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Updated: 11/13/14 10:40 AM
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Update 5 (1.5.2)
Updated:11/13/14 10:40 AM
Created:05/21/14 06:53 AM
Monthly downloads:34
Total downloads:12,890
Favorites:51
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Categories:Discontinued & Outdated, Graphic UI Mods
CurvyHud  Popular! (More than 5000 hits)
Version: 1.1a
by: niocwy [More]
Quick-install guide :

1. Download "CurvyHud_v1.1a.zip" from the link above.
2. Unzip the archive in ESO addons folder (delete the previous CurvyHud folder if you're updating)
3. Launch the game. Log in, check that "CurvyHud" is enabled for your character, then enter the game and enjoy

If the HUD does not appear, it may be because the textures didn't load (this can happen if you install the addon while the game is running...no problem with an update). In this case, restart the game and it should load properly.

What it does

This add-on is for those who like having a HUD with vertical and curved bars instead of the default player and target unit frames.

A picture is worth a thousand words, so I invite you to look on the screenshots what CurvyHud looks like.

Current Features
  • All attributes bars can be placed in two containers left or right of the center of the screen. You can choose the order, bar spacing, the stacking style (aligned or 'stairway' style),color of the bars and borders.
  • Buff display : damage shield and regen/degen are displayed just like they are in vanilla.
  • Each bar come with a label which can display the values of the related attribute in a customizable format, font and color. Labels can be moved.
  • Target nameplate is now displayed in a movable, customizable container. You can choose which icon to display, the font and font size, and choose to color the name and/or level based on reaction or difficulty
  • In-game settings menu so you can customize a lot of things, and drag'n'drop support to move the elements of the HUD (you can also manually set the coordinates of each elements, relative to the center of the screen)
  • Configuration manager to save different configurations, shared by all your characters.
  • French localization

Incoming features
  • The rest of the buff display
    *attribute maximum augmented/decreased
    *armor increased/decreased
    *power increased/decreased
  • Customizable bar thickness and height somehow

  • Better/more textures for the bars. I'm not a very good graphic artist but I'll try my best.
Want to participate ?

- Reporting : as usual, if you find any bug, please report them to me, I'll fix them right away.
- German translation: if anyone is interested in doing that, just take a look at 'Loc_EN.lua' in the 'Loc' folder. Everything that needs translation is in between quotes, so feel free to make a file and send it to me.
- Texturing : as I already said, I'm not a very good graphic artist. That means making good looking textures is not only difficult, but also extremely time-consuming. If you want to contribute with your own maginficent textures I'll be happy to officially includes them ! Just send me a private message and we'll find a way. Just remember, for now it's not a priority, but as time passes I think more/better textures would be nice.

Great many thanks to

- Kith : for the work put on LibDragWin, which allowed the drag'n'drop of the elements of the HUD in early versions. I don't use it anymore but it proved to be very helpful in doing it my way later on.
- Seerah : for the work put on LibMediaProvider, LibAddonMenu and LibStub, which are epic for addon development
- SinusPi, Errc : for the work put on Zgoo which is a gift by the divines themselves.
- Authoring community : Cairenn, Seerah, Garkin, awesomebilly, Kith, Xrystal, Zolan, CrazyDutchGuy, zork...and many more, for the awesome help they provide on EsoUI Developer forum.
- All of you for the feedback, suggestions and support !
v1.1a
- updated for API version 100010 (from 100009). No changes, version number only
- updated the version of the embedded LibAddonMenu
- added the LMP-RemovedFonts to the embedded libs

v1.1
- updated for API version 100009 (from 100007). No changes, version number only
- updated savedVars version from 1 to 2
- migrated from LibAddonMenu1.0 to LibAddonMenu2.0
- overall improvement in code optimization and lisibility
- HUD visibility handling: minor changes, and all related functions have been moved in their own file. Also, the HUD is now displayed while dead, but not if the death recap is shown, as it should.
- added full supported mount, werewolf and siege bars. The default configuration sets them as overlays on (respectively) stamina, magicka and health bars, but this can be changed via the in game settings. Also, corresponding vanilla bars are now hidden along with the default player frame
- finally added some buff display, for both target and player :
* regeneration and degeneration
* damage shielding
Both have a similar behavior and appearance than corresponding vanilla buff display
- text values can now be displayed independently from the bars

v1.0.2.1
- updated for API version 100007 (from 100004). No changes, version number only
- fixed a bug where moving the container of the stamina bar while text values were anchored caused an error

v1.0.2
- fixed a bug where changing any settings for the target nameplate would cause an error
- the HUD is now properly hidden while dead
- added an animation to make attributes changes smoother
- added a rudimentary mount stamina bar, which is shown on top of the player stamina bar. As a result, the default mount stamina bar is now hidden along with the default player frame
- miscellaneous change in the code to prepare for the next major features (namely, buffs and improved customization)

v1.0.1
- updated for API version 100004 (from 100003). No changes, version number only
- added an 'attribute usage' opacity feature (with settings)
- opacity settings now have their own sub-menu
- back-end improvement for handling opacity
- Various changes concerning 'move mode' :
* no longer using LibDragWin for drag'n'drop support. It is now a built-in feature
* HUD elements can now be manually positioned using their absolute coordinates, relative to the center of the screen. A panel will appear in move mode to show/set the coordinates
* added an option to anchor text values to their containers. While enabled, moving a container will move the text values accordingly. Text values can still be move independently though
* fixed : using the slash commands '/curvy_move on' and 'off' will now correctly enable/disable the related buttons in the settings.
- fixed a bug where the HUD wouldn't appear correctly after changing a setting and/or entering move mode
- fixed a bug where veteran monsters appeared as level 50 in the nameplate. It should now display their appropriate Veteran level and icon.

