Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 534539 times)

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Offline atomicspark

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #60 on: September 08, 2009, 12:46:31 PM »
I don't see how Wiremod breaks a GUI for ULX.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #61 on: September 08, 2009, 01:00:56 PM »
I use a datastream to send data from the client to the server, instead of a bunch of concommands-- However, in wireexpression2, they set up a datastream to accept streams ONLY from wiremod-- they returned a false on a hook lol, but they're gonna be fixing it soon
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #62 on: September 08, 2009, 02:31:14 PM »
Okay, the problem has been fixed, since my 'workaround' was causing some slight problems with ULX  ::), Be sure to update the latest ULX/ULib, XGUI, AND wiremod SVN (if you have it)
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Offline Dv2236

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #63 on: September 08, 2009, 05:16:40 PM »
WOW, URestrict works for me now as well!

Offline EggNoggin

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #64 on: September 11, 2009, 09:18:01 PM »
HOLY CRAP!! URESTRICT WORKS TOO!!  ;D ;D

Offline piggy

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #65 on: September 16, 2009, 07:47:32 PM »
Hi,

I seem to be getting these errors when in-game

Code: [Select]
ulx/modules/cl/xgui_client.lua:3: attempt to call field 'queueFunctionCall' (a nil value)
ulx/modules/cl/xgui_helpers.lua:37: attempt to call field 'queueFunctionCall' (a nil value)

And the xgui command doesen;t work either. The only bits I have installed are ULX ULIB and Wire SVN (updated a few minutes ago)

Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #66 on: September 16, 2009, 08:08:49 PM »
What revision of ULib SVN are you using? You just updated it too?
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #67 on: September 16, 2009, 08:15:43 PM »
It seems to be working fine for me-- are you sure you're using the latest SVN of ULX and ULIB?

EDIT: Darn, this is what happens when I get distracted while making a post  :P

EDIT 2: I think datastream broke XGUI (again).. but I can't tell for sure, if anyone is having trouble getting XGUI to open (i.e. stuck on the XGUI is receiving data window), then don't worry, I'm working on a fix for it

EDIT 3: --- Sorry, for some reason I really wanted to edit this post a third time  ;D
« Last Edit: September 16, 2009, 08:19:08 PM by Stickly Man! »
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Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #68 on: September 16, 2009, 08:27:35 PM »
#3 - HAHAHAHAHHAHAHA. Really. LOL. I don't often really LOL (which is also why I don't type it in text)

Ok. Stickly Man... get some sleep.
I need to. Almost time.
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Offline piggy

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #69 on: September 16, 2009, 09:22:12 PM »
Whoops hadn't updated them for a while   :D

Thanks

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #70 on: September 21, 2009, 03:22:49 PM »
*UPDATE!* Yay finally

OK, this new version should have squashed any remaining errors for those of you who were stuck on the 'XGUI is receiving data' screen. There are also a few minor bugfixes, and I've halfway implemented the new command system! Hopefully by next version I should have all the commands functional on the players tab (ie. slap, slay, ban, kick, etc. )

Let me know if you run into any more problems!
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Offline Vakaris

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #71 on: September 25, 2009, 09:26:22 AM »
Well this is an ok menu realy, but I spotted a few wierd things:
1.Keep AI ragdolls (AKA NPCs turn ragdoll on death) only works on SP, I've tried and I know it doesn't work in MP. (and mods that allow it have bugs like if a zombie is killed by a headshot or an explosion theheadcrab turns into a ghost instead of a ragdoll, etc.)
2.There should be an option in ULX_settings.ini (or similar) to use the old menu or this menu.
3.I don't see a "bans" menu yet
4.Vote and server-wide vote seems to be the same to my logic.
5.In the advert menu I don't have the slightest idea what G:N means.
6.I don't see how alltalk and voice chat could be two different things.
No. I haven't tried this ingame yet. All of those are in-forum speculations.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #72 on: September 25, 2009, 11:21:46 AM »
Thanks for the feedback!

Quote from: Vakaris
1.Keep AI ragdolls (AKA NPCs turn ragdoll on death) only works on SP, I've tried and I know it doesn't work in MP. (and mods that allow it have bugs like if a zombie is killed by a headshot or an explosion theheadcrab turns into a ghost instead of a ragdoll, etc.)
I wasn't 100% sure about that, thanks for confirming it! I'll make that option single-player only.

Quote from: Vakaris
2.There should be an option in ULX_settings.ini (or similar) to use the old menu or this menu.
3.I don't see a "bans" menu yet
As this is still a WIP, it still missing a lot of features. However, I think this is going to be replacing the default menu for ULX when completed, so I don't think there will be an option to decide.

Quote from: Vakaris
4.Vote and server-wide vote seems to be the same to my logic.
Actually, in ULX there are 3 different types of map voting: Users can initiate a votemap (vote) and if enough players vote for the same map, it changes. The other two are admin-started, (server-wide votemap), If one map is selected, it asks everyone if they want to change the map to __, if multiple maps are selected, players can pick one.

Quote from: Vakaris
5.In the advert menu I don't have the slightest idea what G:N means.
True. I've been meaning to lay that out a bit better. For this and the maps, I'm planning on adding more tooltips to help explain some of the things though.

Quote from: Vakaris
6.I don't see how alltalk and voice chat could be two different things.
I believe alltalk is talking to teams only/everyone on the server, voice chat enables/disables voice completely

Quote from: Vakaris
No. I haven't tried this ingame yet. All of those are in-forum speculations.
Heh, I should probably update my pictures then  :o
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Offline Vakaris

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #73 on: September 25, 2009, 03:33:38 PM »
I forgot to mention - if plpl_damage is 1 then PvP damage is disabled, if it's 0 then it's enabled... Probably garry's mistake. You might want to correct this.

Offline 123dan5

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #74 on: September 25, 2009, 03:59:13 PM »
hmm dosent work with me