WIP: Text UI v 2.0

I have been working on a “new” UI, which is really a complete rewrite (I’ll get to why I say that in a second) of the older version of my Text UI. This new version has pretty much the same look (on face) but has quite a number of new features (via DogTag 3.0) which I am really beginning to like. But first, I have two screenshots to look at – one of them is a simple raid shot, while the other is the same shot with some of the elements explained.

Raid: http://omgphatloots.org/UI/Text2a.jpg
Raid’Splained: http://omgphatloots.org/UI/Text2b.jpg

I realize those two things don’t show very much, but I’ll explain a little further, including what I envision for the rest.

Unit Frames Generally:

The only mod you see is PitBull. Each frame exists with the text on top, but the frame background is transparent, and the bars use the Empty texture found in SharedMedia. This way, you can click on the name or health area and interact with the unit frame. Each bar has the health, power and blank bars enabled to help with organizing the tags.

Player/Target/Pet/ToT:

Player/Target – this is pretty standard. The letter next to the power numbers changes depending on the power type being used, and both the power and health numbers are fractional. The name is truncated to 15 letters, so you don’t get super-long names distorting your UI. On the bottom of each frames are indicators, which show things you might want to know – currently it only shows if you’re PvP flagged, DND or AFK. I plan to add other things here.

Pet: The Pet frame is above the player frame, and shows its name and health. It also shows range via changes in opacity. The name will be the color of the pet’s owner’s class; however, if the pet is not Happy the color will change to the happiness color.

Target of Target: The same set-up as the health and names of the players and target.

Raid Frames:

The raid frames are set up a lot like the player/target “Name – PercentHP” setup. The number that appears after the bar is the % of mana for mana using classes. I’m trying to think of something a little better to try to keep it all organized, but we’ll see. On death, the health percent and mana percent turns to “DEAD”. The AFK and DND tags appear next to the player frame.

I haven’t figured out party frames yet, but it will be different from the raid frames. Something for both of them though: for classes that can dispell, a dot colored to the debuff type will appear next to players with dispellable debuffs by that class. For all others it will be turned off.

I’ll post more updated screenshots as I keep working on it.

16 Responses to “WIP: Text UI v 2.0” »»

  1. Comment by enche | 07/11/08 at 11:35 pm

    Was wondering if the empty texture had any use
    good use of it!

  2. Comment by Kamdis | 07/12/08 at 12:03 am

    I’m wondering what the “Special indicators” are.

  3. Comment by magdain | 07/12/08 at 1:40 am

    On the bottom of each frames are indicators, which show things you might want to know – currently it only shows if you’re PvP flagged, DND or AFK. I plan to add other things here.

    Those are probably the special indicators. In the particular screenshot, I imagine the [p] is pvp flagged.

  4. Comment by Led ++ | 07/12/08 at 9:16 am

    While it is Original I woudlnt even notice when I’m dying if I used textbased UF’s only.

    If it suits you, it’s REALLY great. But I’m a guy who focuses only on bars for health/mana. Probably the reason why my UF’s always have as little text as possible :)

  5. Comment by Jurandr | 07/12/08 at 11:31 am

    I like the idea of the text UI, but it’s far easier to glance at a bar vs. read some text.

    It wins for having something flashy, but I wouldn’t use it because of functionality.

  6. Rob
    Comment by Rob | 07/12/08 at 2:40 pm

    It’s actually quite a bit easier than you’d imagine to see that you’re dying with this particular UI. As I said with the previous version, it’s not really useful for Arena, but for everything else it’s very comfortable once you get used to it.

  7. Comment by Liars | 07/13/08 at 11:12 am

    This is looking really interesting so far. It’d be nice if Pitbull allowed dynamic colour changing of text in relation to health/mana depletion.

  8. Rob
    Comment by Rob | 07/13/08 at 7:30 pm

    It does, and I plan to do something about that in the future. The problem is that it’s all about coding with PercentHP = “x” then the color choices. Unfortunately it won’t be a color gradient =/

  9. Comment by Led ++ | 07/14/08 at 3:36 pm

    What would be even better but I dont think you can, is make the text for your HP grow bigger and bigger when you get lower on health.

    This way when your at maxhp it will be reasonably small, but when you get alot of damage the number gets a different colour and gets bigger. Making it way easier to notice.

  10. Comment by Poem | 07/15/08 at 3:50 pm

    yes

  11. Comment by brakhage | 07/16/08 at 10:06 am

    As I would have said about your original post of the Text UI, but didn’t, due to forgetfulness: I think this is a really interesting idea, but, for me, I’m not sure I could use it. (I think I originally intended to call it a failed experiment–an assholish remark, but failed experiments are important!) Actually, for *me* I think it would work out; I’m PvE dps, so all I really need to know is my mana, and I tend to go by the number, rather than the bar; health is a concern, naturally, but less so.

    The issue I would have would be the raid. The text idea requires that you (I) actually focus your (my) eyes on the stat in question, and I really like to be aware via peripheral vision how the MT is doing, or the raid in general. The other thing I like to see is whether my CC is still active on my focus target. I use ClassTimers for that to great effect; having to actually read the timer is just lost time.

    Finally, what about thinks like Recount or Omen, or, invoking your earlier discussion, action bars? How are you thinking of working those in?

    I mention these things hoping to see if you have accounted for them, and what your take is. I’m really intrigued, tbh. The originality is just tempting enough, I think.

  12. Comment by rekor | 07/19/08 at 3:37 am

    Interesting. I’d have to try something like that before making any judgments, not a fan of pixel fonts though, so I’d probably change that.

  13. Comment by Poem | 07/21/08 at 4:31 pm

    @brakhage – i think for this UI action bars don’t really “fit” per se, just due to how minimalistic the whole thing is in general and in my opinion, they would look out of place. at most they’d be roll-over, but i personally keybind everything so i have no need for them at all, and it seems this whole UI is directed more towards that.

  14. Comment by HuH_ | 07/28/08 at 6:31 pm

    omg, your UI just rox
    I’ve download it, it works like magic ;-)
    but I get a problem with the party/raid frames: they don’t appear on the interface :-( I try to fix it with the conf options of PitBull…
    I’ve got another question: can we have a buff/debuff (as a list under the name of the target for example, to keep the «text spirit») mark of the target?

    However, this pack is very very well made :)

    PS: sorry for my bad english, just an european ;-)

Trackbacks/Pingbacks »»>

  1. [...] Newest UI is text based only. Here is my WIP screenshot so far, with some identifiers to help with the less obvious stuff. http://omgphatloots.org/UI/Text2b.jpg AddOns Used: PitBull SharedMedia – Font is Visitor (dafont.com) For more explanation on various parts of the UI – omgphatloots.org Blog Archive WIP: Text UI v 2.0 [...]

  2. [...] attempt? http://omgphatloots.org/UI/Text2a.jpg http://omgphatloots.org/UI/Text2b.jpg omgphatloots.org ? Blog Archive ? WIP: Text UI v 2.0 Hi Yeah i?ve seen it and got some ideas from it too Well it?s still only early wip, so maybe [...]


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