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Author Topic: XGUI - Fully featured modular GUI for ULX! (Included with ULX v3.51 and SVN)  (Read 813855 times)

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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #315 on: August 07, 2010, 10:51:32 pm »
*waits for Megiddo to say something*

Meh, whatever, he just fixed it and committed it to SVN. Just update and you'll be good!  ;)
Thanks for reporting!
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Offline Fuskare01

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #316 on: August 08, 2010, 12:00:27 am »
Awesome, thanks :)
Now I just need to figure out why "ulx rslotsMode 1; ulx rslotsVisible 0; ulx rslots 1" keeps changing to "ulx rslots 1; ulx rslots 1; ulx rslots 1"...
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #317 on: August 08, 2010, 12:13:06 am »
Awesome, thanks :)
Now I just need to figure out why "ulx rslotsMode 1; ulx rslotsVisible 0; ulx rslots 1" keeps changing to "ulx rslots 1; ulx rslots 1; ulx rslots 1"...

Can you give step by step instructions on what you do to cause that to happen?
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Offline Fuskare01

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #318 on: August 08, 2010, 12:28:02 am »
Can you give step by step instructions on what you do to cause that to happen?

1. Delete the config.txt in <gmod root>\data\ulx\
2. (Re)Start server, ULX should create a new config which looks like this:
Code: Text
  1. ;ATTENTION! /ADDONS/ulx/data/ulx/<this file> is a DEFAULT file. DO NOT EDIT THE /ADDONS/ULX/DATA/ULX FOLDER FILE!!!
  2. ; Instead, edit the version in <garrysmod root>/data/ulx/ if it exists. If it doesn't, copy this file to <gmod root>/data/ulx/ to create it.
  3. ;Any of the settings in here can be added to the per-map or per-gamemode configs.
  4. ;To add per-map and per-gamemode configs, create data/ulx/maps/<mapname>/config.txt
  5. ;and data/ulx/gamemodes/<gamemodename>/config.txt files. This can also be done for
  6. ;All other configuration files (adverts.txt, downloads.txt, gimps.txt, votemaps.txt)
  7. ;All configurations add to each other except gimps and votemaps, which takes the most
  8. ;specific config only.
  9. ;Any line starting with a ';' is a comment!
  10.  
  11. ulx showMotd 1 ; Set to 0 to disable showing motd on connect. Shows the file the cvar motdfile says to. Set to a URL to show a URL.
  12. motdfile ulx_motd.txt ; The motd to show
  13.  
  14.  
  15. ulx chattime 0 ; Players can only chat every x seconds (anti-spam). 0 to disable
  16.  
  17.  
  18. ; This is what the players will see when they join, set it to "" to disable.
  19. ; You can use %host% and %curmap% in your text and have it automagically parsed for you
  20. ulx welcomemessage "Welcome to %host%! We're playing %curmap%."
  21.  
  22.  
  23. ulx logFile 1 ; Log to file (Can still echo if off). This is a global setting, nothing will be logged to file with this off.
  24. ulx logEvents 1 ; Log events (player connect, disconnect, death)
  25. ulx logChat 1 ; Log player chat
  26. ulx logSpawns 1 ; Log when players spawn objects (props, effects, etc)
  27. ulx logSpawnsEcho 1 ; Echo spawns to players in server. 0 = off, 1 = Admins only, 2 = All players. (Echoes to console)
  28. ulx logDir "ulx_logs" ; The log dir under garrysmod/data.
  29. ulx logEcho 1 ; Echo mode
  30. ; Echo modes:
  31. ; 0 - OFF No output to players when an admin command is used
  32. ; 1 - FULL Output to players similar to "Foo slapped Bob with 0 damage"
  33.  
  34.  
  35. ulx rslotsMode 0
  36. ulx rslots 2
  37. ulx rslotsVisible 1 ; When this is 0, sv_visiblemaxplayers will be set to maxplayers - slots_currently_reserved
  38. ;Modes:
  39. ;0 - Off
  40. ;1 - Keep # of slots reserved for admins, admins fill slots.
  41. ;2 - Keep # of slots reserved for admins, admins don't fill slots, they'll be freed when a player leaves.
  42. ;3 - Always keep 1 slot open for admins, kick the user with the shortest connection time if an admin joins.
  43.  
  44. ;Difference between 1 and 2:
  45. ;I realize it's a bit confusing, so here's an example.
  46. ;On mode 1--
  47. ;       You have maxplayers set to 10, rslots set to 2, and there are currently 8 non-admins connected.
  48. ;       If a non-admin tries to join, they'll be kicked to keep the reserved slots open. Two admins join
  49. ;       and fill the two reserved slots. When non-admins leave, the two admins will still be filling the
  50. ;       two reserved slots, so another regular player can join and fill the server up again without being
  51. ;       kicked by the slots system
  52.        
  53. ;On mode 2--
  54. ;       Same setup as mode 1, you have the two admins in the server and the server is full. Now, when a
  55. ;       non-admin leaves the server, reserved slots will pick up the slot again as reserved. If a regular
  56. ;       player tries to join and fill the server again, even though there are two admins connected, it will
  57. ;       kick the regular player to keep the slot open
  58.        
  59. ;So, the basic difference between these two is mode 1 will subtract currently connected admins from the slot
  60. ;pool, while mode 2 while always be attempting to reclaim slots if it doesn't currently have enough when
  61. ;players leave no matter how many admins are connected.
  62.  
  63. ;rslotsVisible:
  64. ;       If you set this variable to 0, ULX will automatically change sv_visiblemaxplayers for you so that if
  65. ;       there are no regular player slots available in your server, it will appear that the server is full.
  66. ;       The major downside to this is that admins can't connect to the server using the "find server" dialog
  67. ;       when it appears full. Instead, they have to go to console and use the command "connect <ip>".
  68. ;       NOTE THIS DOES NOT CHANGE YOUR MAXPLAYERS VARIABLE, ONLY HOW MANY MAXPLAYERS IT _LOOKS_ LIKE YOUR
  69. ;       SERVER HAS. YOU CAN NEVER, EVER HAVE MORE PLAYERS IN YOUR SERVER THAN THE MAXPLAYERS VARIABLE.
  70.  
  71.  
  72.  
  73. ulx votemapEnabled 1 ; Enable/Disable the entire votemap command
  74. ulx votemapMintime 10 ; Time after map change before votes count.
  75. ulx votemapWaittime 5 ; Time before a user must wait before they can change their vote.
  76. ulx votemapSuccessratio 0.4 ; Ratio of (votes for map)/(total players) needed to change map. (Rounds up)
  77. ulx votemapMinvotes 3 ; Number of minimum votes needed to change map (Prevents llamas). This supercedes the above convar on small servers.
  78. ulx votemapVetotime 30 ; Time in seconds an admin has after a successful votemap to veto the vote. Set to 0 to disable.
  79. ulx votemapMapmode 1 ; 1 = Use all maps but what's specified in votemaps.txt, 2 = Use only the maps specified in votemaps.txt.
  80.  
  81. ulx voteEcho 0 ; 1 = Echo what every player votes (this does not apply to votemap). 0 = Don't echo
  82.  
  83. ulx votemap2Successratio 0.5 ; Ratio of (votes for map)/(total players) needed to change map. (Rounds up)
  84. ulx votemap2Minvotes 3 ; Number of minimum votes needed to change map (Pevents llamas). This supercedes the above convar on small servers.
  85.  
  86. ulx votekickSuccessratio 0.6 ; Ratio of (votes for kick)/(total players) needed to kick player. (Rounds up)
  87. ulx votekickMinvotes 2 ; Number of minimum votes needed to kick player (Pevents llamas). This supercedes the above convar on small servers.
  88.  
  89. ulx votebanSuccessratio 0.7 ; Ratio of (votes for ban)/(total players) needed to ban player. (Rounds up)
  90. ulx votebanMinvotes 3 ; Number of minimum votes needed to ban player (Pevents llamas). This supercedes the above convar on small servers.
  91.  

