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Dark Heart (10.2.7)
Updated:05-12-24 10:13 AM
Created:unknown
Downloads:429,474
Favorites:1,153
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Categories:Unit Mods, The Burning Crusade Classic, Classic - General, WOTLK Classic, Buff, Debuff, Spell, Casting Bars, Cooldowns, Combat Mods
10.2.7

IceHUD  Popular! (More than 5000 hits)

Version: v1.14.42
by: Parnic [More]

Feel free to Click here to lend your support! if you enjoy using IceHUD and feel generous.


Summary
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.

What it is
Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more

Short feature list

  • Lots of different bar shapes and patterns to make the HUD look like you want
  • Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
  • Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
  • Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
  • Cast lag indicator (optional)
  • Alpha settings for in combat, target selected, etc.
  • Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
  • Highly configurable (can totally re-arrange all bars, change text display, etc.)

Slash commands
/icehud - opens the configuration UI to tweak any setting
/icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)

Frequently Asked Questions

1. How do I hide the default Blizzard player, target unit frames and party unit frames?
Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)

2. How do I turn off click-targeting and menus on the player bar?
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.

3. How do I hide the HUD or change its transparency based on combat, targeting, etc.?
Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.

4. Even if the rest of the HUD is transparent, the health percentages seem to show up. Why?
Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.

5. Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors?
Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)

6. What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar. (and may be colored red)
That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.

7. Is there a bar that shows breath underwater and if so, how can I adjust it?
Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.

8. There's a long green bar that sometimes shows up below everything else. What is it?
That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.

9. IceHUD needs a bar or counter for buff/debuff X!
Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.

10. How do I turn off the resting/combat/PvP/etc. icons on the player or target?
Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.

11. How do I turn off buffs/debuffs on the player's or target's bar?
Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").

12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?
This isn't IceHUD - it's Blizzard's new Spell Alerts they added in 4.0.1. Interface options => Combat => "Show Spell Alerts" to turn them off or search for a mod to tweak their positioning/size/etc.

13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?
Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.

14. Which module displays Monk Chi power?
Prior to v1.11.2, this module was called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. IceHUD v1.11.2 changed this module to be called Chi.

15. How do I add commas/periods into big numbers like health?
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.

16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.

17. When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.

18. How do I get rid of the bars that showed up beneath the player in the 7.0 patch?
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.

19. Why is there no target castbar for Classic?
The Classic game client doesn't offer a reliable way to show castbars for anyone except the player. IceHUD doesn't support the type of inaccurate guessing at combat log details that would be required to get a semi-useful target castbar.

# Changelog

v1.14.42:

- Fix Vengeance module in Cataclysm Classic

v1.14.41:

- Fix swapped DK runes in Cataclysm Classic
- Possible fix for castbar flashing sometimes when set to "Never"
- Fix IceHUD Vigor bar not showing up for some types of dragons such as the Algarian Stormrider

v1.14.40:

- Update TOC for Dragonflight to 10.2.7

v1.14.39:

- Support Cataclysm Classic 4.4.0

v1.14.38:

- Update TOCs

v1.14.37:

- Update LibRangeCheck version to address taint issues (wowace ticket #353)

v1.14.36:

- Really fix IceHUD stomping on other uses of the PowerBarContainer such as the Digging bar for the Archive event.

v1.14.35:

- Fix IceHUD stomping on other uses of the PowerBarContainer such as the Digging bar for the Archive event.

v1.14.34:

- Fix Vigor showing up sometimes when it shouldn't.

v1.14.33:

- Update TOC for Dragonflight to 10.2.5

v1.14.32:

- Enable GlobalCoolDown module in Classic Era 1.15.0+
- Enable tracking target buffs/debuffs in Classic Era 1.15.0+

v1.14.31:

- Fix nil concatenation error (wowace ticket #351)

v1.14.30:

- Update Classic-era TOC for 1.15.0
- Enable TargetCastBar module on Classic-era 1.15+

v1.14.29:

- Fix Stagger bar error for 10.2.0 (wowace ticket #348)

v1.14.28:

- Update TOC for Dragonflight to 10.2.0

v1.14.27:

- Update TOC for Dragonflight to 10.1.7

v1.14.26:

- Update TOC for classic-era to 1.14.4

v1.14.25:

- Fixed lua error that would appear when targetting webwrapped players in heroic alpha/beta titan rune dungeons.
- Added ability to adjust strata globally.

v1.14.24:

- Fixed an error when targeting a player and right-clicking a module that should show a menu in 10.1.5.

v1.14.23:

