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Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 548763 times)

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Offline farmatyr

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #390 on: September 07, 2010, 05:17:25 AM »
I don't get  the xgui menu to show up at all, I get this error message when typing xgui in console:
Quote
ulx\modules\cl\xgui_client.lua:355: attempt to index field 'base' (a nil value)

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #391 on: September 07, 2010, 11:51:25 AM »
@Fleamonji: You're most likely not running the latest SVN version of ULib/ULX. Check HERE for more information, then let us know if you're still having issues.


@riki137: XGUI manipulates the version of UTeam that was integrated with the SVN versions of ULX/ULib. If you're using the SVN versions, I'd recommend removing any trace of the old UTeam, then re-create your team settings in the integrated UTeam.


@farmatyr: An error most likely occured during XGUI startup. Try and find the error, or post a console startup log with the error, then I can help you further.
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Offline farmatyr

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #392 on: September 07, 2010, 12:51:34 PM »
Apparently the ULX release on the front page isn't the latest version, switched to the SVN and got XGUI fully working. Keep up the good work on this great addon!  :)

Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #393 on: September 07, 2010, 01:40:25 PM »
Apparently the ULX release on the front page isn't the latest version, switched to the SVN and got XGUI fully working. Keep up the good work on this great addon!  :)

It's the latest version, yes. XGUI isn't using the latest version, however.
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Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #394 on: September 07, 2010, 03:39:04 PM »
It's the latest version, yes. XGUI isn't using the latest version, however.
And to be even more pedantic -
Front page = release code. Yes, it's old, but it's our latest official release.
SVN = beta code. Cutting edge. (At one time long ago), More likely to contain bugs due to newer code.
I think we discuss this in the FAQ area and SVN area of the forum.

Many other mods use SVN to "release" their code. (Wire, PHX to name but two biggies)
We don't use SVN to release. We use SVN to develop.

XGUI is SVN because it's under development. It will soon be part of ULX, when we make current well tested (bug free!) SVN into release.
:D
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Offline fstab

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #395 on: September 08, 2010, 05:52:28 PM »
Code: [Select]
Error    REPORT of '/SticklyMan/xgui.git/!svn/vcc/default': 200 OK (http://svn.github.com)
Uh oh, the SVN died. D:

Edited:

Yes, it did die, I've seen this happen to a few other SVNs before, I'm not just some noob posting his SVN errorline.
« Last Edit: September 08, 2010, 05:55:15 PM by fstab »

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #396 on: September 08, 2010, 06:27:01 PM »
Code: [Select]
Error    REPORT of '/SticklyMan/xgui.git/!svn/vcc/default': 200 OK (http://svn.github.com)
Uh oh, the SVN died. D:

Edited:

Yes, it did die, I've seen this happen to a few other SVNs before, I'm not just some noob posting his SVN errorline.

Yeah, apparently github has been having some issues with their SVN support--
http://support.github.com/discussions/repos/3942-svngithubcom-fail-200-ok

It's a known issue, but I haven't seen or heard about any progress on a fix :-\

For now you can either update from the git itself, or download a zip of the latest version from here:
http://github.com/SticklyMan/xgui/zipball/master
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Offline kulcris

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #397 on: September 08, 2010, 06:36:39 PM »
<snip>

posted this somewhere else http://forums.ulyssesmod.net/index.php/topic,4948.0.html


Edit by Stickly Man!: Snipped this post, as it was duplicate of link posted above. Further discussion about this will be taken there.
« Last Edit: September 09, 2010, 07:28:51 AM by Stickly Man! »

Offline NOVS12

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #398 on: September 09, 2010, 09:00:43 PM »
Awesome!

Offline tyrann619

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #399 on: September 11, 2010, 09:15:56 AM »
nice GUI !
is there a way to add a botton which only execute a console command?
Example:
a botton which "write" in console uppl_affectadmins 0
so can can set die uppl?

Offline Wully616

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #400 on: September 16, 2010, 01:41:08 PM »
I'm getting an error when I click the settings tab of XGUI and I also have no maps coming up in the maps tab.

Code: [Select]
[ulx\xgui\4settings.lua:73] attempt to index a nil value
[ulx\xgui\4settings.lua:73] attempt to index a nil value
[ulx\xgui\4settings.lua:73] attempt to index a nil value
[ulx\xgui\4settings.lua:73] attempt to index a nil value
[ulx\xgui\4settings.lua:73] attempt to index a nil value

also in the console when I join my server it says:


Code: [Select]
///////////////////////////////////////
//  ULX GUI -- Made by Stickly Man!  //
///////////////////////////////////////
// Loading GUI Modules...            //
//   1players.lua                    //
//   2groups.lua                     //
[@ulx\xgui\3maps.lua:79] bad argument #1 to 'insert' (table expected, got nil)
//   3maps.lua                       //
//   4settings.lua                   //
//   5bans.lua                       //
//   bans.lua                        //
//   commands.lua                    //
//   groups.lua                      //
//   maps.lua                        //
//   settings.lua                    //
// Loading Setting Modules...        //
//   1server.lua                     //
//   2xgui.lua                       //
//   server.lua                      //
//   sv_ulx.lua                      //
//   xgui.lua                        //
// Loading Gamemode Module(s)...     //
//   sandbox.lua                     //
// Modules Loaded!                   //
///////////////////////////////////////

