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Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 554902 times)

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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #165 on: May 02, 2010, 01:04:35 PM »
I seem to be getting this error a lot :
Code: [Select]
ulx/modules/cl/xgui_client.lua:227: attempt to index global 'xgui_chunkbox' (a nil value)

And the ban list issue I haven't had any problems with anymore.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #166 on: May 02, 2010, 03:09:37 PM »
Yeah.. that problem has to do with data getting received from the server before the official message is received that data is going to be sent. I *think* I've fixed the problem a few days ago, so I'll be posting a quick update in a little bit.

EDIT: Actually, the problem might also be caused by the packets being received out-of-order.. which I also fixed anyways  ;)
« Last Edit: May 02, 2010, 03:18:11 PM by Stickly Man! »
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #167 on: May 02, 2010, 04:05:45 PM »
Okay, update pushed! Most exciting change is XGUI now looks smoother because it has fancier fade effects! Yay! You can download as usual here!

NOTE: As of 05/02/2010, due to file location changes, when updating XGUI you should completely remove the existing XGUI folder before replacing it with the new one.
(Or you can just delete the xgui/lua/ulx/modules/cl/gui_modules/ folder)

Here's the changelog:
Code: [Select]
CHANGELOG:
05/02/2010
-----------------
*Changed: Organized code-- Tableilzed most of the functions and controls
*Changed: Moved module lua files to lua/ulx/xgui/, other xgui files in same location.
*Changed: XGUI is now much smoother-- It has better fade in/out effects!
=Fixed: Some data being sent twice when one's permissions were changed.
=Fixed: "attempt to index global 'xgui_chunkbox' (a nil value)" error has *hopefully* been permanently fixed.
=Fixed: Misc. bugfixes, mostly caused by new changes.
« Last Edit: May 02, 2010, 04:07:34 PM by Stickly Man! »
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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #168 on: May 03, 2010, 02:13:49 PM »
Now I get this error when trying to open it every once in awhile.
Code: [Select]
ulx/modules/cl/xgui_client.lua:83: attempt to index local 'settings' (a nil value)

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #169 on: May 03, 2010, 02:33:56 PM »
Oh crap.. forgot about that. I am in the middle of working on a new settings module, but I took it out when I pushed the last update because it's incomplete. I'll go ahead and stick it in there anyways..

Code: [Select]
CHANGELOG:
05/03/2010
-----------------
+Added: New (but very incomplete) settings module. (I added this back in to fix a bug when starting XGUI.)

EDIT: Also, I finally moved the original first post elsewhere, and updated the first post. Go there for new information!
« Last Edit: May 03, 2010, 02:42:31 PM by Stickly Man! »
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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #170 on: May 04, 2010, 02:16:58 PM »
Is this eventually going to become the new menu for ULX?  If it does I would like it to have some sort of logging system so I know who ... for-example change a name on a ban, or who changed a setting with ULX like chattime.  Small things like that.

Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #171 on: May 04, 2010, 03:31:32 PM »
Aren't server convar changes logged now in ulx?
Could have sworn they were.
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #172 on: May 04, 2010, 03:38:14 PM »
Aren't server convar changes logged now in ulx?
Could have sworn they were.

Don't remember... adding it to my 'todo' list... when I get home from this craziness of finals.
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #173 on: May 04, 2010, 04:27:50 PM »
Yeah, there will be a very featured logging system embedded in XGUI, including looking up older logfiles stored on the server, but, right now my priority is getting XGUI ready to be released with the ULX SVN (yes, this will eventually replace the default ULX menus)  ;D
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Offline Frrz

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #174 on: May 04, 2010, 05:34:42 PM »
As I jsut found out today, you can force the motd on to people o.0 XD (Thanks Jammin for your post =-P)

So you should put a command button / thing on the first tab to force the motd. =-D ?
Makes things easyer





Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #175 on: May 04, 2010, 07:24:55 PM »
Frrz, perhaps later a cexec <random command> can be added.
Cexec is mostly meant for console for now.
Cexec isn't limited to ULX commands...almost any client side command, lua or otherwise, can be run using cexec.
There are limits, but the gmod wiki covers those well already.
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #176 on: May 14, 2010, 02:02:48 PM »
Just a heads up, XGUI will be supporting a list of SANDBOX limits to show in the menu. We've concluded that there is no easy way to get a simple list of sbox limit cvars. (There are plenty VERY, VERY messy ways, however). So, we are maintaining a list of sandbox limits here:

http://ulyssesmod.net/xgui/sbox_cvars.txt

Please let me know if there are any popular, very obscure, or even your own addons that have limits for sandbox (like the hoverboard addon, for example, has sbox_maxhoverboards). We can very easily add those to this list.
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Offline JamminR

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #177 on: May 14, 2010, 03:22:04 PM »
1) Please tell me you're making a nice way to split those up. (Ie, I don't want my wire with my normal limits)
2) Please tell me you're checking to see if the var exists before creating the gui object (I don't want to open my limits menu and have <X> useless limits.

:)
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #178 on: May 14, 2010, 04:06:52 PM »
2) ConVarExists() -- Yes, of course, It's already implemented :P
1) .. Not really.. I could split them into sections, but, most "sections" i.e. hoverboard, would only have 1 limit. The only major separations I would want would be wire and the default sandbox limits. BUT, they are sort of separated nicely already as normal limits start with sbox_max and wire limits start with sbox_maxwire  ;D
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #179 on: May 14, 2010, 04:29:04 PM »
Should mention that the list at the URL is downloaded on the server at every map start... that's how Stickly Man! plans on making it easy to add new stuff to the list. :)
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