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New All-In-One Interface for CiderX 2.0. Discuss!!!


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#391 cluthz

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Posted 08 November 2012 - 06:27 PM

openal
xact

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ufff..... XConfig was the most annoying part. I really hoped to drop this, but okay..
about XWrapper, that was basically just the config tool for the XLauncher. Do you want that, too, or just a little GUI to set the launch path?
Gui for launch was nice, that was what i meant. Xlauncher is the important part where you can set a splash and some buttons.
Could you add a button that can open a pdf or other txt?
Also, would increasing the windowsize be possible to like 640x400.

If xconfig is hard, I can live without it, but it does make things go a lot faster when porting.

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#392 GameGuy

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Posted 09 November 2012 - 01:45 AM

Glad to see this starting up again

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#393 Drakulix

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Posted 12 November 2012 - 11:27 AM

Just to keep you up-to-date. I am working on it and I have made progress. I just do not have anything to show off jet, since I am a bit more busy, since my studies have started. I hope to be able to show you guys something pretty soon.
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#394 Drakulix

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Posted 13 November 2012 - 11:47 AM

So some news.
Because all features requested basically sum up, what I wanted to achieve for CiderX 2.0, I decided to give the whole project a chance again.
Then I have opened the source code of the latest screenshots you saw to start working on it again. I did a test run and noticed "Wow, I totally forgot, how buggy the whole interface was."
It was pure horror, after about half and hour being unable to fix the selection of engines on Lion, I gave up and decided to start from scratch.

I am sorry for your design Samm565, but I cannot make it real. I spend so much time struggling with it, that I have not implemented any(!) functionality at all among the whole development progress, expect for engine creating and parsing.

So here is what I did instead:

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Using plain cocoa methods.
I have spend just 15 minutes on this including the implementation of the source list. The games are currently just folders in the application support of CiderX, but the view works a 100%.
There is not much functionality right now, but I will now copy the stuff I did in the past days (not that much) and start implementing the rest.
And of course it lakes of a "+"-Button to add new Projects.

Engine Management will be inside the projects. Whenever you need to select an engine, you will get the options to select an installed one or to download/import another engine (and it will install it automatically for future selections).

Using the normal Cocoa Interfaces speeds up the progress a lot and makes me able to use the interface builder again. Large parts of the old interface did only exist programmatically. It is pain and I will not do it again, although I loved samm's concept. Right now, I can create any view you will see on the right using the interface builder and when you select and option at the left, I will just load up that one and pass some arguments to it. Super easy!! ^^
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#395 Drakulix

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Posted 13 November 2012 - 02:06 PM

Some more progress, another 10 minutes, but no functionality:

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Some options:

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#396 GameGuy

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Posted 13 November 2012 - 04:38 PM

Very cool keep it up :D...from looking at the pic is this the actual ciderx tool when you would select like a new button and configure from there since I see a few games there?

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#397 Drakulix

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Posted 13 November 2012 - 08:44 PM

Yeah, it is basically the idea from the first CiderX 2.0 Concept.
You create "Projects" in the left tap and when you finished them, you can export them to a finalized wrapper from that single application.
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#398 GameGuy

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Posted 13 November 2012 - 09:40 PM

Very cool. So is that exported wrapper final final meaning it will have its own tools inside if you need to tweak it further or will it always be accessible from ciderx 2.0 app?

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#399 Drakulix

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Posted 13 November 2012 - 10:24 PM

View PostGameGuy, on 13 November 2012 - 09:40 PM, said:

Very cool. So is that exported wrapper final final meaning it will have its own tools inside if you need to tweak it further or will it always be accessible from ciderx 2.0 app?

No, an exported wrapper will never contain any other tools to tweak them. You need to have it as a project inside CiderX 2.0 to edit it. I thought about saving all preferences inside the wrapper, so you can re-import CiderX 2.0 Wrappers on another mac.

But I am not sure about that feature.
I want to keep the final wrappers as slim as possible. Means as close to a normal Cider wrapper as possible.
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#400 GameGuy

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Posted 13 November 2012 - 10:39 PM

Interesting...either way it will be cool to have ciderx back. Keep up the good work :D

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#401 ValkTuna

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Posted 14 November 2012 - 05:32 AM

Wow. Very neat. Nice work, hope to see it progress farther.
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#402 Drakulix

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Posted 14 November 2012 - 08:19 PM

Project Creation and Engine Management, hell yeah!!!

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#403 deathnotex101

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Posted 21 November 2012 - 06:13 AM

niceeeeeeee Cant wait :P

#404 Drakulix

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Posted 21 November 2012 - 10:02 AM

I know it probably seems, that I have stopped development again.
That's not the case, I am just a bit busy with my studies at the moment, but I have nearly implemented all functionality shown in the screenshots.
And I might have a new screenshot soon for you guys.
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#405 GameGuy

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Posted 21 November 2012 - 06:18 PM

Take your time and focus on whats more important. We can wait.

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#406 Drakulix

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Posted 03 December 2012 - 09:43 AM

Finally got some time and implemented system32 merging. Wineskin and Cider do run in the same environment again!
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#407 cluthz

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Posted 04 December 2012 - 02:23 AM

View PostHrachya, on 04 December 2012 - 01:37 AM, said:

Is that good?
Thats half the point with ciderx. You use wineskin to install things (like dlls that goes in sys32) and then you get them in cider.
The downside is that this will for a unexperienced user often clutter up things which makes wrapper run slower or even break.

