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Hectobleezy

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« Reply #120 on: June 05, 2004, 12:54:00 PM »

PM me if you need the password.
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Hectobleezy

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« Reply #121 on: June 05, 2004, 03:44:00 PM »

QUOTE (killerbug @ Jun 5 2004, 04:33 PM)
Ok im running 2.2a and i couldnt find any of the old errors i reported earlier smile.gif .  But I found an error that i was able to repeat, i added in a background image file then added in a file manager image file (both were .png). Then i click the new button at the top left and the error comes up. If you cant repeat the error yourself then ill take a screen shot of what it looks like.

EDIT: If i continue using the program after the error has shown up, it adds a settings tab to the regular set of tabs, and then adds and extra settings tab in the settings menu.

Shit, I thought i fixed that. Ok, so far soo good if its just that. These are just daily builds. I knew that damn file in use error would come up again. Like i said before, its in my thumbnail routine. i will try dfrnt code...or sumthing. but thats when the file gets locked. I will google around and see what I can find.
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Hectobleezy

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« Reply #122 on: June 05, 2004, 03:48:00 PM »

QUOTE (killerbug @ Jun 5 2004, 04:33 PM)
Then i click the new button at the top left and the error comes up.

Wait...so its in the "new" command that it crashes and only then? so if you never hit "new" it works ok? I swear if you say yes...we are close to a public release. I tried a whole new approach with the new command. I first kill UXA (dispose) and then i re-shell it, so it should come right up as if you just restarted it. But if thats the only bug soo far......i will be very happy. biggrin.gif
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killerbug

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« Reply #123 on: June 05, 2004, 04:10:00 PM »

QUOTE (Hectobleezy @ Jun 5 2004, 08:48 PM)
Wait...so its in the "new" command that it crashes and only then? so if you never hit "new" it works ok? I swear if you say yes...we are close to a public release. I tried a whole new approach with the new command. I first kill UXA (dispose) and then i re-shell it, so it should come right up as if you just restarted it. But if thats the only bug soo far......i will be very happy. biggrin.gif

Yes, if u never hit the new command then the entire program works perfect as far as i can tell  biggrin.gif
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Hectobleezy

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« Reply #124 on: June 10, 2004, 10:41:00 AM »

I just woke up....wow I actually got 8 hours sleep. Anyways, Im about done. Im still working on the importer.

Ther was one feature that simply wont make it. Ive been attempting to to make UXArchitect upload to the skin sites. koldfuzion actually coded sumthing for me to work with AXS, but he coulnt get it to work properly. I do want to publicly thank koldfuszion for his efforts. THANK YOU KOLDFUZION!! I also got permission to upload to blazeD site as well, but my programing skills are pc based. I dont know how to interact with a web site (ftp is sumthing diffrnt,i wish i could use the ftp engine i have build in already) But if any of you programers who want to help with this please PM me, even if your good at html and know how to create a page to upload...please help. IF you do attempt to code sumthing. it must be safe code and respect the website its uploading too. To me this is the last feature thats needed. Any help is appreciated.
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Hectobleezy

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« Reply #125 on: June 10, 2004, 11:21:00 AM »

QUOTE (imtcb @ Jun 10 2004, 12:15 PM)
WOW!
I read the first few posts when the thread was started and figured I would wait patiently to see if this was any better than the others. On a whim I decided to read through some of the feature posts and I can't believe how amazing this will be!
Great work Hectobleezy! Anything to help us lowly users is always appreciated!

*waiting patiently still*
tcb

Thank you very much. We appreciate it.
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love_tropicana

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« Reply #126 on: June 10, 2004, 12:12:00 PM »

beerchug.gif

My only suggestion is for you to enable some sort of gridline-rulers when working under the visual tab. When placing the text items this could be very very useful and for me almost crucial (i've got pretty rotten eyesight). Also the size or spacing between the gridlines has to be definable by the user so that it can be changed depending on the size of the font he/she is working with.

But that is my only suggestion/complaint, as for bugs i can't really say i found anything out of order wich i suppose would qualify as a good thing.. (or that i suck a beta testing) wink.gif

GREAT JOB, this will surely breath new life into the UnleashX Skinning Scene, know we have a kick-ass dash AND a kick-ass skin maker.

My hat is off to you mr skinner application maker man! the hat is off!  love.gif
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Hectobleezy

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« Reply #127 on: June 10, 2004, 02:38:00 PM »

QUOTE (love_tropicana @ Jun 10 2004, 01:12 PM)
My only suggestion is for you to enable some sort of gridline-rulers when working under the visual tab. When placing the text items this could be very very useful and for me almost crucial (i've got pretty rotten eyesight). Also the size or spacing between the gridlines has to be definable by the user so that it can be changed depending on the size of the font he/she is working with.

Rulers may be difficult. Gridlines is hella easy. Snap to gridlines would be the major shit, but im not sure how I would do it, i would have to think about it.

Anyways right now my brain is frying on importing. WOW. sooooo many "what if's"

But I think im about done. Im just dealing with some file in use errors when rewriting the xml to uppercase. its locking the original xml. I got a checker to see if the UXA tag is in the xml, if it is it reads it as a uxa skin, but if its not then it
rewrites the xml so uxa can read it....but here is the problem. the first call to check if its a uxa skin locks it. during testing i had 1 menu to import a uxa skin, and another to import a non uxa skin. they worked great. Now that im trying to make 1 menu for any skin.xml is where im having trouble.