- Update Dragonflight TOC for 10.1.5

v1.14.22:

- Fixed reported issue with a Lua error on Wrath Classic clients. https://www.wowace.com/projects/ice-hud/issues/344
- Fixed Vigor module not working when riding Grotto Netherwing Drake (and theoretically all future Dragonriding mount types).
- Updated TOC for Wrath-Classic.

v1.14.21:

- Increased maximum scale/zoom to 400%, by request.
- Fixed TargetCC/FocusCC modules on Wrath Classic.
- Fixed disabled Buff/Debuff Watchers showing a static gray bar when set to When Missing or Always display modes.
- Fixed Buff/Debuff Watchers showing an empty bar when set to Missing mode. If the background was disabled, this looked like just a floating spell icon.
- Fixed spell icons sometimes not showing up for custom bars until the tracked spell had been cast once.

v1.14.20:

- Added Winding Slitherdrake as recognized for the Dragonriding Vigor module

v1.14.19:

- Updated TOCs for 10.1.0
- Added addon icon for 10.1.0 clients
- Fixed Dragonriding Vigor charges not showing up in 10.1.0
- Fixed Vigor not always updating correctly when loading into the game or a new zone

v1.14.18:

- Fixed Runic Power showing on a scale of 0-1000+ instead of 0-100+ with DogTags off
- Added option (enabled by default) to hide mod during cataloging.
- Fixed "Hide Blizzard Buffs" option on PlayerInfo causing errors and "?" icons when toggling off.
- Also hide Debuff frame if it exists (Dragonflight+) when enabling "Hide Blizzard Buffs" in the PlayerInfo module.

v1.14.17:

- Updated TOCs for 10.0.7

v1.14.16:

- Exposed the option in the Totems module to hide the Blizzard Totems frame or not, and changed the default value to not hide when on a version of the game that doesn't support right-clicking to destroy totems (any version after Wrath). This enables using the default Totems frame to cancel totems early.
- Fixed a reported error when playing Darkmoon Faire games.
- Added a few more Polymorph ranks to TargetCC for Classic. I'm sure there are more missing.

v1.14.15:

- Updated TOCs for 10.0.5

v1.14.14:

- Fixed PlayerAlternatePower bar showing up when it shouldn't have, such as when casting Power Word: Shield before ever having done anything to trigger a game-level "alternate power" event, such as mounting a Dragonriding mount.

v1.14.13:

- Fixed Vigor module hiding default Climbing, Film, etc. UIs. (wowace ticket #336)

v1.14.12:

- Added a module for showing Dragonriding Vigor points.

v1.14.11:

- Packaged a new version of LibDogTag-Unit to fix the Guild roster resetting its scroll position every 20 seconds.

v1.14.10:

- Fix an error in TargetTargetHealth/Mana and CustomHealth when Low Threshold Color was checked and Scale by Health % was un-checked.

v1.14.9:

- Fix Low Threshold to be usable even when Color By Health/Mana % is disabled. (ticket #334)

v1.14.8:

- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.

v1.14.7:

- Add option to scale absorb bar by the unit's maximum health.

v1.14.6:

- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells).
- Add DruidEnergy module (disabled by default). This module will show the player's Energy level if they're a Druid and currently shapeshifted to a non-energy-using form (eligible forms are configurable by the user).

v1.14.5:

- Fix castbar flashing. There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken, but now work again.
- Add "@" after the number when the Combo Points module is in Numeric mode, "Show Charged points" is enabled, and the current combo point is charged.
- Fix Charged point support in the ComboPointsBar module.

v1.14.4:

- Update TOC for 10.0.2

v1.14.3:

- Add Spell ID support for aura tracking.
- Add Evoker support.
- Add Empowered Casting (hold-to-cast levels) support.

v1.14.2:

- Fix CC and Invuln modules not showing immediately when they should.

v1.14.1:

- Fix Hide Party feature on pre-10.0 clients.

v1.14.0:

- 10.0 compatibility
- Renamed Anima Charged combo points to Charged, and removed specific references to Kyrian.
Optional Files (0)


