UGX-Mods

UGX-Mods => Announcements => Topic started by: Delta on July 14, 2015, 11:42:50 am

Title: [UGX][Update] Progress Update, July 2015
Post by: Delta on July 14, 2015, 11:42:50 am
Update 30 July 2015
We have currently a lot of internal things going on.
I had to spent quite some time on it, so the next UGX Launcher release won't make it till sunday.
The next estimate release date will be until 09 Aug 2015.

This should give us a bit more time to resolve internal issues and give me a bit more time to polish the application.

We are also in the end process for job applications as announced earlier this month.
I think we should have them out this weekend.

Thanks for your understanding.

Original post:

Directlink https://confluence.ugx-mods.com/display/UGXL/2015/07/13/Progress Update, July 2015 (https://confluence.ugx-mods.com/display/UGXL/2015/07/13/Progress Update, July 2015)
Title: Re: [UGX] Progress Update, July 2015
Post by: DeletedUser on July 14, 2015, 12:13:09 pm
Quote
( It's like my little baby, programmers do know what I mean^^ )
Yep, definitetly
Title: Re: [UGX] Progress Update, July 2015
Post by: BuIlDaLiBlE on July 14, 2015, 12:14:18 pm
Yep, definitetly
Yea, even if I'm a beginner, hehehe.
Title: Re: [UGX] Progress Update, July 2015
Post by: Scobalula on July 14, 2015, 12:21:41 pm
$350 a month is a hefty price, when I saw the figure I thought per year, but then I saw per month and woah, that's hefty.

As for the license, are you going to go ahead with it or try for alternative? I can understand the worry of going Open Source and pretty much giving everyone access to the Launcher's source.
Title: Re: [UGX] Progress Update, July 2015
Post by: Delta on July 14, 2015, 12:28:21 pm
$350 a month is a hefty price, when I saw the figure I thought per year, but then I saw per month and woah, that's hefty.

As for the license, are you going to go ahead with it or try for alternative? I can understand the worry of going Open Source and pretty much giving everyone access to the Launcher's source.

We will look into any options we have. It's not yet set if we are taking this step or not.
Title: Re: [UGX] Progress Update, July 2015
Post by: Delta on July 15, 2015, 01:23:02 pm
Now public to everyone
Title: Re: [UGX] Progress Update, July 2015
Post by: DeletedUser on July 15, 2015, 10:35:39 pm
that stat tracking thing is actually something i was considering making a mod for in my secret W.I.P. map. along with a tech tree for perks. it would use a stat tracking interface so that the game will remember your gamertag and so your perks that have been added to your tech tree will follow to other games that have that mod. i was also going to add other things to the tech tree like damage multipliers and such. but i'm still learning c++ so that will be on hold for now. if you do actually make that stat box it would very seriously give my map a headstart assuming i would be able to access the database and add all the user recognition system scripts and such. i was originally planning to just use a system that when a player played my their gamertag would be would be added to and external data base on either the profiles folder in the mod or on my external server that i keep forgetting that i have.
Title: Re: [UGX] Progress Update, July 2015
Post by: Delta on July 15, 2015, 10:39:46 pm
that stat tracking thing is actually something i was considering making a mod for in my secret W.I.P. map. along with a tech tree for perks. it would use a stat tracking interface so that the game will remember your gamertag and so your perks that have been added to your tech tree will follow to other games that have that mod. i was also going to add other things to the tech tree like damage multipliers and such. but i'm still learning c++ so that will be on hold for now. if you do actually make that stat box it would very seriously give my map a headstart assuming i would be able to access the database and add all the user recognition system scripts and such. i was originally planning to just use a system that when a player played my their gamertag would be would be added to and external data base on either the profiles folder in the mod or on my external server that i keep forgetting that i have.

We discussed many possibilites.
If we get it working well, we 100% will offer an open system for mappers / modders to add their own tracking into their map.
This would then be added / modified via the web interface (UGX Play) and you can add achievements and normal stats tracking to it.

(for our special case, tech tree, I could think of an module / addon for the UGXL soon or later)

Please note: This is all wish thinking and currently just a great idea. - It's quite some work and will take some time.
Title: Re: [UGX] Progress Update, July 2015
Post by: liamsa669 on July 16, 2015, 04:24:16 am
I see you are working on new things, but how bout fixing the problem i mentioned to you guys earlier -_- ( cough cough trem cough cough )

whats broken: the "post frozen by staff" feature
what does it effect: nothing, but forces the user to think they did something wrong
guaranteed method to get this glitch: make a new topic/post, but instead of submitting it... preview it
picture of error:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F5ad5d6b5d5dc31310e52e0b44af9746d.png&hash=f2499624c5f5793a5286e807114a514677c83e13)
if gyazo is blocked by your internet:
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.snag.gy%2FEyJLQ.jpg&hash=98c4fd5c81c38bc580d64d036adcf69b45bfb6ff)
Title: Re: [UGX] Progress Update, July 2015
Post by: Delta on July 16, 2015, 10:15:04 am
I see you are working on new things, but how bout fixing the problem i mentioned to you guys earlier -_- ( cough cough trem cough cough )

whats broken: the "post frozen by staff" feature
what does it effect: nothing, but forces the user to think they did something wrong
guaranteed method to get this glitch: make a new topic/post, but instead of submitting it... preview it
picture of error:
(http://i.gyazo.com/5ad5d6b5d5dc31310e52e0b44af9746d.png)
if gyazo is blocked by your internet:
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.snag.gy%2FEyJLQ.jpg&hash=98c4fd5c81c38bc580d64d036adcf69b45bfb6ff)

I totally understand your frustration.
Keep in mind that some if not all of these projects are only beeing worked on by myself and I'm not responsible for the SMF Forum.
First time I hear about that issue, I'll make it official and add it as an bug into our project software.

Edit: Created
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEjOL6uk.png&hash=c6652ef00e5bdf03ea86133e2ff565b6318349ec)
Title: Re: [UGX] Progress Update, July 2015
Post by: liamsa669 on July 16, 2015, 01:39:31 pm
I totally understand your frustration.
Keep in mind that some if not all of these projects are only beeing worked on by myself and I'm not responsible for the SMF Forum.
First time I hear about that issue, I'll make it official and add it as an bug into our project software.

Edit: Created
(http://i.imgur.com/EjOL6uk.png)
lol im not frusterated, I also run smf forum (and am in charge of all the scripting for it). So i can understand how trem would think this as a problem that isnt important enought to fix. I just wanted to make sure you know.
Title: Re: [UGX][Update] Progress Update, July 2015
Post by: Delta on July 30, 2015, 04:33:49 pm
Update 30 July 2015
We have currently a lot of internal things going on.
I had to spent quite some time on it, so the next UGX Launcher release won't make it till sunday.
The next estimate release date will be until 09 Aug 2015.

This should give us a bit more time to resolve internal issues and give me a bit more time to polish the application.

We are also in the end process for job applications as announced earlier this month.
I think we should have them out this weekend.

Thanks for your understanding.