glass Joe
 
Undead Priest
 
Gurubashi
Originally Posted by Kameril View Post
Been busy with the Holidays and haven't worked on Dock for a bit. Right now I have some of my guild testing it; I'll likely open the closed beta to outside the guild in a week or so.
Will you be posting a link here or on your guild site? I'm interested in testing out this mod.
 
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Old 01/01/08, 1:56 AM   #142 (permalink)
Glass Joe
 
attackfrog's Avatar
 
Night Elf Druid
 
<VoA>
Korgath
A cool addon (or library, to be precise) which I discovered a while ago is this, Mode7.

http://files.wowace.com/Mode7/Mode7-r36430.zip - the library
http://files.wowace.com/Mode7Test/Mo...36292.1046.zip - an example of it in use

It provides the ability to display SNES-style "3D" graphics in WoW, like those used in the original Mario Kart. While it seems like nothing has been happening with it since I found it, it seems to me like it has a lot of potential for interactive maps and perhaps even graphics display on the screen that matches the camera angle, et cetera.

Last edited by attackfrog : 01/01/08 at 1:57 AM. Reason: Clarifying links

ïт'ѕ иσт εαѕỵ вεïиġ ġяεεи.
 
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Old 01/01/08, 2:28 AM   #143 (permalink)
Von Kaiser
 
TheSilverHand's Avatar
 
Draenei Shaman
 
Gilneas
I remember an old video by Cryect about his DungeonCrawler mod and showed how it's essentially a "3D" map of the particular instance he was in. The problem was that his was (to my knowledge) just a two dimensional map (basically the minimap) that was angled and then rotated to mimic the perspective of a guide. Obviously the problem with this (unless he made changes to the mod after he made the video) was that anything that had more than one level was extremely harder to navigate than a single-level instance.

Would it be possible to "build" a 3D replica of an instance? That is, use the rendering to create a multi-level model of the instance itself that would essentially be your tour guide through the instance? Depending on how dynamic Mode7 is, would it be possible to leave footnotes or arrows in the map? That makes the "tour guide" more like a tour guide since instead of just showing you where to go next as far as progression, an experienced writer/player could write guides for an instance that other people could just download and pick up.

Imagine the first time you were ever in an instance like Shadow Labs or Blood Furnace. Wouldn't that have been amazing if you not only had a detailed map of the instance, but you also had a footnote warning when you got to the first staircase in BF or the Inciter's room in SL that mentioned that there are stealthed rogues walking about? You say the map "has a lot of potential for interactive maps..." If by interactive you mean what I detailed (footnotes and graphics like arrows (to "point" the way to the next room) or circles (to circle that far-too-small quest item you have to loot off the ground or the wayward quest mob you have to talk to)), then this mod has more that simple potential. I imagine a revolution in the ways of how instance guides are written. Sort of like the concept behind LightHeaded: why bother with alt-tabbing to search for a text answer when you can have the information you want/need in your UI and is much easier to access and then digest?
 
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Old 01/01/08, 4:07 AM   #144 (permalink)
Von Kaiser
 
Human Warrior
 
Alleria
Originally Posted by Gumma View Post
Will you be posting a link here or on your guild site? I'm interested in testing out this mod.
I'll be posting a link here (probably in a new thread) when I open testing outside of my guild.
 
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Old 01/01/08, 8:26 AM   #145 (permalink)
Von Kaiser
 
cs-cam's Avatar
 
Undead Priest
 
Nagrand
Originally Posted by Kameril View Post
I'll be posting a link here (probably in a new thread) when I open testing outside of my guild.
Thank you very much, I'll have fun messing with this
 
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Old 01/02/08, 2:36 PM   #146 (permalink)
Glass Joe
 
SoAnIs's Avatar
 
Undead Rogue
 
Gurubashi
Yeah, combined with SlideBar from AucAdvanced and the addon that lets FuBar plugins be put in the slidebar this should allow for much cleaner UIs.
 
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Old 01/02/08, 2:48 PM   #147 (permalink)
Piston Honda
 
Noraj's Avatar
 
Dwarf Paladin
 
Arygos
Originally Posted by SoAnIs View Post
Yeah, combined with SlideBar from AucAdvanced and the addon that lets FuBar plugins be put in the slidebar this should allow for much cleaner UIs.
How does this work? I noted the Slidebar button converter a while back, but never could find any use for it, and from what I see in the Auctioneer Advance downloads, Slidebar's currently just a library. Is there some combination that I'm missing?

EDIT: I installed the Auctioneer package to get it all up and running...Frankly, I can't see the incentive for using something like Slidebar, when both Minimap Button Bag or Minimap Button Frame can do practically the same thing, with the only difference being an icon on the screen instead of a line along the screen's edge.

Last edited by Noraj : 01/02/08 at 2:56 PM.

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Old 01/03/08, 2:07 AM   #148 (permalink)
Glass Joe
 
SoAnIs's Avatar
 
Undead Rogue
 
Gurubashi
An icon on the screen is more noticeable. If you're going for the minimalistic/clean look, slidebar hides better than a minimap button. Not that the minimap buttons aren't a viable choice, I just happen to use Slidebar. The last time I used MinimapButtonBag it was very buggy, but that was long ago. The real point of these addons is to hide the things that don't need to be seen all the time from view. Dock will be the same thing, but for windows instead of minimap buttons. Action buttons can be hidden/shown as needed with Flexbar and some macros, chat windows can be minimized with MiniChat. There are addons to hide the minimap in combat. So for people who want minimalistic UIs, Dock will allow very, very clean UIs. This is cool.

Well, that was a rambling way to say "This looks great."
 
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Old 01/03/08, 1:01 PM   #149 (permalink)