
Re: Publishing Weapon M tonight...
Thanks, Tweety. This is exactly the kind of info I need. Would you like to enter these issues in the ticket tracker, or shall I?
(And what TWGS version are you playing on?)
no parsing works if weapon m itself doesn't physcially log in and do its automatic press of * - That's a feature, but I should document that TWX might interfere with it.
CLV of traders are showing extra carriage returns - I notice those are all after a custom ship name. Probably yet another non-standard newline sequence that I could add to the emulation. If you turn on ANSI debugging in the debug menu, it'll provide some details of what's going on. Or tell me where that game is and I'll check it out.
on density scan, map does not recognize that a sector is not a dead end - DEs are marked based on the number of known warps in, not out. It shows that a sector could be a dead end, not that it definitely is.
sectors that haven't been holo scanned show in grey with double circles - Possibly the same explanation as above.
the up arrow on the map radius incremental buttons shows as greyed out - Odd. The buttons and input field are a single component (a JSpinner), so they should all be enabled or disabled as a unit.
the database should know about the location of stardock from the V screen - A known omission I plan to remedy shortly.
when you cancel a script dialog after you pressed to load it, you get a script error "Parameters dialog canceled." and then have to press ok - This is a symptom of a more general problem/enhancement I have planned. I plan to add a boolean field to ScriptException that indicates whether the exception should be displayed in a dialog.
I did ztm however when i'm in sector 1, all i see is sector 1 - Hmm. If you select Lexer in the Debug menu while you ZTM, does it spam cimCoursePlot events on the console?
Display screen goes completely white - that's a real stumper. I tested on OS X 10.6 and didn't experience anything like that. I'll see if I can test on 10.8.
a way to know what scripts are currently running - On my list.

don't try to grab that same data on each enter of a game - It's checking the game start date for a rebang and to ensure that you've entered the correct game.
have the visual map redraw on sector data being updated in the database - It does update for some things, just not for holo-scans yet. I need to come up with a clever solution for this. (This is one of those things that would have been a lot simpler if I'd used a tree-building parser.)
Ability to import and export data - On my list.
I don't see anywhere to submit bug reports - it's called "tickets" on SourceForge. You should see it next to the forums, files, subversion, etc. links on the project page. Let me know if you can't see it.
copy and paste of terminal text - Yep, on my list.
Use a symbol in the map to show fighters, planets, traders and ships - On my list. I'm open to suggestions for how to fit them all in and still keep it readable.
as you add more to the radius in the map, it shrinks the map - Actually what happens is the size of the sectors does not scale automatically to accomodate the larger number of them. Is that what you're seeing? That's just how Prefuse works, but I could submit an enhancement.
when you move the map by dragging the sectors inside the map view... - The map layout is currently done entirely with stock Prefuse components. Layout managers and pan/zoom/drag controls are all pluggable components, so changing the behavior would just be a matter of writing or deriving custom layouts and controls, similar to how I've plugged in custom renderers for nodes and edges. It's possible, but it would take some doing.