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 Publishing Weapon M tonight... 
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Unread post Publishing Weapon M tonight...
http://ronin-coder.blogspot.com/2012/12 ... night.html

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Mon Dec 31, 2012 4:57 am
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Unread post Re: Publishing Weapon M tonight...
Great, looking forward to it. How do you plan to accept patches? Sourceforge doesn't have pull requests, so will you be creating a Bitbucket/github mirror?


Mon Dec 31, 2012 12:29 pm
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Unread post Re: Publishing Weapon M tonight...
Thanks for your work on this,.. I think it will be a great tool for the game. Hope it is well recieved.

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Mon Dec 31, 2012 1:54 pm
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Unread post Re: Publishing Weapon M tonight...
I checked it out, but it seems to be missing any build files or dependencies. What are you using to build it? Is there a Maven or Gradle file you forgot to commit?


Mon Dec 31, 2012 10:27 pm
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Unread post Re: Publishing Weapon M tonight...
It's just a standard Eclipse project. I intentionally didn't commit the .project and .settings/ because I've been told that's considered annoying. Do you have a different opinion?

Required libraries that I didn't write or modify are in the WeaponM_lib directory. Those I did write or modify (JTX, Automaton Lexer, and Prefuse) were built into WeaponM.jar from their respective Eclipse projects. JPlex is a standalone tool required to generate the lexers. JTX, Automaton Lexer, and JPlex have their own SF projects. My version of Prefuse is on Gihub (https://github.com/kjkrum/Prefuse) but I think all my changes have been accepted into the official version.

I should probably document how to build it... or learn how to use Maven.

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Mon Dec 31, 2012 10:57 pm
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Unread post Re: Publishing Weapon M tonight...
Mongoose wrote:
I should probably document how to build it... or learn how to use Maven.


Maven, Ant, Gradle, Make, whatever, just something you can put in the readme to say "run this to build, and this to execute". IDE files are indeed bad practice as they contain personalized settings and not everyone uses Eclipse (like myself, for example), but that would be better than nothing. A simple readme will go a long way :)


Mon Dec 31, 2012 11:25 pm
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Unread post Re: Publishing Weapon M tonight...
I"m actually getting a complete blank white screen when connected.

first i tried connecting to my twx port. you can see the status bar growing with text. but no text is shown. then i thought it was because it can't connect to twx so I tried straight to a server and again a blank screen. can't even see if the server dropped the connection until i look under network again.

I run on Mac OSX 10.8..2


Tue Jan 01, 2013 1:52 am
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Unread post Re: Publishing Weapon M tonight...
but then i closed out weapon m and restarted it. and it started with a default black background. and connected it and it shows the display now.

strange. is there a initial setup that it tries to do on first run?

but the status pane below shows no data at all when i do a update of "I"

The map however does not show any sectors. even though i did a update of the warps and port data in interrogation. i knew it would know about all the ztm data i have done since that was done in TWX.

this is connected to TWX on my mac 10.8.2


Tue Jan 01, 2013 1:54 am
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Unread post Re: Publishing Weapon M tonight...
a suggestion would be to show which database i have loaded. maybe up in the title bar of the window??


Tue Jan 01, 2013 2:01 am
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Unread post Re: Publishing Weapon M tonight...
ah i figured out why the status panel wasn't updating. its because weapon M didn't get to load the * game stats data at the start when you first enter the game letter.


Tue Jan 01, 2013 2:03 am
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Unread post Re: Publishing Weapon M tonight...
Operating system:
    Mac OSX 10.8.2 Snow Leopard
    2.66 GHz Intel Core 2 Duo
    4 GB 800 MHz DDR2 SDRAM

Bugs
=====================
    - Display screen goes completely white and doesn't redraw the game text properly when you drag the main weapon M screen to another location on the screen. Nothing shows however you can see that it is displaying something since the status bar grows. It just doesn't seem to redraw the display.

    - Status pane does not update and no parsing works if weapon m itself doesn't physcially log in and do its automatic press of * when you choose the game letter of the loaded database. What i did was connect to a twx port and nothing happened when i pressed "i" for player information. I then connected to a server directly and it did its automatic * press and grabbed initial game data. it seems to do it every time you enter the game.

    - Some screens such as the CLV of traders are showing extra carriage returns distorting how the view should look. e.g.)
    https://docs.google.com/open?id=0BzF9tOZQT158dTNBTWU0dmJ3ekU

    - on density scan, map does not recognize that a sector is not a dead end. it thinks all sectors are dead ends with a density scan. It should only mark sectors with warps of 1 as dead ends. the others should be a single circle. or dashed it its not sure like twasssist? only way to somewhat get a new picture is to physically press redraw unless you physcially warp to a certain sector, then it updates the map showing your current location and does the redraw itself.

    - map redraws as you move around. however sectors that haven't been holo scanned show in grey with double circles signifying a dead end if i'm not mistake. maybe show unexplored sectors as dashed circles. explored as solid. now if you do a density, it should be able to know if it should be dead end or not by the warps from dscan. if its a unexplored deadend, mark it as double circles all dashed. explored show black and double circles solid. i think you understand though.