Archived Files (81)
File Name
Version
Size
Author
Date
v1.14.41
1MB
Parnic
05-11-24 03:26 PM
v1.14.40
1MB
Parnic
05-08-24 11:05 PM
v1.14.39
1MB
Parnic
04-30-24 10:27 PM
v1.14.38
1MB
Parnic
04-15-24 04:06 PM
v1.14.37
1MB
Parnic
04-04-24 07:15 AM
v1.14.36
1MB
Parnic
02-10-24 02:51 PM
v1.14.35
1MB
Parnic
02-10-24 10:14 AM
v1.14.35-alpha1
1MB
Parnic
02-07-24 05:44 PM
v1.14.35-alpha1
1MB
Parnic
01-21-24 12:38 PM
v1.14.34
1MB
Parnic
01-19-24 09:04 AM
v1.14.33
1MB
Parnic
01-16-24 05:28 PM
v1.14.32
1MB
Parnic
01-07-24 02:52 PM
v1.14.31
1MB
Parnic
12-26-23 03:49 PM
v1.14.30
1MB
Parnic
12-10-23 07:00 PM
v1.14.29
1MB
Parnic
11-08-23 09:34 AM
v1.14.28
1MB
Parnic
11-07-23 04:37 PM
v1.14.27
1MB
Parnic
09-08-23 09:31 AM
v1.14.26
1MB
Parnic
08-23-23 01:39 PM
v1.14.25
1MB
Parnic
08-03-23 04:01 PM
v1.14.24
1MB
Parnic
07-17-23 02:15 AM
v1.14.23
1MB
Parnic
07-11-23 03:53 PM
v1.14.22
1MB
Parnic
07-05-23 12:35 PM
v1.14.22-alpha2
1MB
Parnic
07-04-23 09:20 AM
v1.14.22-alpha1
1MB
Parnic
06-05-23 09:34 PM
v1.14.21
1MB
Parnic
05-18-23 09:29 AM
v1.14.20
1MB
Parnic
05-11-23 09:26 AM
v1.14.19
1MB
Parnic
05-03-23 05:25 PM
v1.14.18
1MB
Parnic
04-05-23 07:18 AM
v1.14.18
1MB
Parnic
04-01-23 08:00 PM
v1.14.17
1MB
Parnic
04-01-23 02:34 PM
v1.14.16
1MB
Parnic
02-14-23 10:53 AM
v1.14.16-alpha1
1MB
Parnic
02-06-23 12:20 AM
v1.14.15
1MB
Parnic
01-25-23 01:42 PM
v1.14.14
1MB
Parnic
01-22-23 03:58 PM
v1.14.13
1MB
Parnic
01-21-23 08:43 PM
v1.14.12
1MB
Parnic
01-19-23 01:40 PM
v1.14.12-alpha1
1MB
Parnic
01-15-23 01:05 PM
v1.14.11
1MB
Parnic
01-13-23 09:36 AM
v1.14.10
1MB
Parnic
12-19-22 12:53 PM
v1.14.9
1MB
Parnic
12-13-22 08:49 PM
v1.14.8
1MB
Parnic
11-25-22 10:40 PM
v1.14.7
1MB
Parnic
11-23-22 10:39 PM
v1.14.0
1MB
Parnic
11-23-22 06:52 PM
v1.14.6
1MB
Parnic
11-20-22 11:08 AM
v1.14.5
1MB
Parnic
11-16-22 09:59 PM
v1.14.4
1MB
Parnic
11-15-22 10:17 AM
v1.14.3
1MB
Parnic
11-12-22 08:06 PM
v1.14.2
1MB
Parnic
10-31-22 10:38 PM
v1.14.1
1MB
Parnic
10-30-22 10:22 PM
v1.14.0
1MB
Parnic
10-30-22 08:26 AM
v1.14.0-alpha4
1MB
Parnic
10-29-22 04:26 PM
v1.14.0-alpha4
1MB
Parnic
10-28-22 09:50 PM
v1.14.0-alpha3
1MB
Parnic
10-28-22 07:50 AM
v1.14.0-alpha2
1MB
Parnic
10-27-22 12:36 PM
v1.14.0-alpha1
1MB
Parnic
10-27-22 07:04 AM
1.13.17.3
1MB
Parnic
10-04-22 09:44 PM
1.13.17.2
1MB
Parnic
09-20-22 01:29 PM
1.13.17.1
1MB
Parnic
09-19-22 09:23 AM
1.13.17
1MB
Parnic
09-18-22 10:39 PM
1.13.16
1MB
Parnic
09-02-22 01:37 PM
1.13.15
1MB
Parnic
08-31-22 06:15 PM
1.13.15-alpha2
1MB
Parnic
08-30-22 09:27 PM
1.13.15-alpha1
1MB
Parnic
08-30-22 09:07 PM
1.13.14.3
1MB
Parnic
06-06-22 08:04 AM
1.13.14.2
1MB
Parnic
06-05-22 10:31 PM
1.13.14.1
1MB
Parnic
06-01-22 03:28 PM
1.13.14
1MB
Parnic
06-01-22 07:33 AM
1.13.14-alpha1
1MB
Parnic
05-02-22 11:24 AM
1.13.13
1MB
Parnic
03-28-22 09:32 AM
1.13.13-alpha1
1MB
Parnic
03-24-22 11:25 AM
1.13.12
1MB
Parnic
03-22-22 10:18 PM
1.13.12-alpha1
1MB
Parnic
03-22-22 03:03 PM
1.13.11
1MB
Parnic
01-28-22 11:23 AM
1.13.10
1MB
Parnic
11-11-21 01:02 PM
1.13.9
1MB
Parnic
10-14-21 06:57 PM
1.13.9-alpha1
1MB
Parnic
10-12-21 08:24 PM
1.13.8.1
1MB
Parnic
09-10-21 01:10 PM
1.13.8
1MB
Parnic
09-05-21 08:37 AM
1.13.7
1MB
Parnic
07-19-21 11:54 AM
1.13.6
1MB
Parnic
06-29-21 07:15 AM
1.13.5
1MB
Parnic
06-26-21 01:23 PM