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#408 KemalALKIN

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Posted 06 December 2012 - 03:02 PM

We need a Lion and Mountain Lion supported Cider! :). We waiting. Easy come!.. :)

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#409 Reboot

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Posted 06 December 2012 - 03:13 PM

View PostKemalALKIN, on 06 December 2012 - 03:02 PM, said:

We need a Lion and Mountain Lion supported Cider! :). We waiting. Easy come!.. :)
Many Cider wrappers (not all) already supports on Lion and Mountain Lion. It's running fine on on my hackintosh with Mountain Lion without problem.

However, Someone said CiderX wrapper can run on Mountain Lion. CiderX app setting don't.

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#410 GameGuy

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Posted 06 December 2012 - 09:03 PM

View PostKemalALKIN, on 06 December 2012 - 03:02 PM, said:

We need a Lion and Mountain Lion supported Cider! :). We waiting. Easy come!.. :)
Just like what reboot said there is already cider wrappers that work on ML. By the way you worded your post it seems like you think this project is creating cider revisions but its not its just integrating a gui and tools to make the use of cider wrappers easier.

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#411 cluthz

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Posted 06 December 2012 - 09:29 PM

View PostReboot, on 06 December 2012 - 03:13 PM, said:

Many Cider wrappers (not all) already supports on Lion and Mountain Lion. It's running fine on on my hackintosh with Mountain Lion without problem.

However, Someone said CiderX wrapper can run on Mountain Lion. CiderX app setting don't.

All my Cider/ciderx wrappers work on ML, some might need Xlauncher disabled, but thats about it

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#412 Drakulix

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Posted 24 December 2012 - 11:52 PM

Merry Christmas everyone.
I did some code refactoring lately, so no new features although progress was made.
That however will stop until new year. Spending some time with the family. ;)
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#413 wMin17

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Posted 25 December 2012 - 08:28 AM

We're all waiting eagerly for a release, but no rush :)

#414 NSObject

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Posted 30 January 2013 - 02:42 AM

Any updates? I was thinking about GridView game management. Ported game covers displayed in a... grid. See NSCollectionView.
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#415 Drakulix

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Posted 30 January 2013 - 04:31 PM

View PostNSObject, on 30 January 2013 - 02:42 AM, said:

Any updates? I was thinking about GridView game management. Ported game covers displayed in a... grid. See NSCollectionView.
Nice idea, although it seems to be nearly the same as a view-based NSTableView.

But sadly no updates. iLoL is taking very much time right now and I have 4 exams in the next 4 weeks, so no time for CiderX :(
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#416 cluthz

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Posted 30 January 2013 - 08:22 PM

View PostDrakulix, on 30 January 2013 - 04:31 PM, said:

Nice idea, although it seems to be nearly the same as a view-based NSTableView.

But sadly no updates. iLoL is taking very much time right now and I have 4 exams in the next 4 weeks, so no time for CiderX :(

Oh u are working on the iLoL client? Sadly the 2.0.x version is not working on my system at all...
Also Riot announced official client now, so I guess there is no need for iLoL anymore

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#417 Drakulix

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Posted 30 January 2013 - 09:15 PM

I do since the very first version. I started iLoL.

Also iLoL will not be obsolete. We are integrating riots client into our much faster launcher and add a quite powerful plugin api to it. I am currently working on that, LoLCapture will be the first add-on available (basically LoLReplay for Mac, but better, when all features are finally finished someday).
If you have problems with 2.0 don't hesitate to pm me, any well known portingteam member deserves even more support. Without that awesome community I would have never started iLoL and get invited by Riot Games to LA. So everybody here, who made this community more enjoyable for me, is a part of my personal history to the LoL on Mac team.

btw we have also a lot more project in the pipeline, since I am not the only developer anymore. CrossPVP will be a new PVP Client, also xLoL for Linux is in work right now.
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#418 cluthz

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Posted 31 January 2013 - 10:49 AM

Haha, I did just lol real life ;o

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#419 wMin17

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Posted 31 January 2013 - 11:26 AM

View PostHrachya, on 31 January 2013 - 06:06 AM, said:

A little parody of the current situation, most of the things aren't completely true in the video. Don't take it seriously:
http://captiongenera...com/2251/CiderX

If anyone finds this in anyway offensive, I will remove it. (Be sure to quote my post so I can get a notification)

Lol i wonder who made this...

#420 NSObject

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Posted 31 January 2013 - 11:45 PM

View PostDrakulix, on 30 January 2013 - 04:31 PM, said:

Nice idea, although it seems to be nearly the same as a view-based NSTableView.

But sadly no updates. iLoL is taking very much time right now and I have 4 exams in the next 4 weeks, so no time for CiderX :(
True. The difference is no columns or rows. NSCollectionView handles positioning upon resizing. If you wanted to do the same thing in a view-based NSTableView, you would need to re size columns, rows, add/remove more columns on a re size event. That's the kicker. Take your time, though. I can also lend a hand in development again.
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