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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Figured I'd add a seperate thread for my program. You can find it at its new home here : http://www.solarisskunkwerks.comFor those that don't know, it's kind of a TDB clone with an emphasis on canonical correctness and fluff, and includes all tournament legal equipment as well as some experimental equipment. 0.5.09 was just released a few minutes ago. It now includes Total Warfare record sheet printing for both Quads and Bipeds. I'll be working on drag-and-drop between locations (without using the loadout queue) and within locations (for non-locked items) next. Enjoy!
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Lieutenant
Posts: 806
Rending Talons, Tearing Beak
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Very nice 
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Sergeant
Posts: 145
Sometimes you're the dog, sometimes the urbanmech
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The printing is working fine for me correct size & everything (I use a4, heard there were problems in the other thread).
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Master Sergeant
Posts: 328
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In the mean time I solved the printing issue.
It would be cool if the Mech image form the fluff page would be printed on the sheet too.
Keep the good work, your program is the best free mech designer I have seen for years.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Thanks! The 'Mech image you set was intended to be printed in the white space previously occupied by the "cockpit" drawing. I have yet to get around to that as I am entering some new equipment and adding some wanted GUI enhancements, but it'll be an easy add-in. I normally do my programming at work, but I've been busy doing other things than sitting around waiting for a call.  So work on the program has slowed a bit, but I'll get some new stuff out soon.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Newest version is 0.5.11, just uploaded today. Mainly a GUI tweak (drag items from location to location) and fixes for allocation. I also added in a few more weapons. I'm not going to post every new version here, only those that I feel confident in or that may need more extensive testing than I and the folks over at Solaris 7 can provide (like the previous test print). The main reason being that I release one every four or five days, sometimes every two days, depending. If you're interested in the program, I suggest you check for a new version every week or so. At this time, it's in serious flux, but complete and stable enough to use.  From now on it's mainly GUI tweaks, extra functionality, and extra equipment. You don't have to give up your previously saved options with a new version. Simply extract the package over the previous one. I don't send a default options file with the program, it creates it or loads it as needed. Lastly, the save file format is pretty much solidified at this point. Anything else will be optional XML tags, and if I do change the format I'll write a converter for the older save files. Hope it's working for you guys. Enjoy!
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Captain
Posts: 1999
My pet ball and it's dog
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Is it compatible with HMP files?
(I know that you would probably asking for trouble but it would be very nice)
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Major
Posts: 4754
Everything old is new again.
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NIce looking program. I like how omnis are handled.
I was just playing around with the allocation screen in 0.5.11 and noticed that if I drag multi crit weapons from unallocated to the criticals, the correct number of crits are filled, but if I drag construction materials (inner structure or armor) to a locaiton they only fill one crit.
Cheers, LCC
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Captain
Posts: 2171
Star League Defense Force Avatars of Painful Death
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Aye, there are a few other oddities to materials placement. You can right click on them in the to be allocated list and then select selective, but that fills from the bottom up instead of from the top down in a section, combined with what Last Chance said it can take a bit to get stuff allocated.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Aye, there are a few other oddities to materials placement. You can right click on them in the to be allocated list and then select selective, but that fills from the bottom up instead of from the top down in a section, combined with what Last Chance said it can take a bit to get stuff allocated. The single placement is a bug, I'll get that fixed. Thanks for bringing that up. Early on, once OmniMechs were up and running, it was decided that allocating items like FF and ES to the bottom of the location was a better idea since, once an OmniMech is locked, you cannot move them anymore. This allowed for a larger contiguous block of empty spaces once the chassis was locked. If you have a single crit of ES in an arm, is it better to put it right under where the lower arm and hand actuators go (giving you a two space and a seven space block), or is it better to put it at the bottom (giving you a nine space block)? Dmon, it will probably never handle HMP files, and you're right about the kind of trouble I can get into. However, I do plan to have it able to load from MTF files at some point.
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Major
Posts: 4754
Everything old is new again.
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One more quick allocation issue:
Would it be possible for items moved from unallocated to a critical slot to displace other items in the same location, rather than knocking them back to unallocated?