Post A Reply Comment Options
Unread 11-30-10, 03:23 PM  
AnrDaemon
A Chromatic Dragonspawn
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Forum posts: 156
File comments: 2231
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Originally posted by Parnic
No. IceHUD bars aren't just textures, they're custom images which is what allows them to be any shape (and also what causes horizontal bars to be so much of a problem).
Pairs of images, to be precise.
Do LSM allow to create new categories?

Seems like "yes". Here's a hint
Last edited by AnrDaemon : 11-30-10 at 03:28 PM.
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Unread 11-30-10, 09:56 AM  
Parnic
A Murloc Raider
 
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Originally posted by AnrDaemon
It is possible to use LibSharedMedia capabilities for that?
No. IceHUD bars aren't just textures, they're custom images which is what allows them to be any shape (and also what causes horizontal bars to be so much of a problem).
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Unread 11-30-10, 09:41 AM  
AnrDaemon
A Chromatic Dragonspawn
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Originally posted by Parnic
For anyone else interested, you need to edit IceHUD.validBarList at the top of IceHUD.lua and add the name of your bar.
It is possible to use LibSharedMedia capabilities for that?
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Unread 11-30-10, 08:53 AM  
Parnic
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Originally posted by p3st0lino
Hey Parnic.

First off I love IceHUD by far my favorite addon in WoW.

One thing that I always would have loved to have in this addon is the possibility to have your cast bar displayed as an outline of your mana bar and have custom bars that behave the same way.

So I thought if he doesn't have it integrated I will do it myself and I made the texture as a .png file and converted it back to .blp with the BLP2PNG converter.

I put it into the textures folder and thought well that might be it but then I realized I couldn't chose it from the drop down menu in game.

That means I'm either doing something wrong when converting the file or I need to edit your .lua files to be able to use the file.

So it would be cool if you could tell me how to implement new textures into this great addon or if you want I could send the textures to you so you could integrate them into the IceHUD by default.

Cheers.

Edit: All right never mind I figured it out myself.

Works great so if you are interested in the textures to make them available to everyone let me know.
I'm always interested in new textures since I have no artistic ability whatsoever. Feel free to mail them to [email protected] so I can take a look.

For anyone else interested, you need to edit IceHUD.validBarList at the top of IceHUD.lua and add the name of your bar.
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Unread 11-30-10, 08:22 AM  
p3st0lino
A Defias Bandit

Forum posts: 3
File comments: 6
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Hey Parnic.

First off I love IceHUD by far my favorite addon in WoW.

One thing that I always would have loved to have in this addon is the possibility to have your cast bar displayed as an outline of your mana bar and have custom bars that behave the same way.

So I thought if he doesn't have it integrated I will do it myself and I made the texture as a .png file and converted it back to .blp with the BLP2PNG converter.

I put it into the textures folder and thought well that might be it but then I realized I couldn't chose it from the drop down menu in game.

That means I'm either doing something wrong when converting the file or I need to edit your .lua files to be able to use the file.

So it would be cool if you could tell me how to implement new textures into this great addon or if you want I could send the textures to you so you could integrate them into the IceHUD by default.

Cheers.

Edit: All right never mind I figured it out myself.