v1.0
- Public release
Optional Files (0)


Archived Files (5)
File Name
Version
Size
Uploader
Date
1.1
144kB
niocwy
09/23/14 04:08 PM
1.0.2.1
81kB
niocwy
06/27/14 05:06 PM
1.0.2
81kB
niocwy
06/26/14 01:16 PM
1.0.1
86kB
niocwy
05/27/14 07:21 PM
1.0
87kB
niocwy
05/21/14 06:53 AM


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Unread 05/22/14, 03:48 PM  
niocwy
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Forum posts: 11
File comments: 27
Uploads: 1
Just a thought - for moving the bars, would it be possible to have a 'grab point' to, for example, move all of the left-side bars together as a group? Rather than fiddling with them individually and (in my case) messing up the alignment?
I don't understand. You're not supposed to be able to move the bars individually. The only thing you can move are the two containers.
So the only way you can mess up is with the alignment of the containers, and that's still a very valid point. I'm bringing solutions in the next patch.
Last edited by niocwy : 05/22/14 at 04:08 PM.
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Unread 05/22/14, 11:46 AM  
Xanderificus

Forum posts: 7
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Thanks for adding the out-of-combat stuff.

Just a thought - for moving the bars, would it be possible to have a 'grab point' to, for example, move all of the left-side bars together as a group? Rather than fiddling with them individually and (in my case) messing up the alignment?
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Unread 05/22/14, 09:23 AM  
niocwy
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Forum posts: 11
File comments: 27
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@Gothrek

1) You can place the bars anywhere you want in the two containers, with a max of 3 bars per container. What you're proposing is possible.

2) You can already move the text values inside the bars, change what value they display (just the percentage for example) and set the font/font size so they fit nicely. If you ask for another label in addition to those already there, it's not currently possible, but I might consider it later.

3) You can configure the nameplate to display whichever icon you want among pvp rank icon,class icon and alliance icon. Veteran icon is always displayed though.
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Unread 05/22/14, 08:20 AM  
Gothrek

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1) there is a possibility (maybe a setting), to invert the bars? (hp on the right and stamina/magika and viceversa)?
2) the possibility to insert value numbers into the bars
3) settings, and more settings, for see or not rank etc

tks
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Unread 05/22/14, 07:40 AM  
niocwy
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Forum posts: 11
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@daimon, @Xanderificus

Introducing this feature in the next update
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Unread 05/22/14, 07:29 AM  
daimon
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Excellent start! Thank you

One feature that I would like to see is the way the vanilla vital bars work while out of combat:
I like how the bars aren't visible while out of combat, but if a bar is not full it will be visible out of combat until fully recharged.
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Unread 05/21/14, 08:07 PM  
Xanderificus

Forum posts: 7
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Very nice.

Notable that stamina use doesn't show while sprinting. Nor does the "Low Stamina" warning show. Would be nice to see those.
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Unread 05/21/14, 05:16 PM  
Trollwut
 
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Originally Posted by niocwy
@Trollwut

I'll definitely add text input for all movable elements in the next update.
Thanks for that mate!
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Unread 05/21/14, 01:17 PM  
niocwy
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@Trollwut

I'll definitely add text input for all movable elements in the next update.
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Unread 05/21/14, 12:06 PM  
Trollwut
 
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I like this addon!

And you did a great job - is has everything in it what at first is needed.

One wish: Could you implement an option where I can change the space between the right and left bars? I've got an 21:9 screen and the bars are all centered where I have so much space for them.

Sure I could replace them with unlocked mode, but I won't get them at the same height or alignment by pixels...

Maybe a slider which changes the horizontal position of the bars+text like you slide it?
Or the elements get text inputs where I can change the numbers by myself.
Just to see and change the values.
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Unread 05/21/14, 10:04 AM  
niocwy
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File comments: 27
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@Ashema
Let me be clear : It won't track buffs like Srendarr or FTC do.

The point of the HUD is to display only what is already displayed in vanilla unit frames (arrows inside the bars for regen/degen, 'broken' texture for armor decreased, that kind of buff). For better buff tracking, FTC and Srendarr should be customizable enough to blend really well with the HUD (I personnaly used FTC until now, and I'm considering switching to Srendarr)

@DerBombo
Actually, the text nodes are not at all anchored to the bars. You can move them anywhere you want. Enable move mode (either via the menu or with /curvy_move on) and just drag'n'drop.

Concerning the german translation, there's only the settings to translate (and the labels on frames during move mode). I don't speak german at all, and if you want to help you can translate all (or part of) the entries in the file Loc_EN (localed in CurvyHud/Loc)
Last edited by niocwy : 05/21/14 at 10:06 AM.
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Unread 05/21/14, 09:40 AM  
DerBombo
 
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Text separation

Hey! Great addon (as stated on reddit ).

Of course I tried it out quickly. As I'm a fan of small fonts and HUD elements, I changed the size of the bars and the font size. After doing that, I noticed quite a gap between the bars and the text. So it appears the while the font is getting smaller, the anchor point for the text nodes is still the same. (or something like that..)

But other than that, it looks really promising! I don't really know, what you would need there, but maybe I can help you out with German translations!
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Unread 05/21/14, 09:40 AM  
Ashema

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Very nice.

Good job, thanks.

[waiting on the buff tracker]
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Unread 05/21/14, 09:23 AM  
lyravega
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Nice

Nice!
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