Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 554886 times)

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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #135 on: March 20, 2010, 11:53:51 AM »
I don't understand the inherited thing.. Whats the main purpose for it?

------

Also a little bit on / off topic

I used the edit advert thing in the xgui and it doen't save the adverts (like if I restart server it goes back to my adverts i have already set.. I'm not sure if you have saving implanted?)

And I edited so that there was both types of adverts in one group... Now how do I make both types of adverts (with the original file) in one group?
(Since i can't save what i did with xgui)
« Last Edit: March 20, 2010, 11:57:53 AM by Frrz »





Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #136 on: March 20, 2010, 12:49:58 PM »
Does this help with your understanding of inheritance?


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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #137 on: March 20, 2010, 01:09:25 PM »
Quote from: Frrz
Just wondering what other major things need work on it?

I tried to list the gist of things in the descriptions in my post, just find the TODO under each picture to see about what still needs to be done.

Quote from: someone920
i think one of the last things it needs is to save the edits you make, but otherwise, it's great! my server staff love it!

Thanks :D I forgot-- I was going to stick a big ol' warning on the description so people know that hasn't been implemented yet.. Besides my English homework, I do believe that's the next most important thing that needs to be done.  ???

Quote from: JamminR, da cool guy!
1) Make it detect Windows swapped mice buttons (or allow a toggle)?
...
I think the ability to double left (to allow) or double right (to restrict) the commands would be great.

1) Is there some method of checking for swapped mice buttons? If not a toggle would be fine, however-- I'm using the methods DoDoubleClick() and DoRightClick(), but, I don't think there is a function for double-right clicking. It might be possible to create one and modify the code for DoDoubleClick, but that's something I'd have to look into. So swapping left/right mouse buttons wouldn't work 100% properly.
Also, I'm still planning on reorganizing the layout of the groups tab, so if I can't work in the double-left and right clicks, there still will be an awesome way to manage restrictions :P

Quote from: JamminR's Doppleganger
2) Allow editing of a ban reason after the fact
Also, does the slider text adjust itself to years/months/weeks/days as I go higher?

2) Very good idea, I only thought about setting the name just for steamIDs to give admins a better idea. Added to TODO list ;D
And no, the slider only shows hours (I typed in something like 93120 hours in that example above  ???). I have a few ideas on some ways that may work better, Perhaps have several drop-down boxes or textentries for minutes, hours, days, and years? (Along with the slider for hours)

Quote from: Frrz
<stuff about JamminR's double-clicking ideas>
Actually, what I'm planning on is having "unallowed" things not even showing up in the list. I WAS planning on making an add "window" that would show only the unallowed commands and access tags, and you could select multiple items, then add them to the list from there. But, since the layout is changing, that idea may change too.  ::)

Quote from: Megiddo
Looks pretty awesome!
One GUI to rule them all, One GUI to bind them, One GUI go bring them all and in the darkness bind them.
I take it you figured out how to deal with the adverts?

Thanks! Nice quote, I'll have to hide that in XGUI somewhere... Or make it plainly visible  ;D
Yeah, I figured out a workaround to get the adverts working properly-- They're working better than I expected! (Except there may be some problems when saving them.. We'll work on that when we get to it)

Quote from: JamminR
<stuff about restrictions>
Hmm, I thought in the latest ULX/ULib commands only had two states-- Allowed and No access. EDIT: Apparently Megiddo says there's a restriction on the user level but not the group level.. Hmm, I'll have to look into this when I'm redesigning the menu haha

Quote from: Frrz
<stuff about saving adverts>
Not off topic at all :P, Yeah, that goes along with the whole no-saving cvars and stuff on the settings tab.. Yes, it is possible to group multiple types of adverts, and I'm hoping I can work with Megiddo to figure out a solution with adding support for saving/loading those. Which is actually going to be my goal for the next update!  ;)

Thanks for all the feedback!  ;D
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #138 on: March 20, 2010, 02:33:46 PM »





Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #139 on: March 21, 2010, 03:31:44 PM »
Quote
TODO: Saving!! Redo settings layout-- Needs to be modular for gamemode settings

Does this include a list for setting the max number of things a player could have.. like hoverballs and npc's and whatnot?





Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #140 on: March 21, 2010, 03:39:58 PM »
It will, in fact, that's one of the reasons I'm reorganizing the layout of that menu. I believe that's the next thing on my todo list AFTER I figure out saving the information on the settings page  :P
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #141 on: March 27, 2010, 10:42:49 AM »
Two things,

1) For some random reason (I got no clue sorry) the chat command isn't working, but the console command is working.

When I do the chat command it just says I don't have access even though I'm superadmin o.o?

And I can use all the other ulx stuff and whatnot.

2) Any Idea when the next updates is coming =-D?





Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #142 on: March 27, 2010, 11:48:50 AM »
Soon actually, but, it's not the update you're expecting. :-\ Working on a fix for very large banfiles right now.
I have about 3-5 more weeks of school left, in which I'll be working on this veerry slowly, but once school is out, I'll be pushing full steam ahead on this!  ;)

As for the chat command.. whoops, I set it to make sure you have access to the tag "ulx", which apparently isn't a valid tag anymore (or I had that tag for some reason). Changed to 'ulx help', so it should be working in the next update.
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #143 on: March 27, 2010, 11:51:42 AM »
As for the chat command.. whoops, I set it to make sure you have access to the tag "ulx", which apparently isn't a valid tag anymore (or I had that tag for some reason). Changed to 'ulx help', so it should be working in the next update.

ULib doesn't require you to have access to a base command to use a derived command anymore, so the "ulx" tag isn't even inserted by default anymore.
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #144 on: March 30, 2010, 03:35:03 PM »
Just a thought, Maybe later on, have an option to change the colors of the windows?





Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #145 on: March 30, 2010, 04:41:05 PM »
Quite possibly, I've thought about skinning and stuff, but.. I'm not going to bother with it till it's all finished

Which I should also mention, school's been picking up lately, and it's nearing the end of the semeseter... which means crunch time. I'll try and get as much done on this as I can in my free time, but.. I might not get much done in the next couple weeks  :-\
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #146 on: April 21, 2010, 12:07:14 AM »
Now that school is out of the way, Full steam ahead!! (hopefully)

UPDATE!! yay
Major changes include a banmenu that supports VERY large banfiles (still working on optimizing, however), and there's some new features in the ban menu! (along with various bugfixes all around):


On the main ban menu you can check a filter for showing/hiding permabans
You can also check freezeban! When it's checked, you can click Add Ban...->(select a player to ban), and the player selected will freeze while you type a reason and set a time and stuff (Thus preventing any further spam from that player!)
Also, any bans obtained via the source engine rather than ULX can be viewed (if any) at the window on the right. You can remove them or "convert" them to ULX by adding ban details.
On the ban player window, I added a MultiChoice along with the slider so you can specify a broader range of times!
And per JamminR's request (actually, a lot of these were ;D), you can now also update the reason of a ban, rather than just the name!


Also, I majorly revamped the initialization and data sending/receiving code-- and now there's a progress bar that appears when data is being received! You can also use XGUI while data is being sent (and before it has all been received)

Last but not least, you can open specific tabs in xgui via the chat command or console by typing:
"!xgui bans" in chat, or
"xgui show bans" in console!
(Where bans can be players, groups, settings, etc.)

Sadly, there is still no saving on the groups tab-- I'll be working on that within the next few weeks.

Be sure to check the changelog below for all of the new goodies! Enjoy!  ;)
Download Here!

Code: [Select]
CHANGELOG:
04/21/2010
-----------------
+Added: xgui showtab "tabname" - Allow a console command to bring up a specific module in XGUI
+Added: !xgui "tabname" - Open a specific module in xgui via chat command
+Added: "hook" system for modules to run functions when certain 'events' happen. (Not using gamemode hooks whatsoever, used for refreshing data)
=Fixed: Modules no longer appear "popped off" the screen for a fraction of a second on occasion.
=Fixed: Bug where users wouldn't have access to the chat command
=Fixed: Groups tab now updates properly when changes are made
*Changed: XGUI no longer refreshes every module when it is opened (Modules can now "hook" into "onOpen")
*Changed: Cleaned up XGUI initialization code (derma and functions, mostly in xgui_client.lua)
*Changed: Offline mode is now detected better
*Changed: New method of sending data to clients.
-Now shows a progress bar!
-You can use XGUI while data is being sent/updated
-Supports sending lots of data (VERY large banlists)
-Modules can "hook" their own functions when certain data is updated
*Bans menu update!
+Added: You can filter out permabans from the main ULX banlist
+Added: Allow setting (DMultiChoice) of hours/minutes/days on bantime slider
+Added: You can now update a reason of a ban, as well as the name.
+Added: Window to view any bans retrieved from the source engine-- banned_users.cfg
-Sourcebans can be removed
-You can "convert" these to ULX bans and add name/reason/time details.
+Added: Freezeban option! When you select a player to ban via the add ban button, it can automatically freeze the player to prevent them from damaging your server while you specify a time/reason!
*Changed: Bans now automatically remove themselves when their time expires.
-And many bugfixes/minor changes!
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #147 on: April 21, 2010, 06:38:55 AM »
Awesome! I like the freezeban idea. ;)
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Offline jay209015

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #148 on: April 21, 2010, 10:46:57 AM »
That is truly impressive, way to go Stickly!
An error only becomes a mistake when you refuse to correct it. --JFK

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Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #149 on: April 21, 2010, 02:48:51 PM »
Wow. Nice.
* JamminR looks more forward to next ULX release.
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