Works great so if you are interested in the textures to make them available to everyone let me know.
Last edited by p3st0lino : 11-30-10 at 08:33 AM.
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Unread 11-29-10, 12:13 PM  
Parnic
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Re: Re: Re: Display and flashing

Originally posted by Gorgonzola
That's the sense in which I meant I think IceHUD needs a rehaul. With what you know now, both about the game's internals and about the kind of HUD people like for each class, I'm sure you could make a better version of IceHUD, easier to configure and to maintain, even if it breaks compatibility with existing configurations.
Understand that Blizzard changes their own API and exposes/removes/breaks/fixes functionality very frequently in their patches. It's the responsibility of the addon author to react to changes that we can't anticipate. This leads us to a very defensive posture in developing - i.e. everything in the mod needs to continue to work even if something fails in an unexpected way. This is a large part of why the mod may feel disorganized but it is in fact behaving in the safest way possible. It's also not a matter of "what I know now" about the game's internals but rather how the game's internals behave at this instant for this particular patch that my region of the world happens to be on.

Different countries get patches at different times so the mod needs to continue to work on completely different patches at the same time. China is still on 3.3.2 or something and Europe didn't get 4.0.1 until several days/weeks after other regions did, to cite a specific example. There is a lot of stuff to take into consideration that most people probably don't think about but that good mods will handle appropriately.
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Unread 11-29-10, 12:06 PM  
Parnic
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Re: Re: Re: Display and flashing

Originally posted by Gorgonzola
For example, the "Reverse direction" and "Invert bar" options should probably be renamed and consolidated into a single option, and / or use "radio buttons" (multi-choice) to select between directions.
This is not a good example to use for your point . Reverse and Inverse can be used together and do not mean the same thing. You can have a reversed inverted bar or a normal inverted bar, etc.

Originally posted by Gorgonzola
The "Flash below threshold" option should be generic (applicable to all types of bars and icons) and should work for both below a certain threshold and above a certain threshold (ex., "flash above 99%").
Yes, it probably should.

Originally posted by Gorgonzola
It should be possible to rename a module or change the spell it's tracking, change other parameters, and then click a single button to apply changes (currently, we need to press a button after changing the spell name or module name, otherwise the changes are lost).
This isn't really how any Ace-based mods work that I'm aware of. The Ace system doesn't really allow for this sort of thing without the developer building a huge system on top of the library that exists (which is a big waste of our effort and not really worth it, imo).

Originally posted by Gorgonzola
And, by the way, I don't think you should add an option specifically to track the duration of the Magma Totem (or any other totem), even though I would like that feature. I think you should plan it carefully and add "Totem" as a data source for a bar module (where other sources would be "Ability Cooldown", "Buff Duration", etc.). In other words, instead of having a different type of module, just have a generic "Bar Module" where the source type can be picked from a drop-down list (and, ideally, where the spell / totem / buff name can also be selected from a list, as well as typed in manually).
I would never add an option to track something this specific - this is exactly why I moved to custom bars from creating modules based on specific abilities. I would of course add totems as their own tracking system if that is what is warranted or just fix the logic to also apply to totems in addition to abilities and spells. I have painstakingly removed the class-specific or ability-specific modules wherever possible because of this exact reason. I have no intention of hacking together a "magma totem" specific feature as that would generate a request by another shaman the very next day to "please add something like magma totem for totem X".

Originally posted by Gorgonzola
I realise that, internally, some similar abilities might be exposed differently from others (see the issue with Fire Nova vs. Consecration, above), but the problem, from the user's point of view, is that the interface lacks a unified feel. It feels as if options were added as people requested them (which is probably true), instead of woven into the interface. I guess it's the disadvantage of making frequent small updates instead of making less frequent, but larger updates.
Yes I fully understand what is important to the user because I am a user of the addon myself. As I said, this is simply caused by me not playing a Shaman; it's not a complicated issue . I fix things as people like yourself report them and this is no different. I was simply giving you an insight into what might be causing the problem, not trying to make an excuse or write off "well I'm not going to fix it because of this."

Originally posted by Gorgonzola
That's the sense in which I meant I think IceHUD needs a rehaul. With what you know now, both about the game's internals and about the kind of HUD people like for each class, I'm sure you could make a better version of IceHUD, easier to configure and to maintain, even if it breaks compatibility with existing configurations.
I fundamentally disagree with breaking user configurations in an update just because the author felt the desire to rewrite some system. IceHUD has been around for 4-5+ years and it's very important to me that users don't get their configurations broken for no reason. I always add fix-up code if I change something in the mod that would otherwise require a reconfiguration because it's not the user's fault that I modified some system internally.

