Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 554954 times)

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Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #210 on: June 02, 2010, 07:04:19 PM »
SourceBans - http://forums.ulyssesmod.net/index.php/topic,4038.msg14668.html#msg14668
I've not looked to see if that is 1) converted to new 'Summer 09' ULib command structure 2) even tested/working before we rewrote the ULib command structure.
See our SVN area for "old ULX vs new ULX" if you think you might want to work on converting Ninjadude's code.
http://forums.ulyssesmod.net/index.php/topic,4464.msg17838.html#msg17838
I've not seen Ninjadude around in ages.

As for updates here/slow, well, most people don't come here to code (unfortunately), they come here to complain something isn't working.
I'd guess 80% of the time, it's because of something else besides our code.
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline Colonel_Black

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #211 on: June 02, 2010, 07:06:20 PM »
@Sticky Man
To understand how it works, someone would have to view the sourcebans.smx and see in what way it sorts out the bans.
I have no idea whether SourceBans Web Interface updates every ** minutes, or whether the server pushes the update out instantly.

I've made a thread in the Suggestions bit incase anyone wants to pickup on the task.

Thanks anyway mate.

SourceBans - http://forums.ulyssesmod.net/index.php/topic,4038.msg14668.html#msg14668
I've not looked to see if that is 1) converted to new 'Summer 09' ULib command structure 2) even tested/working before we rewrote the ULib command structure.
See our SVN area for "old ULX vs new ULX" if you think you might want to work on converting Ninjadude's code.
http://forums.ulyssesmod.net/index.php/topic,4464.msg17838.html#msg17838
I've not seen Ninjadude around in ages.

As for updates here/slow, well, most people don't come here to code (unfortunately), they come here to complain something isn't working.
I'd guess 80% of the time, it's because of something else besides our code.
I've been speaking to Ninja all day as he now runs a Game Hosting company at bioservers.co.uk.

But if i did start on his script, I would have no idea where to start.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #212 on: June 02, 2010, 10:02:38 PM »
-- Back on topic --   :D

I NEED HONEST OPINIONS!!

I'm in the process of redesigning the players module (Mostly layout re-organization), and I was never happy with the categorized list of ULX commands, yet, I couldn't think of a good way I wanted to do it with regular derma controls. Soo.. I made my own. BEHOLD- My very own built-from-scratch Derma Control!


(Note that all of the colors were pretty much randomly picked, as I'm not worrying about color scheme or anything right now)

Basically, It's the same thing as a DListView (without columns), except it has built-in category support (with per-category colors), Roundedboxes and non-standard fonts for a cool design feel, and no scrollbar! You can scroll through the list by moving your mouse onto the panel, then by moving it up or down (It's hard to describe EXACTLY how it works, you'll have to try it for yourself :P)

This is also in very-prototype stage, so there can be a few strange oddities or quirks in the functionality, or even things that will probably be changed later-- but, I want you guys to try it out! Put the attached test.lua file below in your xgui/lua/ulx/xgui folder, then rejoin your server, and you should have a new 'Test' module at the end of the tabs up top.

Let me know what you think! Good idea? Bad idea? <blah> should be changed? ;D
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Offline 221boy221

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #213 on: June 03, 2010, 12:51:50 PM »
download link?
Looks great btw.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #214 on: June 03, 2010, 02:49:50 PM »
See first post:
Quote
Download, Instructions, and Usage
XGUI will eventually be included with ULX by default-- but for now, it comes as a separate addon.
To download, please visit My Github Page below and click the "download source" button, download as ZIP.

>> Download via Github! <<
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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #215 on: June 07, 2010, 08:21:30 PM »
For removing a user, you might want to check if the user is in-game... and if not then use "ulx removeuserid" instead of "ulx removeuser"

Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #216 on: June 09, 2010, 06:51:20 PM »
I'm getting a couple of errors now since I updated...
Code: [Select]
ulx\modules\cl\xgui_client.lua:276: attempt to index field 'chunkbox' (a nil value)
and
Code: [Select]
ulx\modules\cl\xgui_client.lua:240: attempt to call global 'x_makeframepopup' (a nil value)

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #217 on: June 09, 2010, 09:46:01 PM »
Works fine for me, what exactly did you update?