I've got the latest release of XGUI from http://github.com/SticklyMan/xgui (ver 10.08.29 according to xgui menu) and latest SVNS of ulx and ulib.
[/url]

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #401 on: September 16, 2010, 02:19:07 PM »
Code: [Select]
// Loading GUI Modules...            //
//   1players.lua                    //
//   2groups.lua                     //
[@ulx\xgui\3maps.lua:79] bad argument #1 to 'insert' (table expected, got nil)
//   3maps.lua                       //
//   4settings.lua                   //
//   5bans.lua                       //
//   bans.lua                        //
//   commands.lua                    //
//   groups.lua                      //
//   maps.lua                        //
//   settings.lua                    //

For starters, you should probably delete your XGUI folder and reinstall it-- You have duplicate copies of some files (5bans.lua, bans.lua) because I had renamed the files a while back. After you do that, lemme know if you're still having issues.
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Offline Wully616

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #402 on: September 16, 2010, 03:29:35 PM »
For starters, you should probably delete your XGUI folder and reinstall it-- You have duplicate copies of some files (5bans.lua, bans.lua) because I had renamed the files a while back. After you do that, lemme know if you're still having issues.

Thank you that fixed it all  :D
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #403 on: September 23, 2010, 08:07:51 PM »
I really wish I had gotten this finished before school started.. Oh well, I think it's about time for an update!

No major new features in this version *cough*restrictions*cough*, but there are some changes/additions to the groups module you might enjoy! :D

Firstly, some annoying bugs have been squashed-- XGUI should now work on Single Player, the add player to group function of the groups module no longer errors when you have a partially messed up users table, and the add player by SteamID window now works!

Next, I ended up splitting the xgui_helpers into two files: xgui_helpers is now for various functions used by XGUI, whereas the new xlib file is specifically for creating derma controls (via xlib.make<blah> instead of x_make<blah>, for those of you who happen to have made a module for XGUI already). xlib should be able to be a standalone library, in case anyone wants to use it. (Even though right now it's a bit unstandardized and has a few xgui-specific stuff in it.. I'll get around to fixing that later)

Now for changes you'll really care about-- the groups module is a lot more friendlier! Animation chains now run a lot faster (so that any animation change should equal the total animation time, ~0.2 seconds), and it also now remembers where you were when you change groups! So if you're currently editing the accesses of "admin", you could quickly change the group to "superadmin" and it would close/reopen everything back to superadmin's access editor!

And there's a few new features with accesses now, too: I sorted the command accesses by categories (because the one list of all of the command accesses was quite large..) And now like the cmds module, only one category can be opened at a time-- by opening one, it closes the previously opened one.
-You can now right click on an access to access some extra commands -- you can remove inherited accesses, and also grant access on top of an inherited access (for adding multiple restriction tags per group). See screenshot below!



Anyways, that's enough babbling for me, I need to get back to programmin'! Enjoy!

(Also, apparently the git SVN links are still down, so.. That kinda sucks :( )

Changelog:
Code: [Select]
09/23/2010
-----------------
|General|
=Fixed: Unauthed Error when playing on single-player.
*Changed: Moved all of the derma control creation stuff into it's own library: xlib.
*Changed: All of the x_make<blah> functions are now xlib.make<blah>
-Removed 'variable name reference' comment block from the beginning of xgui_helpers (xlib)-- will replace/update when xlib is more standardized.

|Groups Module|
+Added: You can now right-click on an access to access more settings.
+Added: You now have the ability remove an access from the group it's inherited from.
+Added: You can now grant access on top of an inherited tag. (Used for applying a new restriction tag on top of an inherited access)
*Changed: UTeam modifier values now have limits, and the sliders now reflect their max/min values (eg, you can't set stepSize > 512)
*Chagned: Much like in the cmds module, the categories of accesses are now open one at a time-- opening a new one will close the previously opened one.
*Changed: Command accesses are now categorized by their category (e.g: Cmds - Fun)
*Changed: Chained animations now animate faster to match target animation time overall. (def. 0.22 sec)
*Changed: When switching groups, the panels close, then reopen to the spot where you were previously working.
=Fixed: Animations are (generally) more stable when the animation time is set extremely low.
=Fixed: removeuserid not calling a refresh properly.
=Fixed: Add by SteamID window now functions like it's supposed to. (It now closes and adds the steamID when enter is pressed, and displays an error when an invalid STEAMID is entered).
=Fixed: Bug where users in ULib.ucl.users who didn't have a group assigned to them would prevent the Add.. player button from working properly.
=Fixed: Updated code handling inherited states of accesses. It now properly reflects their inherited value/active restriction tag.
-Removed: crouchedWalkSpeed and maxSpeed UTeam modifiers. (They were pointless?)

|XGUI Settings|
=Fixed: Set the textcolor of the label "Derma Theme:" to black to match the other text.
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #404 on: September 23, 2010, 09:10:35 PM »
:)
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