If I were going to rewrite the mod, I'd release a brand new addon called something different like you suggested. However, I'd rather just continue iterating and updating IceHUD to work so that people don't have to go hunt down a new version of the addon they've always used. As a user I have no way of knowing that I myself need to remove the IceHUD I have installed and instead install IceHUD 2 which is actually updated/maintained, for example. Many mods do this and I think it's a terrible pattern to make your users hunt down new versions and fix things themselves when they have no way of knowing that they need to.

As I said, I'm always interested in hearing about and fixing bugs, but if some of the (minor) problems you pointed out are game-breaking for you then just don't use IceHUD. There are plenty of alternatives.
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Unread 11-29-10, 11:37 AM  
Gorgonzola
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Re: Re: Display and flashing

Originally posted by Parnic
It used to work that way but it was requested that I change the behavior to respect the overall transparency settings for the mod which makes more sense to people. I can look into changing that if the player is the target.
Well, in this case there is no target, it's just an ability cooldown (it could also be an ability meant to be cast on a target, but the point is that it's a CD, not a buff or debuff, so it's not tied to a target being selected or not). And I'm not sure if I understand what your'e saying about transparency settings. None of my transparency settings is set to zero, but the bar disappears when I have no target, so it's not a matter of transparency.

Most of these types of problems are actually Blizzard bugs because some spells behave differently under the hood than others and it's not obvious to the player or addon developer. Plus I can only test on so many characters...I have 6 80's but I don't have one of every class and spec combination
I see. Maybe you could ask for volunteers to be responsible for testing all spells and abilities of each class, when a new patch is released? That would probably make catching these things easier for you.

I think it's very unfair to categorize a handful of bugs and feature requests as requiring the entire mod to be "rehauled."
No, that wasn't really related to these bugs or feature requests. It was due to the fact that IceHUD feels a bit like Corel DRAW (powerful but disorganised). Let me explain:

As people ask for new features, you add them to the existing interface, making it more complex and making it harder to debug the interaction between different options. At some point, it's simply easier (for you and for the users) to completely redesign the interface, and group options in a more logical, easier-to-debug way.

For example, the "Reverse direction" and "Invert bar" options should probably be renamed and consolidated into a single option, and / or use "radio buttons" (multi-choice) to select between directions.

The "Flash below threshold" option should be generic (applicable to all types of bars and icons) and should work for both below a certain threshold and above a certain threshold (ex., "flash above 99%").

It should be possible to rename a module or change the spell it's tracking, change other parameters, and then click a single button to apply changes (currently, we need to press a button after changing the spell name or module name, otherwise the changes are lost).

And so on. It's all these little things that still feel like experimental things, added at the last minute because someone requested them, instead of feeling integrated into the add-on.

And, by the way, I don't think you should add an option specifically to track the duration of the Magma Totem (or any other totem), even though I would like that feature. I think you should plan it carefully and perhaps add "Totem" as a data source for a bar module (where other sources would be "Ability Cooldown", "Buff Duration", etc.). In other words, instead of having a different type of module, just have a generic "Bar Module" where the source type can be picked from a drop-down list (and, ideally, where the spell / totem / buff name can also be selected from a list, as well as typed in manually), and all the visual options are kept.

Or, even better, have a generic "Tracker Module", where "bar" is just one of several possible display sub-modules. That way you could add new types of displays in the future (ex., "pie" displays, like the DK runes), and people could change the way a particular cooldown or buff is displayed without having to create a separate module and type in all the values and names again.

I realise that, internally, some similar abilities might be exposed differently from others (see the issue with Fire Nova vs. Consecration, above), but the problem, from the user's point of view, is that the interface lacks a unified feel. It feels as if options were added as people requested them (which is probably true), instead of woven into the interface. I guess it's the disadvantage of making frequent small updates instead of making less frequent, but larger updates.

That's the sense in which I meant I think IceHUD needs a rehaul. With what you know now, both about the game's internals and about the kind of HUD people like for each class, I'm sure you could make a better version of IceHUD, easier to configure and to maintain, even if it breaks compatibility with existing configurations.

Maybe call it FireHUD, now that we've gone from Northrend back to warmer climates.
Last edited by Gorgonzola : 11-29-10 at 11:55 AM.
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Unread 11-29-10, 09:39 AM  
Parnic
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Re: Display and flashing

Originally posted by Gorgonzola
There seem to be a couple of bugs with the display of ability cooldown bars.