3. Modify these lines:
ulx rslotsMode 0
ulx rslots 2
ulx rslotsVisible 1

To look like this:
ulx rslotsMode 1
ulx rslots 1
ulx rslotsVisible 0

4. (Re)Start server and open the config, now it should look like this:
Code: [Select]
;ATTENTION! /ADDONS/ulx/data/ulx/<this file> is a DEFAULT file. DO NOT EDIT THE /ADDONS/ULX/DATA/ULX FOLDER FILE!!!
; Instead, edit the version in <garrysmod root>/data/ulx/ if it exists. If it doesn't, copy this file to <gmod root>/data/ulx/ to create it.
;Any of the settings in here can be added to the per-map or per-gamemode configs.
;To add per-map and per-gamemode configs, create data/ulx/maps/<mapname>/config.txt
;and data/ulx/gamemodes/<gamemodename>/config.txt files. This can also be done for
;All other configuration files (adverts.txt, downloads.txt, gimps.txt, votemaps.txt)
;All configurations add to each other except gimps and votemaps, which takes the most
;specific config only.
;Any line starting with a ';' is a comment!

ulx showMotd 1 ; Set to 0 to disable showing motd on connect. Shows the file the cvar motdfile says to. Set to a URL to show a URL.
motdfile ulx_motd.txt ; The motd to show


ulx chattime 0 ; Players can only chat every x seconds (anti-spam). 0 to disable


; This is what the players will see when they join, set it to "" to disable.
; You can use %host% and %curmap% in your text and have it automagically parsed for you
ulx welcomemessage "Welcome to %host%! We're playing %curmap%."