Try deleting the XGUI folder completely and redownloading it from github in case there were a few leftover files that were recently removed from the git.
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #218 on: June 10, 2010, 05:01:06 PM »
In a past long long ago, I posted something about DarkRP using the sandbox limits, so you go ahead and make Xgui work with "Sandbox-Derived" gamemodes. And Finally I get around to downloading the latest version XD I know I'm pathetic, I havn't been keeping tabs on my server >.>.. ANYWAY Either A your fix doesn't work or B it just doesn't want to work with DarkRP, and I don't believe it's using custom limits... Btw here's a picture of the setting tab thing







Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #219 on: June 10, 2010, 05:20:31 PM »
Get any errors in console?

I think what's happening is that the menu shows up because DarkRP IS a sandbox-derived gamemode, however, the reason nothing is showing up is because XGUI takes the list of convars HERE and then checks each CVAR to see if it exists or not. So my guess is DarkRP is using some kind of custom adverts system.
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #220 on: June 10, 2010, 05:50:22 PM »
Get any errors in console?

I think what's happening is that the menu shows up because DarkRP IS a sandbox-derived gamemode, however, the reason nothing is showing up is because XGUI takes the list of convars HERE and then checks each CVAR to see if it exists or not. So my guess is DarkRP is using some kind of custom adverts system.

No error's in console.

And yes darkrp has a custom advert system? but what does advert's have to do with it? (I don't know much, and I don't wanta question your undieing logic XD)


It's not a really big deal if anything I'll resort to console and editing the server.cfg file =-P





Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #221 on: June 10, 2010, 10:54:39 PM »
Wow, I totally meant to say custom limits system.. haha

Well, there are three options here:

1) If they're using the default sandbox cvars, then something is just not right.
2) If they're using their own cvars for limits, then we should add them to our global list of cvars.
3) If they're not using cvars altogether, but some funky lua code, then.. it will have to be hard-coded in a special DarkRP module for XGUI (which I probably won't be doing since I've never even seen darkRP)
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #222 on: June 11, 2010, 11:40:15 AM »
Wow, I totally meant to say custom limits system.. haha

Well, there are three options here:

1) If they're using the default sandbox cvars, then something is just not right.
2) If they're using their own cvars for limits, then we should add them to our global list of cvars.
3) If they're not using cvars altogether, but some funky lua code, then.. it will have to be hard-coded in a special DarkRP module for XGUI (which I probably won't be doing since I've never even seen darkRP)

1) For some things DarkRP does use the default limits, like radolls/props/npc's/ect/ect also if you have wire on the server (I have wire), the wire limits are also used.
2)Well, DarkRP has custom setting's though I don't know if they are "cvar's" as I don't know what to exactly is a "cvar" is XD. I DO know that DarkRP has a built in GUI for editing, DarkRP limit's. (Like things designed for DarkRP like pistol ammo ect, not the default Gmod settings).
3)I also know that there is a lua file that has all the limit's and settings in it, as I have edited before because it's a lot more reliable then using the half working DarkRP GUI. Is this what you would call "funky lua?" (I could upload the lua file if you wish to see it XD)

Hopefully that helps answer things xD? I'm trying to answer and help as best I can, like I said I'm not a coder... I can only make small simple edits =-P


------------------------------------------------------

On a off topic .. Are you going to make the "client" commands double click-able? So if you double click it will do the action, instead of having to press "slay" then press "ulx slay" (or w/e it says).
« Last Edit: June 11, 2010, 11:46:32 AM by Frrz »





Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #223 on: June 11, 2010, 02:57:16 PM »
Yeah, It sounds like it's using it's own special limits.. Not really much I can do about that :-\
But the default limits should still show up though..

*Digs through code*

Whoops, my bad-- I changed the clientside code to allow limits on sandbox-derived gamemodes, but serverside was still set on "Sandbox" gamemode only X|

Here, have a hotfix! (I'll push it with the release and stuff later)
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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #224 on: June 12, 2010, 08:38:50 AM »
I tried the test.lua you mentioned up a bit.  I am honestly am not a big fan of the scrolling but I do like the look of it.  Could you make them collapsible?  I am not sure how they work but it would be a little useful if we could collapse ones we don't use much.  Also maybe put the Utility on top?   It seem odd to be putting kick and ban on the bottom where we have to scroll down to get it.
« Last Edit: June 12, 2010, 08:41:55 AM by Aaron113 »