2013-03-11, 11:26
2013-03-11, 11:51
The ultimate solution would be a single tool for skinners to use.
- check/validate XMLs
- create language po file from strings.xml
- pull updated translations
- build compatible skin.zip file (if required)
2013-03-11, 12:01
(2013-03-11, 11:51)Hitcher Wrote: [ -> ]The ultimate solution would be a single tool for skinners to use.
- check/validate XMLs
- create language po file from strings.xml
- pull updated translations
- build compatible skin.zip file (if required)
I agree. And, I may add - it should work on OS X as well. I don't mind using terminal.
2013-03-11, 13:32
(2013-03-11, 12:01)pecinko Wrote: [ -> ]I agree. And, I may add - it should work on OS X as well. I don't mind using terminal.
+1, it should be available for Win, Linux & OS X.
2013-03-11, 20:47
i´ll try to tackle that when i find the time. will stay with VBA though, I´m not in the mood to port the whole code to c++ / whatever.
(with Mono it runs on linux too, no idea about OSX)
(with Mono it runs on linux too, no idea about OSX)
2013-03-11, 21:50
(2013-03-11, 20:47)phil65 Wrote: [ -> ]i´ll try to tackle that when i find the time. will stay with VBA though, I´m not in the mood to port the whole code to c++ / whatever.
(with Mono it runs on linux too, no idea about OSX)
I wasn't suggesting you personally make it phil.
2013-03-12, 00:39
(2013-03-11, 11:51)Hitcher Wrote: [ -> ]The ultimate solution would be a single tool for skinners to use.
- check/validate XMLs
- create language po file from strings.xml
- pull updated translations
- build compatible skin.zip file (if required)
That will save a lot of time for the skinners and.... ronie
2013-03-13, 23:44
Current list:
Overview list of reasons:
*No copyrighted material allowed (images/fonts)
*No in skin scripts
*High quality level of already available skins can be daunting
*Coding of some required sections
*No mods of other skins allowed
*don't want to submit unfinished skin
*skinning takes a long time and your almost never finished (too much dialogs and so on)
*no beta / testing repo
*not clear what requirements are
*easier code/requirement validation
*usage stats/rating
Suggestion:
*reduce the amount of dialogs drasticly
*drop some required sections
any others?
In the mean time we'll start thinking of some of the issues mentioned and how to possibly solve them.
Overview list of reasons:
*No copyrighted material allowed (images/fonts)
*No in skin scripts
*High quality level of already available skins can be daunting
*Coding of some required sections
*No mods of other skins allowed
*don't want to submit unfinished skin
*skinning takes a long time and your almost never finished (too much dialogs and so on)
*no beta / testing repo
*not clear what requirements are
*easier code/requirement validation
*usage stats/rating
Suggestion:
*reduce the amount of dialogs drasticly
*drop some required sections
any others?
In the mean time we'll start thinking of some of the issues mentioned and how to possibly solve them.
2013-03-15, 13:32
Split the thread about unifying the dialogs to keep this on topic
http://forum.xbmc.org/showthread.php?tid...pid1366296
http://forum.xbmc.org/showthread.php?tid...pid1366296
2013-03-17, 02:16
(2013-02-20, 03:27)wyrm Wrote: [ -> ](2013-02-19, 19:51)ronie Wrote: [ -> ]most of that can be found in the 'skinning for beginners' sticky:Ronie,
http://forum.xbmc.org/showthread.php?tid=94438
if anything is missing, i'm sure Hitcher wouldn't mind adding it.
there's a sticky for the transifex procedure as well,
if any info is missing there, just gimme a heads-up and i'll add it.
Yep, i realise that but I think the point of the sticky should be to have everything linked in the post so the skinner can go thru a checklist of steps. Could also make note that for each skin submitted to the repo, the skinner gets a puppy
Wyrm (xTV-SAF)
it took me some time to get to it, but its there now:
http://forum.xbmc.org/showthread.php?tid=159476
consider it rfc/wip, so shoot at will. :-)
2013-03-17, 12:03
Also in case anyone missed it.
We now have a development repo where you can submit your WIP skin too to provide a wider userbase for testing before you submit it to official repo.
http://forum.xbmc.org/showthread.php?tid=159372
We now have a development repo where you can submit your WIP skin too to provide a wider userbase for testing before you submit it to official repo.
http://forum.xbmc.org/showthread.php?tid=159372
2013-03-17, 14:37
(2013-03-17, 02:16)ronie Wrote: [ -> ]Ronie,(2013-02-20, 03:27)wyrm Wrote: [ -> ](2013-02-19, 19:51)ronie Wrote: [ -> ]most of that can be found in the 'skinning for beginners' sticky:Ronie,
http://forum.xbmc.org/showthread.php?tid=94438
if anything is missing, i'm sure Hitcher wouldn't mind adding it.
there's a sticky for the transifex procedure as well,
if any info is missing there, just gimme a heads-up and i'll add it.
Yep, i realise that but I think the point of the sticky should be to have everything linked in the post so the skinner can go thru a checklist of steps. Could also make note that for each skin submitted to the repo, the skinner gets a puppy
Wyrm (xTV-SAF)
it took me some time to get to it, but its there now:
http://forum.xbmc.org/showthread.php?tid=159476
consider it rfc/wip, so shoot at will. :-)
Spot on mate, that is pretty well exactly what I was talking about.
Wyrm (xTV-SAF)
2013-11-12, 16:50
(2013-02-14, 18:48)Martijn Wrote: [ -> ]We would like to know why some of you won't submit you addons to the XBMC official repo?
Is it the guidelines/rules, submission process, it's just easier for you like you have it now?
While I would love to distribute through the official repo, you guys don't accept shipping of binaries with an addon (in my case dylib/so/dll + exe).
Too bad
2013-11-25, 02:54
I'd like to try and submit my skin to Official repo,
1. git URL is a mistery to me. Do I just change https: into git: and that's it?
2. what is this misterious revision number Y'all talk about? commit number? or the number I see in GitHub app locally?
So, here it is, basically for me it's the submission way. Freaks me out. How about a little less professional way?
1. git URL is a mistery to me. Do I just change https: into git: and that's it?
2. what is this misterious revision number Y'all talk about? commit number? or the number I see in GitHub app locally?
So, here it is, basically for me it's the submission way. Freaks me out. How about a little less professional way?
2013-11-25, 07:39
(2013-11-25, 02:54)fastcolors Wrote: [ -> ]I'd like to try and submit my skin to Official repo,
1. git URL is a mistery to me. Do I just change https: into git: and that's it?
2. what is this misterious revision number Y'all talk about? commit number? or the number I see in GitHub app locally?
So, here it is, basically for me it's the submission way. Freaks me out. How about a little less professional way?
1. Indeed the url to your github where the skin is located.
2. The commit version number you see on the github commits list. This is to make sure we pick the right version. Could be that added new changes after you send the request and the new changes shouldn't be added just yet in this version.