    - a cosmetic thing, but i noticed it. the up arrow on the map radius incremental buttons shows as greyed out when it still functions to increase the radius.

    - the SD indicator in the map screen shows greyed out. even though the database should know about the location of stardock from the V screen. it didn't seem to record that information.

    - 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. i think that is kind of redundant since you pressed cancel already, you shouldn't have to press another OK dialog. its almost like asking if you are sure you really want to cancel the script but don't get the option to say yes or no. may as well just ignore that dialog altogether since cancel was pressed and the user should assume they chose right.

    - I did ztm however when i'm in sector 1, all i see is sector 1 and other sectors connected except 2-9. they don't even show up and I have actually been there. I did "i" in interrogation too. I'm showing 3 sector radius in the map. just do'nt see adjacent fed sectors. I then walked fed and found the map only showed just a single sector in the map. not the sectors connected. you would think it would update its database as i scanned or moved.

    - I did a holo scan at dock singe the warps were all screwy there. now again I have been to this sector in the past. its explored in my game warp data. but it shows only 3 warps out of dock in the map. seems strange. when I did the holo scan to update the database with what is actually there, it didn't change. I pressed redraw and nothing happened. I have the map showing 3 sector radius. I tried setting to 2 sector radius and it showed the same 3 sectors. and as unexplored in grey too for that matter. I scanned, it should know I have been there. i did warp data in interrogation mode too and still unexplored in the map.



Suggestions:
====================
    - a suggestion would be to also have a way to know what scripts are currently running. and a way to stop those that are loaded

    - if the game data has been collected the first time and stored into the game database, don't try to grab that same data on each enter of a game. Since you have it, you don't need it again.

    - have the visual map redraw on sector data being updated in the database. if you do a holo scan of sectors around you, it would be nice for the visual map that you have open updates to that information on the fly instead of having to press redraw.

    - Ability to import and export data via twx format version 1 and 2. export warp data and import warp data.

    - have an easier way to post about bugs in a reporting system. I don't see anywhere to submit bug reports other than discussion forums.

    - copy and paste of terminal text. i think this was on your list already though.

    - Use a symbol in the map to show fighters, planets, traders and ships in sectors. fighters and planets are more important than ships and traders. fighters the most.

    - as you add more to the radius in the map, it shrinks the map and doesn't utilize the screen to its fullest to spread the sectors out. i expanded my map screen, so maybe that has something to do with it since it isn't the same size as it was when it first was drawn. it tries to centre the map, but it could use more area when screen is enlarged.

    - when you do enlarge the map, have it automatically redraw the map with the new window dimensions.

    - as ZTMing is taking place, i noticed that the map updates. But again default sectors from the new ztm data show linked dead ends. i'd again default to a dashed circle for unexplored. you can keep it gray like you have it if you want. but i think default should be dashed single circle. unless its a dead end. and if unexplored dead end show it as double dashed circle. if explored show it as double solid circle.

    - when you move the map by dragging the sectors inside the map view, it should update the map and show the sectors around referencing from where the sector you are dragging is moving. so say your move the map left. you should be drawing the right side in the space that is provided after moving the map over. and the same if you move it up, down, or right. draw back in the space that ended up empty and maybe kill the sectors that got move outside the bounds of the map view.
    https://docs.google.com/open?id=0BzF9tOZQT158ajdIc1UtNDZ5dG8

Edit: Just noticed that you do show which scripts are running with checkmarks beside them

Edit: I figure the map shows small and wasn't spread out because i had the radius set at 5. and at the time i had limited warp data in the database. so maybe spread it out if the database doesn't have enough information to take up more of the space in the map window. when you get more information, you can redraw with new layouts of sectors given more data.

Edit: I noticed as ztm goes on, some of the double circled sectors showing as deadends i saw at first disappear adn are shown as just single circle grey. which is cool. i'm still going to suggest that you at least default a non mapped, sector that isn't recored in the database and doesn't know warp data as a single circle. you can make it grey like you've done with unviewed sectors.


Last edited by Tweety on Tue Jan 01, 2013 2:36 am, edited 2 times in total.



Tue Jan 01, 2013 2:06 am
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Unread post Re: Publishing Weapon M tonight...
Tweety wrote:
ah i figured out why the status panel wasn't updating. its because weapon M didn't get to load the * game stats data at the start when you first enter the game letter.


Oh... did TWX bypass that prompt?

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Tue Jan 01, 2013 11:29 am
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Unread post Re: Publishing Weapon M tonight...
So Tweety, my company is hiring senior QA engineers if you are interested... :)


Tue Jan 01, 2013 11:33 am
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Unread post Re: Publishing Weapon M tonight...
Mrdon: lol. i haven't even started with scripting yet ;) Its fun playing with things and finding bugs.

Mongoose: I found that weapon m never updates the status pane if you just connect to TWX and don't use it to actually enter the game. i'll get more information for you in the next couple days mongoose. i'm going out for the day.


Tue Jan 01, 2013 12:26 pm
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Unread post 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.

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Tue Jan 01, 2013 1:36 pm
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