Cheers, LCC
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Would it be possible for items moved from unallocated to a critical slot to displace other items in the same location, rather than knocking them back to unallocated? That's been asked before, and my reply last time was that it would take a lot of code in the loadout (and probably break stuff like I did with the "easy" drag and drop from locations). Definitely possible. Do I want to do it right now? No, but I'll add it to the To-Do List for later on since it will obviously be a more user-friendly approach. Thanks for the suggestion.
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Captain
Posts: 2171
Star League Defense Force Avatars of Painful Death
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I ran into little typo bug. I put in a design of mine that uses A-Pods everything seemed fine with SSW until I tried to load it in megamek with the SSW .mtf file. It turns out that the listing for the ISAntiPersonnelPod listed in the SSW has lower case "p" beginning the word personnel that fails it with Megamek. Hehe, revenge of the case sensitive monster. Over the years I wonder how many times people working with Megamek have had that problem, (10,000 at least). 
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Easily changed, thank you.
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Master Sergeant
Posts: 328
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How about the RS as optional download in a higher quality. This would give us better looking print out, but would not increase the size of the standard download.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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How about the RS as optional download in a higher quality. This would give us better looking print out, but would not increase the size of the standard download. Not clear enough for ya?  Yeah, I'll look into doing that, great idea. Just have to make sure the positions line up correctly.
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Major
Posts: 4754
Everything old is new again.
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Out of curiosity, do you have any plans to expand this to include other unit types what the mech part is complete?
Cheers, LCC
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Yes, I do plan to add a vehicle editor next and maybe an aerospace editor along with it, but probably not much more than that. Probably do a combined package since I envision them using a lot of the same code, if possible.
The 'Mech part is taking a long time to get all the equipment and stuff in, and I'll have to revise some of it for aerospace usage (since I didn't include those stats), but once the 'Mech editor is finished it should be fairly easy to do a vehicle editor in a short amount of time.
One of the problems with the equipment is that I am trying to follow MegaMek so that the MTF export will work correctly. They don't have all the new equipment in right now (AFAIK, from a perusal of the source code) so I'm just adding bits and pieces as I go along, instead concentrating on making the program more friendly and getting the core stuff done (printing, charts, etc...)
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Lieutenant
Posts: 1439
Look out, there's a monkey on your back
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One of the problems with the equipment is that I am trying to follow MegaMek so that the MTF export will work correctly. They don't have all the new equipment in right now (AFAIK, from a perusal of the source code) so I'm just adding bits and pieces as I go along, instead concentrating on making the program more friendly and getting the core stuff done (printing, charts, etc...)
Why not just become a megamek developer and add the equipment in yourself 
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Why not just become a megamek developer and add the equipment in yourself  I think that's a great idea, actually, and I'd do it if I weren't so busy already. Maybe next year when I'm finished with my bike: National Scooter BuildoffEnough about my personal life.  In the meantime, don't get me wrong, I wasn't "placing blame" on you guys. I just want to make sure my program can line up with MM well since so many of the users over on Solaris 7 use it to test their designs. BTW, thank you guys for all your hard work so far!
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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New update for the weekend, 0.5.13. Mainly bug fixes: - The options file is no longer invalidated when I add new options, so extracting a new version over an old one is now entirely safe (AFAIK). - You now have the option to export to a custom directory within the MegaMek mechfiles directory. For example, I like to use "<MegaMek root>/data/mechfiles/Custom". MM should read from nested directories. - Fixed the non-contiguous allocation bug where one crit would get placed and the rest would disappear. - Fixed the A-Pod name problem. - Fixed a loading bug with equipment with names smaller than 4 characters (the "is it mounted to the rear" check.)
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Major
Posts: 4754
Everything old is new again.
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Man you work fast!  I just bumped into the non-contiguous bug and the loading string error this morning. When I went online to post the bugs, I find out there's already a fix. Is there any chance of you putting together a BA editor too, or is the fast that all of their equipment is defferent a big impediment? Keep up the great work. Cheers, LCC
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Lieutenant
Posts: 806
Rending Talons, Tearing Beak
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Did someone say BA Editor??? 
