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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:71
Total downloads:12,954
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Categories:Discontinued & Outdated, Graphic UI Mods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 06/26/14, 01:17 PM  
niocwy
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Forum posts: 11
File comments: 27
Uploads: 1
Originally Posted by Marcent
Can the author of this addon update please?
I just updated the addon with the new API version number. No others changes, but it will now no longer appear as out-of date.

The addon works fine with the new patch, except for the fact that the settings from before the patch are lost (see this thread to get your old settings back). This is an issue with all addons, so I can't do anything about it.

If you have any troubles, point them out.
Last edited by niocwy : 06/26/14 at 01:20 PM.
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Unread 06/26/14, 02:14 AM  
Marcent

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Can the author of this addon update please?
Last edited by Marcent : 06/26/14 at 02:17 AM.
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Unread 06/07/14, 03:39 AM  
niocwy
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Forum posts: 11
File comments: 27
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Originally Posted by makkon
suggestions:
1) target color by friend, enemy, guildmember
2) target pvp lvl in digits
3) target guild if you are in the same guild (you can find this code in GuildFriendGroupReticle addon)
I assume this suggestions come from a PvP point of view. I don't do much PvP myself but I can see the point. So :

1) Do you mean coloring the nameplate level/name ? or the target bar color ? If it's the latter, I don't think I would implement it since there would be some conflict (kind of) with the color being customizable.

2) I could do that.

3) I could do that too.
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Unread 06/06/14, 03:15 PM  
makkon

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suggestions:
1) target color by friend, enemy, guildmember
2) target pvp lvl in digits
3) target guild if you are in the same guild (you can find this code in GuildFriendGroupReticle addon)
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Unread 06/05/14, 04:39 PM  
niocwy
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Forum posts: 11
File comments: 27
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Re: Error

@Sarion

Thanks for the report ! I'm glad you love Curvy

This error happens when trying to change any settings related to the target nameplate. I obviously forgot to change the name of a function somewhere.

I'm going to push a fix ASAP, along with other minor changes.
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Unread 06/05/14, 02:08 PM  
Sarion
 
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Error

I have this error:

2014-06-05T21:51:53.926+01:00 |cff0000Lua Error: user:/AddOns/CurvyHud/Menu.lua:540: function expected instead of nil
stack traceback:
user:/AddOns/CurvyHud/Menu.lua:540: in function 'setFunc'
user:/AddOns/CurvyHud/Lib/LibAddonMenu-1.0/LibAddonMenu-1.0.lua:134: in function '(anonymous)'|r
And:

2014-06-05T21:52:04.770+01:00 |cff0000Lua Error: user:/AddOns/CurvyHud/Menu.lua:565: function expected instead of nil
stack traceback:
user:/AddOns/CurvyHud/Menu.lua:565: in function 'setFunc'
user:/AddOns/CurvyHud/Lib/LibAddonMenu-1.0/LibAddonMenu-1.0.lua:172: in function 'hookFunction'
EsoUI/Libraries/Utility/ZO_Hook.lua:33: in function '(anonymous)'|r

Please help me. I love this Add-On.
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Unread 05/28/14, 07:28 AM  
CGT_400

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Originally Posted by niocwy
5) Low target HP mark - I will include it at some point, although I'm not entirely sure how to display it. Feel free to make suggestions on this one.
At this point (unless you too worried about style) almost anything will do - even some sort of line or triangle to indicate that level on HP bar. Should be relatively easy with 0 level being at the bottom, and not in middle.

Changing bar's color/texture (maybe even to something blinky, if that's possible) would do the trick too - of course, the more customizable, the better.
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Unread 05/28/14, 04:08 AM  
Trollwut
 
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Forum posts: 6
File comments: 23
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v1.0.1
- added an 'attribute usage' opacity feature (with settings)
- Various changes concerning 'move mode' :
* 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 a bug where veteran monsters appeared as level 50 in the nameplate. It should now display their appropriate Veteran level and icon.
Yeah, thanks for that great work!

On the next version, to make this addon perfect, pls add an automatic routine to level to VR12 in minutes.
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Unread 05/27/14, 08:07 AM  
niocwy
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Forum posts: 11
File comments: 27
Uploads: 1
@Fakrae

The way I handle the graphical elements make your solution not that simple...especially when I want to have a customizable threshold. But I'm working on something like that.

EDIT : actually you made me think about something related to handling textures which will be very helpful for future developments...so thanks
Last edited by niocwy : 05/27/14 at 08:28 AM.
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Unread 05/27/14, 12:48 AM  
Fakrae

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As for that "low Health"-mark:
Try simply to add a horizontal line at 20% of the height of your bar?
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Unread 05/26/14, 11:14 AM  
Adanh

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Hello, just want to thank you very much for your work,
I love this addon, keep the good work
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Unread 05/25/14, 08:47 AM  
niocwy
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File comments: 27
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@CGT_400

1) Target health IS shown while out of combat, for hostile and 'neutral' (yellow) targets. You can even choose what opacity setting to use

2)Buffs will not be supported until the next major update (I'm working on it). However the next minor update, which should have come out yesterday (I was a bit busy, so it should be available today or tomorrow) will include an opacity setting for attributes in usage, out of combat.

3) I'll try to ninja-add this in the update today

4) I agree that target info style could be better, and I'll try to improve it For instance, allowing to align the text to left or right instead of center. Moreover, the asterisks to indicate monster difficulty is just a quick and dirty (and ugly) way I thought of for the release. It should change to something better in the future

5) Low target HP mark - I will include it at some point, although I'm not entirely sure how to display it. Feel free to make suggestions on this one.
Last edited by niocwy : 05/25/14 at 08:52 AM.
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Unread 05/25/14, 06:58 AM  
CGT_400

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Did check this one out while looking for what else is out there other than FTC, here's few things you might want to consider (to be fair, I used it for about 10 minutes, so feel free to ignore):

- with out-of-combat hiding it would still be nice to have target HP shown even out of combat (for 'hostile' NPCs at least);
- bars for stats that are being changed should be shown out-of-combat too (when casting spell, getting HOT/shield or running);
- way this is currently made, it might be worth to set separate opacity levels for text and bars - half-faded bars tend to read better than half-faded text (especially when text is white on bleak background);
- needs some revision for style (mostly concerning target name & info) to fit all text more seamlessly into some curvy circle-like HUD, maybe even changing target HP bar borders a bit to quickly indicate tougher enemies (icons are good for quickly displaying such info, more noticeable stylish hud changes - are even better);
- could use a 'low HP' mark for target health (as alternative to "enemy at low HP" message).
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Unread 05/24/14, 02:39 AM  
niocwy
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Forum posts: 11
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Ok I see what you mean now

Next update (coming this afternoon hopefully), in addition to allowing you to set the coordinates manually, will have two more options :

- locking the two containers on the same Y value (when you move one the other follow, on the Y axis only) EDIT : No I won't...
- locking the text values to their container (when you move a container, the text values moves accordingly)
Last edited by niocwy : 05/27/14 at 07:24 PM.
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Unread 05/23/14, 07:23 PM  
Xanderificus

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I'd meant the combination of the left bar container and the 3 text value bars.
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