When display mode is set to "Always", the bars only show while cooling down. When they reach 100% (full bar, reversed, so it's visible when CD is over), the bar and text tags disappear until you select a target. As soon as you deselect the target, the bar disappears again. This is an ability cooldown bar, it's not a target debuff, so why must I have a target selected to be able to see my ability's cooldown bar? Doesn't make any sense.
It used to work that way but it was requested that I change the behavior to respect the overall transparency settings for the mod which makes more sense to people. I can look into changing that if the player is the target.

Originally posted by Gorgonzola
Also, setting the display mode to "When ready" makes some ability CD bars never appear in some characters (I've tried copying the profile from a character where it does work, but with no success - for example, "Always" works on my Paladin, with Consecration, but does not work on my Shaman, with Fire Nova). I'm using the exact same settings (copying the profile and just replacing "Consecration" with "Fire Nova" as the spell to track). Using display mode "Always" works on both characters (with the problem described above - I must have a target selected), but display mode "When ready" only works with Consecration on the Paladin, it does not work with Fire Nova on the Shaman. I'm not sure if the bug is related to the spell or the character class, since they can't cast the same spells.
Most of these types of problems are actually Blizzard bugs because some spells behave differently under the hood than others and it's not obvious to the player or addon developer. Plus I can only test on so many characters...I have 6 80's but I don't have one of every class and spec combination so I'm going to miss bugs like this from time to time until they're reported. I'll try to investigate the specific case of "fire nova" though I don't have a Shaman at all.

Originally posted by Gorgonzola
Changing the "Reverse direction" and "Invert bar" settings frequently causes bars to display incorrectly (ex., displays 2 bars, one on top of the other, growing in different directions - I don't mean "expanding", I mean two bars) and requires the UI to be reloaded manually, or a relog.
Thanks, I'll try to get that fixed.

Originally posted by Gorgonzola
Also, I can't find an option to flash the CD bars, which would be very useful. I want a bar to fill from 0% to 100% while my Fire Nova (or Consecration, etc.), cools down, and then I want it to flash when that ability is ready, so I know I can cast it. Is there no way to do this? It seems the flashing option is only present for buffs, not for ability CDs.
This is not currently a feature. Thanks for the request.

Originally posted by Gorgonzola
Also, is there some way to make a bar appear (no need to grow, just appear, or flash) when the Magma Totem is not active (i.e., when it has expired), so I know I should cast it again? Totems are not abilities or buffs, and IceHUD's "Totems" module only shows the tiny icons, it does not seem to have an option to show a bar for the duration of the totem.
No. I don't play a shaman so I don't have any experience with this type of thing. I'll add it to the wish list.

Originally posted by Gorgonzola
Thanks for developing this nice add-on, but I think it might be in need of a rehaul. Many of the options are confusing and don't behave as expected, or display incorrectly until the UI is reloaded (which can make the options seem to be bugged).
Please understand that I'm just one person working on this addon that is expected to work for every ability, spell, class, spec, etc. in the entire game. I can't have an 80 of every class and spec combination and do extensive testing on everything. On top of that, this is a free mod developed in my spare time and I have a full time job and a pregnant wife so my time is already limited.

All that being said, I think it's very unfair to categorize a handful of bugs and feature requests as requiring the entire mod to be "rehauled." The vast majority of IceHUD works flawlessly and has more features than many, many other addons out there. There are tens of thousands of lines of code making up this addon developed by a single person over the course of several years. I always fix bugs and add features as requested (there's a long history of me doing this - check through the comments here and on curse/wowace) so it's not like I don't care about my users. However, if you don't like the mod I would encourage you to find another HUD mod that you do like and use it instead. I will fix the bugs you reported and try to get to the features when I can but you aren't being forced to use and enjoy this mod .
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Unread 11-29-10, 07:04 AM  
Gorgonzola
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Display and flashing

There seem to be a couple of bugs with the display of ability cooldown bars.

When display mode is set to "Always", the bars only show while cooling down. When they reach 100% (full bar, reversed, so it's visible when CD is over), the bar and text tags disappear until you select a target. As soon as you deselect the target, the bar disappears again. This is an ability cooldown bar, it's not a target debuff, so why must I have a target selected to be able to see my ability's cooldown bar? Doesn't make any sense.

To clarify, the bar shows while growing even if I don't have a target selected. But when the bar is full (cooldown = 0, ability ready), it only appears if I select a target.