When im done I will go over what the limitations are for importing. This importer will never be 100% accurate...unless its a UXA skin. why? one example is fonts.
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irajames1176

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« Reply #128 on: June 10, 2004, 03:17:00 PM »

I'm surprised you got this far on importing, there are so many variables in all of the skins out there it would be crazy to try for perfect skin importing, i say give it a break and maybe slip into the next release until you feel it's good enough to import and you don't feel so rushed on it, and also so you won't get 100 replies saying it's not importing a skin right
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Hectobleezy

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« Reply #129 on: June 10, 2004, 05:23:00 PM »

QUOTE (irajames1176 @ Jun 10 2004, 04:17 PM)
I'm surprised you got this far on importing, there are so many variables in all of the skins out there it would be crazy to try for perfect skin importing, i say give it a break and maybe slip into the next release until you feel it's good enough to import and you don't feel so rushed on it, and also so you won't get 100 replies saying it's not importing a skin right

Im about done. I think I got everything. The code will reject bad skins. Ive seen some people add crazy stuff to the skinfiles. those will fail.
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BloodyMary

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« Reply #130 on: June 10, 2004, 06:14:00 PM »

Hey Hectobleezy,

I had a spare hour today and spent it looking over the code you and KF patched together for skin uploading... my understanding is that it's still not working... I'm unsure about this at the moment...  I haven't had time to even run an install any of the last 3 versions of UXA... so I'm not sure what's in there and working and not... anyway.. if it's not working yet... I'll spend some time PMing with you and KF and try to help figure it out... (I'm almost guessing that the problem is somewhere in the security on the axs site, but I'm sure KF would know about that since he codes it).

As a fix for it, you could use a special FTP user/pass on my ftp site for people to (upload only) skins to.. then I could manually them to either AXS or xbox-skins.net.  Just a suggestion for a quick/dirty fix... I would just ask that you encrypt the user login/pass for the FTP in the code (so someone couldn't abuse the ftp bandwidth)... oh well... also... perhaps you can chat with ScorpianUk... as I think he is somewhat familiar with web upload/download (actually, I'm just guessing on that)...
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Hectobleezy

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« Reply #131 on: June 10, 2004, 07:07:00 PM »

QUOTE (BloodyMary @ Jun 10 2004, 07:14 PM)
Hey Hectobleezy,

I had a spare hour today and spent it looking over the code you and KF patched together for skin uploading... my understanding is that it's still not working... I'm unsure about this at the moment...  I haven't had time to even run an install any of the last 3 versions of UXA... so I'm not sure what's in there and working and not... anyway.. if it's not working yet... I'll spend some time PMing with you and KF and try to help figure it out... (I'm almost guessing that the problem is somewhere in the security on the axs site, but I'm sure KF would know about that since he codes it).

As a fix for it, you could use a special FTP user/pass on my ftp site for people to (upload only) skins to.. then I could manually them to either AXS or xbox-skins.net.  Just a suggestion for a quick/dirty fix... I would just ask that you encrypt the user login/pass for the FTP in the code (so someone couldn't abuse the ftp bandwidth)... oh well... also... perhaps you can chat with ScorpianUk... as I think he is somewhat familiar with web upload/download (actually, I'm just guessing on that)...

No, uploading to the skin sites didnt happen. Im so disapointed about that. that feature would make UXA complete.

about your ftp, i dont want to burden you, then we will have people asking why ther skins dont show up right away. I guess i can also log in and then upload to the sites....but still, thats alot of manual work. I put out a plea for help, but im not sure any coders want to help. for now Im going to put 2 simple links to the skin upload pages. user can click on it and upload manually. Im thinking about creating my own web browser to show the page...i would just take up the preview canvas area.

as far as the importer, its done (i still wanna polish it). i will upload the new .exe tonight. If you dowload the newest build, you will notice the difference.
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Pillzburydoofus

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« Reply #132 on: June 10, 2004, 09:50:00 PM »

Is this public yet?  When will it be public?
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Hectobleezy

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« Reply #133 on: June 10, 2004, 09:59:00 PM »

QUOTE (Pillzburydoofus @ Jun 10 2004, 10:50 PM)
Is this public yet?  When will it be public?

Not yet. I think I got a release candidate though. I just put up the newest build on the FTP (for my beta testers), complete with UnleashX skin importing and UXArchitect projects. If my team reports everything as ok....then it will be made public this weekend. Just in time dont you think?
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Hectobleezy

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« Reply #134 on: June 10, 2004, 10:20:00 PM »

biggrin.gif

10. not including the images that are tagged.
9. using folders in the zip
8. tags not set to proper case (Background/backGround)
7. using both the new method for icons and the old
6. puting an icon tag in every possible place, but never actually taging it correctly
5. zip and folder have differant name than what the actual skin.xml lists
4. 9 images, all 640X480 when some should have been like 140x140
3. having the text/images "left/top" tag set to -300 (how can you even see that??)
2. misspellings (Colorsheme/Colorsheen or ifomation/infomation)
1. trying to reinvent ux skinnng by adding ther own elements to see if UnleashX will magicly make it work ,like gif/swf/pc icons/pc-mac fonts/avi/.....I even found a tag that listed a photshop file as the backgrounds....

Anyways, the newest build is on the ftp. Testers, please import some skins. dont look for an imediate error. it may load with out  a hitch....but make sure everythins is properly added....like colors, text, images, menu's and so forth.

if the skin fails import, ive set it up to display the xml in internet explorer. that will always list any bad tags/elements/typing erros....and so forth.

I did make a change, setting the author name is now done in uxa settings. i noticed when i imported skins, that authors name was being saved as the main UXA author.

**EDIT** I should say importing is about 95 percent acurate. I was able to overcome most of the top 10 list issues.
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