ulx logFile 1 ; Log to file (Can still echo if off). This is a global setting, nothing will be logged to file with this off.
ulx logEvents 1 ; Log events (player connect, disconnect, death)
ulx logChat 1 ; Log player chat
ulx logSpawns 1 ; Log when players spawn objects (props, effects, etc)
ulx logSpawnsEcho 1 ; Echo spawns to players in server. 0 = off, 1 = Admins only, 2 = All players. (Echoes to console)
ulx logDir "ulx_logs" ; The log dir under garrysmod/data.
ulx logEcho 1 ; Echo mode
; Echo modes:
; 0 - OFF No output to players when an admin command is used
; 1 - FULL Output to players similar to "Foo slapped Bob with 0 damage"



ulx rslots 1
ulx rslots 1
ulx rslots 1 ; When this is 0, sv_visiblemaxplayers will be set to maxplayers - slots_currently_reserved
;Modes:
;0 - Off
;1 - Keep # of slots reserved for admins, admins fill slots.
;2 - Keep # of slots reserved for admins, admins don't fill slots, they'll be freed when a player leaves.
;3 - Always keep 1 slot open for admins, kick the user with the shortest connection time if an admin joins.

;Difference between 1 and 2:
;I realize it's a bit confusing, so here's an example.
;On mode 1--
; You have maxplayers set to 10, rslots set to 2, and there are currently 8 non-admins connected.
; If a non-admin tries to join, they'll be kicked to keep the reserved slots open. Two admins join
; and fill the two reserved slots. When non-admins leave, the two admins will still be filling the
; two reserved slots, so another regular player can join and fill the server up again without being
; kicked by the slots system

;On mode 2--
; Same setup as mode 1, you have the two admins in the server and the server is full. Now, when a
; non-admin leaves the server, reserved slots will pick up the slot again as reserved. If a regular
; player tries to join and fill the server again, even though there are two admins connected, it will
; kick the regular player to keep the slot open

;So, the basic difference between these two is mode 1 will subtract currently connected admins from the slot
;pool, while mode 2 while always be attempting to reclaim slots if it doesn't currently have enough when
;players leave no matter how many admins are connected.

;rslotsVisible:
; If you set this variable to 0, ULX will automatically change sv_visiblemaxplayers for you so that if
; there are no regular player slots available in your server, it will appear that the server is full.
; The major downside to this is that admins can't connect to the server using the "find server" dialog
; when it appears full. Instead, they have to go to console and use the command "connect <ip>".
; NOTE THIS DOES NOT CHANGE YOUR MAXPLAYERS VARIABLE, ONLY HOW MANY MAXPLAYERS IT _LOOKS_ LIKE YOUR
; SERVER HAS. YOU CAN NEVER, EVER HAVE MORE PLAYERS IN YOUR SERVER THAN THE MAXPLAYERS VARIABLE.



ulx votemapEnabled 1 ; Enable/Disable the entire votemap command
ulx votemapMintime 10 ; Time after map change before votes count.
ulx votemapWaittime 5 ; Time before a user must wait before they can change their vote.
ulx votemapSuccessratio 0.4 ; Ratio of (votes for map)/(total players) needed to change map. (Rounds up)
ulx votemapMinvotes 3 ; Number of minimum votes needed to change map (Prevents llamas). This supercedes the above convar on small servers.
ulx votemapVetotime 30 ; Time in seconds an admin has after a successful votemap to veto the vote. Set to 0 to disable.
ulx votemapMapmode 1 ; 1 = Use all maps but what's specified in votemaps.txt, 2 = Use only the maps specified in votemaps.txt.

ulx voteEcho 0 ; 1 = Echo what every player votes (this does not apply to votemap). 0 = Don't echo

ulx votemap2Successratio 0.5 ; Ratio of (votes for map)/(total players) needed to change map. (Rounds up)
ulx votemap2Minvotes 3 ; Number of minimum votes needed to change map (Pevents llamas). This supercedes the above convar on small servers.

ulx votekickSuccessratio 0.6 ; Ratio of (votes for kick)/(total players) needed to kick player. (Rounds up)
ulx votekickMinvotes 2 ; Number of minimum votes needed to kick player (Pevents llamas). This supercedes the above convar on small servers.

ulx votebanSuccessratio 0.7 ; Ratio of (votes for ban)/(total players) needed to ban player. (Rounds up)
ulx votebanMinvotes 3 ; Number of minimum votes needed to ban player (Pevents llamas). This supercedes the above convar on small servers.