Also, setting the display mode to "When ready" makes some ability CD bars never appear in some characters (I've tried copying the profile from a character where it does work, but with no success - for example, "Always" works on my Paladin, with Consecration, but does not work on my Shaman, with Fire Nova). I'm using the exact same settings (copying the profile and just replacing "Consecration" with "Fire Nova" as the spell to track). Using display mode "Always" works on both characters (with the problem described above - I must have a target selected), but display mode "When ready" only works with Consecration on the Paladin, it does not work with Fire Nova on the Shaman. I'm not sure if the bug is related to the spell or the character class, since they can't cast the same spells.

Changing the "Reverse direction" and "Invert bar" settings frequently causes bars to display incorrectly (ex., displays 2 bars, one on top of the other, growing in different directions - I don't mean "expanding", I mean two bars) and requires the UI to be reloaded manually, or a relog.

Also, I can't find an option to flash the CD bars, which would be very useful. I want a bar to fill from 0% to 100% while my Fire Nova (or Consecration, etc.), cools down, and then I want it to flash when that ability is ready, so I know I can cast it. Is there no way to do this? It seems the flashing option is only present for buffs, not for ability CDs.

Also, is there some way to make a bar appear (no need to grow, just appear, or flash) when the Magma Totem is not active (i.e., when it has expired), so I know I should cast it again? Totems are not abilities or buffs, and IceHUD's "Totems" module only shows the tiny icons, it does not seem to have an option to show a bar for the duration of the totem.

Thanks for developing this nice add-on, but I think it might be in need of a rehaul. Many of the options are confusing and don't behave as expected, or display incorrectly until the UI is reloaded (which can make the options seem to be bugged).
Last edited by Gorgonzola : 11-29-10 at 07:26 AM.
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Unread 11-23-10, 10:12 PM  
TULOA
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Re: Re: Re: Re: Re: Re: Feature Request

Originally posted by Parnic
Does it dynamically alter the size of the buff based on whether or not it was cast by the player? I understand you can globally alter buff size, but IceHUD goes one step further and allows specific buffs cast by the player to be larger than buffs around them not cast by the player. Changing the size of a secure frame in combat is prohibited by the system Blizzard has put in place, so no mod can do this on a per-buff basis and still allow cancellation of buffs while in combat.
Not quite sure I have no means to test that theory the only concern I have that works is you can cancel buffs in on your self and modify buff sizes.

If you wont thats fine I will just have to disable the player buffs from icehud since having them and being unable to cancel them is useless to me.
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Unread 11-23-10, 09:49 PM  
Parnic
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Re: Re: Re: Re: Re: Feature Request

Originally posted by TULOA
What are you talking about? Xperl has a feature to change buff sizes on the user frame and it can cancel buffs....

You may wanna talk to that author then i suppose.


To show you go get xperl 3.1.1 r495 and you will see you can set the buff size and cancel them....
Does it dynamically alter the size of the buff based on whether or not it was cast by the player? I understand you can globally alter buff size, but IceHUD goes one step further and allows specific buffs cast by the player to be larger than buffs around them not cast by the player. Changing the size of a secure frame in combat is prohibited by the system Blizzard has put in place, so no mod can do this on a per-buff basis and still allow cancellation of buffs while in combat.
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Unread 11-23-10, 09:41 PM  
TULOA
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Re: Re: Re: Re: Feature Request

Originally posted by Parnic
If I re-add the functionality of canceling player buffs in combat then the feature that allows buffs from the player to be a different size than other buffs must go away. They can't both coexist. I believe that custom buff sizing is more important to more users than canceling player buffs since many other dedicated player buff mods exist to handle cancellation.
What are you talking about? Xperl has a feature to change buff sizes on the user frame and it can cancel buffs....

You may wanna talk to that author then i suppose.


To show you go get xperl 3.1.1 r495 and you will see you can set the buff size and cancel them....
Last edited by TULOA : 11-23-10 at 09:44 PM.
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Unread 11-21-10, 08:59 PM  
Parnic
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Re: Re: Re: Feature Request

Originally posted by TULOA
Also on a sidenote I am not kidding about the change to the api or whatever. Xperl wasnt updated and it can now cancel debuffs.... You can check for yourself and you will see it can cancel debuffs and buffs now. Im using 3.1.1 r488 and before it wouldnt cancel buffs.
If I re-add the functionality of canceling player buffs in combat then the feature that allows buffs from the player to be a different size than other buffs must go away. They can't both coexist. I believe that custom buff sizing is more important to more users than canceling player buffs since many other dedicated player buff mods exist to handle cancellation.
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Unread 11-21-10, 01:27 PM  
Parnic
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Originally posted by Muscular Beaver
This problem has returned in one of the last versions.
Bah, okay. I'll check it out. More difficult to test without a holiday boss this time, sadly.
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