UGX-Mods

UGX-Mods => Announcements => Topic started by: Delta on June 19, 2013, 09:31:01 pm

Title: [UGX] Upcoming Features & Tools
Post by: Delta on June 19, 2013, 09:31:01 pm
Hello lovely community,

It's finally time for me to let some more information out to the public. (Transparency YAY!)

You might be thinking "Who the hell is this guy and what is he doing!" - and thats exactly why I made this thread today :)
Additionally, I would like to announce some upcomming changes, so it's definitely worth reading this thread :P

So let's start with UGX Mod Standalone v1.1:

No, I won't say a specific date on when we release it. - It's impossible to predict yet (http://"http://en.wikipedia.org/wiki/Hofstadter%27s_law").
BUT! - I want to give the community the opportunity to track our progress, aswell as maybe even participate a bit more into our development.

Internally, we use a planning software and I hope to enable a publicly-viewable section, which lists what issues/features we are currently working on.
Stay tuned for more about this in the upcoming days.

Finally I would also like to clarify some confusion about who is actually working on UGX Mod Standalone currently.
Although we have a team of 8 people, only 4 are currently active: treminaor, Delta (me) and SajeOne - Mr.Slagovich is doing QA.

The next huge thing which we want to deliver to the community is our own "Developer Package".
Included in this package is an example map with all UGX Mod features. ( you have already seen it in our recent YouTube videos ;) )

We are also in the process of adding a ton of new Wiki pages, which will become public when they are all finished.
-> In our opinion we are providing better instructions and more detail than any currently existing CoD wiki.

For community mappers, we will deliver our own UGX Modtools Patch. - The advantage of our patch is that it contains all fixes from Sniperbolt's Tutorial Map patch, plus:
- fixed Juggernog hitcount
- an on-screen in-game debugging system for all types of zombie doors (blockers, sliding doors, etc)
- and more to be announced later on ;)

I also have more exciting news to share with all scripters / modders out there aswell:
I personally don't like the current CCoD/Zeroy scripting reference and it has a lack of features in my opinion,
so UGX has decided to deliver our own custom scripting reference, with some neat features you have never seen or dreamed of ;)

Last but not least, let's talk a bit about the UGX-Mods website. - You might have noticed recently some minor changes and a major one, the chat room.
While using the chat you might have encountered some ?;> &;> weird chat output.
This will be finally over soon. - I would like to introduce a fully reworked system:

I personally brand it as usermenu.
Technically, it appears on each side of your web browser as small bar, where you can have access to certain new windows / features. (similar to the tasklist in Windows)
My goal is to make the current site experience more userfriendly, so I integrated the chat and a couple of other features directly into each page.

That means, as long as you stay on UGX-Mods, you have the chat always with you on the userbar.
And yes, the chat system has been fully rewritten - a lot of cool new features will be added and I even plan to expand support for older browsers.
That also mean it will has a special version for mobile platforms aswell! (yay)

The new chat will be launched at the same time as the userbar.

I can't go into any more detail yet - But when time comes, any member who is interested in the new userbar can participate in the closed beta to test it out.

That's all the news I can give for now - check back often to see when all these new things will be released!

Oh and of course, thanks to YOU guys. Your feedback, support and sharing is just freaking awesome! - keep it up!
Title: Re: [UGX] Upcoming Features & Tools
Post by: IHammY/ on June 20, 2013, 11:05:57 am
gotta love it :) im looking forward to the beta test of that userbar :)  <- could i even join it? :o
Title: Re: [UGX] Upcoming Features & Tools
Post by: Delta on June 20, 2013, 02:46:58 pm
gotta love it :) im looking forward to the beta test of that userbar :)  <- could i even join it? :o
Sure ! Everyone can join. - It's a closed beta because it might has some bugs and I don't want to force anyone on a public beta already. ;)
Title: Re: [UGX] Upcoming Features & Tools
Post by: iBarnett on June 20, 2013, 11:01:59 pm
Well thanks UGX team.. or the 4 of u working on this. I hope you guys add some good new content which will help us lost/noobish mappers/scripters... And another question which i'm sure you will answer is when I go to donate some money I get some CFFGH////// error? is it hooked up through paypal?? Just wanna help you dudes out!!
Title: Re: [UGX] Upcoming Features & Tools
Post by: treminaor on June 20, 2013, 11:04:49 pm
And another question which i'm sure you will answer is when I go to donate some money I get some CFFGH////// error? is it hooked up through paypal?? Just wanna help you dudes out!!
Uh oh, lemmie look into that now.
Title: Re: [UGX] Upcoming Features & Tools
Post by: Zombiejelly on June 20, 2013, 11:58:44 pm
nice to see you are going to give noobs like me a chance to make a ok map :D
Title: Re: [UGX] Upcoming Features & Tools
Post by: Delta on July 09, 2013, 03:23:19 pm
a small personal update:

hopefully this weekend there will be some new exciting stuff.
The usermenu + new chat makes really great progress, but it's a huge project and in my spare time I don't know when I can release it to a wider audience ( everyone who want's to test it out == closed beta)

As for the other stuff, our own scripting reference should be up this weekend aswell a site to keep track of our work (UGX Mod and other stuff)

Stay tuned
Title: Re: [UGX] Upcoming Features & Tools
Post by: NaviLlusShore on October 11, 2013, 05:30:57 am
how would i get beta access for this?
Title: Re: [UGX] Upcoming Features & Tools
Post by: treminaor on October 11, 2013, 05:36:29 am
how would i get beta access for this?
Earn the "Donator" forum rank by donating to UGX-Mods through the site's homepage link.
Title: Re: [UGX] Upcoming Features & Tools
Post by: daedra descent on October 11, 2013, 12:27:30 pm

Quote
We are also in the process of adding a ton of new Wiki pages, which will become public when they are all finished.
-> In our opinion we are providing better instructions and more detail than any currently existing CoD wiki.

I've been wanting this for ages now.

Is there a chance that the UGX script placer could get a major re-working so it has an "all ready mapped" button and asylum & sumpf script support?
Title: Re: [UGX] Upcoming Features & Tools
Post by: DeletedUser on October 11, 2013, 12:48:10 pm
asylum & sumpf script support?
Why? As SajeOne said when someone asked about prototype support you will have EVEN MORE problems to take care of and you dont have to use Der Riese stuff at all in maps with Der Riese scripts.
Title: Re: [UGX] Upcoming Features & Tools
Post by: daedra descent on October 11, 2013, 12:56:05 pm
Why? As SajeOne said when someone asked about prototype support you will have EVEN MORE problems to take care of and you dont have to use Der Riese stuff at all in maps with Der Riese scripts.

Hankey got prototype scripts working, you think they can't do the same?

it was just a suggestion anyway.
Title: Re: [UGX] Upcoming Features & Tools
Post by: SajeOne on October 11, 2013, 01:44:48 pm
Hankey got prototype scripts working, you think they can't do the same?

it was just a suggestion anyway.
We don't want people using un-updated scripts. It makes it more difficult to answer questions when there are issues and all of our site documentation is related to Der Riese. If anything we could simulate the old map styles with Der Riese scripts but giving them un-updated scripts is a bad idea.
Title: Re: [UGX] Upcoming Features & Tools
Post by: W1NG3D on October 11, 2013, 11:59:25 pm
wins
Title: Re: [UGX] Upcoming Features & Tools
Post by: Delta on October 12, 2013, 12:36:10 am
wins

of course it will be :D