I did some testing, and it seems when "ulx rslots" is set to 1 or less, the config changes. If I set it to 2 or more, everything works as it should. So I can't have only one reserved slot?
« Last Edit: August 08, 2010, 08:38:08 am by Fuskare01 »
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #319 on: August 09, 2010, 12:49:26 am »
Hmm, Haven't looked into that bug yet Fuskare, We'll try to take a look at it soon!

In the meantime, I have another update for XGUI! :D This one is labeled as yesterdays update even though it's technically the 9th.. I just want to make room for a possible update later today :P

There are not too many noticeable things in this update, other than the fact that XGUI no longer relies on the modules filename to determine the order of modules-- It's now determined within the code (and is set up to be changeable-- but not just yet :P)

I also fixed a minor bug relating to XGUI on single player, however it would appear that recent updates have started breaking things on ULX... Oh well.

Also did a lot of work on the backend concerning how modules are processed and reprocessed (due to users' group changes and whatnot). Fixed up animations so they don't do any glitching, too! :D

Anywho, changelog, and enjoy! ....Eventually I'll run out of bugs to fix so I'll have to start work on the new groups module eventually X|...

 

Code: [Select]
08/08/2010
-----------------
*Changed: Modules are now sorted by a table instead of by filename. (Support for changing order soon)
*Changed: Renamed module lua files. (Removed number at the beginning)
*Changed: XGUI now remembers which setting module was opened when modules are reprocessed.
=Fixed: Issue where modules wouldn't display properly occasionally when modules were reprocessed.
=Fixed: Bug where XGUI wouldn't load properly occasionally on single-player.
=Fixed: Adverts tree text no longer turns white after data gets updated.
=Fixed: Minor animation glitches when modules get processed while XGUI is open.
=Fixed: In the server settings module, after modules had been reprocessed, you couldn't select the server module that was open previously.
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #320 on: August 09, 2010, 10:48:26 am »
Awesome!
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #321 on: August 10, 2010, 10:41:33 pm »
BWAHAHAHA! Thanks to some constant prodding and bugging of atomicspark (back and forth, I needed to use his servers to test :P), I was able to fix that votemaps bug!

As it turns out, Linux ded servers (due to Garry's implementation?) load files in NOT alphabetical order. Because of this, ulx's votemaps.lua file was being called AFTER XGUI loaded instead of before. Due to reasons unknown (didn't investigate), something in votemaps.lua triggered XGUI to re-write the votemaps file.. So now XGUI is loaded after ULX is completely loaded! This might also fix some other obscure bugs you may have experienced, possibly in the bans area.

So download and enjoy!

Let me know if this fixes your problems, Aaron ;D

Code: [Select]
08/10/2010
-----------------
*Changed: XGUI now initializes AFTER ULX is done loading. (FIXES THE VOTEMAP BUG!)
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Offline Aaron113

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #322 on: August 13, 2010, 11:13:21 am »
It is fixed. :D  My only current problem is setting rslots through XGUI.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #323 on: August 13, 2010, 11:42:43 am »
Awesome! :D

Hmm, I think that reserved slots issue might be related to the one Fuskare posted above.

Fuskare, I did finally get around to checking out your issue-- yeah, it definitely is a problem. My guess is Megiddo mistyped something or forgot to add one little thing :P I'll bug him about it tomorrow when he can work on it.
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Offline Megiddo

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #324 on: August 13, 2010, 06:26:46 pm »
1. Delete the config.txt in <gmod root>\data\ulx\
2. (Re)Start server, ULX should create a new config which looks like this:
<snip>

Fixed, thanks for telling us about this.
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Offline Fleamonji

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #325 on: August 15, 2010, 10:28:33 pm »
Installed on my server, restarted the server, and the "Cmds" tab and I believe a few others disappeared.

Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #326 on: August 16, 2010, 07:43:08 am »
Hmm, are you sure you are in the group "superadmin" or a group that inherits from it? If you're in a different group, you need to make sure you have access to "xgui_gmsettings", "xgui_svsettings", "xgui_managegroups", and "xgui_managebans".

(You can do this by typing the following in console:

Code: [Select]
ulx groupallow <yourgroup> xgui_gmsettings
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Offline CRussian

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #327 on: August 20, 2010, 03:36:08 pm »
Just wondering i try to change what admins can do like kick and ban and such, well for some reason i can do that i cant add it or take it away
not just that but all of the other commands. I dont know if im doing something wrong or either its not fully working just yet?
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Offline Stickly Man!

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #328 on: August 20, 2010, 04:41:53 pm »
Yeah, that groups module is a bit old and was never completely finished.. I am currently working on a new groups module that supports UTeam, group management, restrictions, accesses, etc.. And I should have it completely finished within a day or two!  :)
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Offline xmathewx75

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Re: XGUI - Fully featured modular GUI for ULX! (WIP)
« Reply #329 on: August 20, 2010, 06:33:18 pm »
wow that's so cool but do i need ulx/ulib to work it? and commands are the same?

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