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Captain
Posts: 2171
Star League Defense Force Avatars of Painful Death
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Aye, keep up the good work LostInSpace. 
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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A battle armor editor would be pretty easy as far as the GUI, but you're right about all that equipment. The big problem with adding new equipment is staring at charts and checking errata, which takes a lot of time. Let me finish this one and get a vehicle editor up and running. After that we'll see where it goes.
Thanks guys, glad it's working well for you.
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Major
Posts: 5848
Madness approches
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hmm... is each piece of equipment an object? is the code for the object to squirly to post a template?
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Captain
Posts: 2171
Star League Defense Force Avatars of Painful Death
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A battle armor editor would be pretty easy as far as the GUI, but you're right about all that equipment. The big problem with adding new equipment is staring at charts and checking errata, which takes a lot of time. Let me finish this one and get a vehicle editor up and running. After that we'll see where it goes.
Thanks guys, glad it's working well for you.
You could save time if you worked with someone who is familiar with that information already, at least up to Advanced Rules equipment and could even provide you with a sample .txt printout. Though you would want to avoid having to many irons in the fire at one time, it slows progress down.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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hmm... is each piece of equipment an object? is the code for the object to squirly to post a template?
I could post a template. It's not too hard to fill out, just time intensive what with checking three different book locations to get the information. It's not like MegaMek where each individual item is it's own class (and I can see why they took that approach), but each class of weapons (energy, ballistic, etc...) gets their own Java class. For weapons with ammo you also have to create each individual ammunition type for that weapon (although there is only one ammo class), which can be a big PITA. I'll post up the templates on the SSW site on Monday for any who want to help, along with a list of what needs to be added. You could save time if you worked with someone who is familiar with that information already, at least up to Advanced Rules equipment and could even provide you with a sample .txt printout. Any suggestions?  If you've got a text printout, it should include all pertinent information including the Tech Rating, Availability Code, Introduction Date, Prototype Date, Rules Level, Factions, etc... Searching around for that information takes a LOT of time. Though you would want to avoid having to many irons in the fire at one time, it slows progress down. Indeed.
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Warrant Officer
Posts: 525
MegaMek Boomstick Engineer
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I can pull weapons information from MegaMek and help create templates. However I have no idea as to what the introduction dates and equipment ratings are.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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I admit, I didn't put up the templates. Waaaaay too busy this week. However, I have a new release up which includes the missing Artillery, a few errata fixes, and a bug fix. 0.5.15, use the link under my sig if you're interested.
Question: Can someone please tell me how the Ammo Mutators in MM work? I have a hell of a time figuring out what to name those special ammo types. Thanks.
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Master Sergeant
Posts: 328
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One of the problems with the equipment is that I am trying to follow MegaMek so that the MTF export will work correctly. They don't have all the new equipment in right now (AFAIK, from a perusal of the source code) so I'm just adding bits and pieces as I go along, instead concentrating on making the program more friendly and getting the core stuff done (printing, charts, etc...)
Don´t wait for MM, think the other way arroud, you can tell MM how they should define the equipment once they build it into their program. I for example want to start a 3025 rebellion campaign soon. A lot of the starting Mechs will be Industrial Mechs and it would be cool, if I could us SSW to print the RS. Your program is great and I use it as addition to my HMP, because using the new equipment is easier to work with your program.
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Lieutenant
Posts: 1147
Member of the A.S.S.R.
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Don´t wait for MM, think the other way arroud, you can tell MM how they should define the equipment once they build it into their program. LOL, I don't know how well that would work, but I appreciate the enthusiasm! I'll go ahead and add in what I can and I will definitely try to join their development group next year in April because I really enjoy and appreciate MegaMek.. I for example want to start a 3025 rebellion campaign soon. A lot of the starting Mechs will be Industrial Mechs and it would be cool, if I could us SSW to print the RS. I suppose IndustrialMechs should be next on my list. I'm planning on some changes to the 'Mech class to handle Hardened armor and Modular armor (and anything else that reduces or modifies movement), and I could add in that capability as well. Your program is great and I use it as addition to my HMP, because using the new equipment is easier to work with your program. Thanks! It's always surprising to find that SSW's user-base is larger than expected.
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