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MWO Mechbay Program


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#161 Quicksilver Aberration

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Posted 11 December 2012 - 01:22 PM

View PostNacon, on 11 December 2012 - 12:20 AM, said:


In favor! :)

Also... the total cost of everything, the mech itself, engine, equipment, weapons, etc etc.

After finals (my last ones are on Thursday) I will probably add a strip button, though it will just put all removable items back into Equipment Queue rather than clearing it. If there enough demand for the strip to clear the queue as well, I guess that could be taken care of.

Total costs will be a little bit harder, I will keep upgrade costs separated though just because those may or may not come into play for your customization. Engine costs will be off until they remove fractions from their engine cost equation.

As for the Command Console, I put into upgrades because in fluff, it isn't considered an add-on for the cockpit, it is a replacement (similar to how Internals, Engine, and Armor works), thus why I changed how it was handled. I'm sure it seemed weird at first but it seemed fitting imo.

Next week or so I will begin bringing the Save/Load function back online and begin adding user settings (so you can adjust colors/font yourself), so rejoice.

#162 Gristle

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Posted 11 December 2012 - 02:19 PM

Thank MI! Good luck on your finals!

#163 Pikachar

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Posted 12 December 2012 - 10:41 PM

+1 for shared pain.
+1 again for making an awesome program :D

#164 Al Bert

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Posted 17 December 2012 - 12:41 AM

great job, thx for helping the community

Al Bert

#165 Quicksilver Aberration

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Posted 19 December 2012 - 01:15 PM

Updated to 2.3.06 (old version has not been touched)

New Features
*Strip Mech button added.
*Back-End works on user preferences, saving, and total cost has begun.

Other
*Weapon velocities updated
*Hero Dragons added
*Stalker Images added as well as hardpoints corrected
*Spider hardpoints corrected

#166 John MatriX82

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Posted 19 December 2012 - 02:03 PM

Great news and again thanks for this program :)

#167 Bitslizer

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Posted 19 December 2012 - 03:50 PM

View Postmajora incarnate, on 19 December 2012 - 01:15 PM, said:

Updated to 2.3.06 (old version has not been touched)

New Features
*Strip Mech button added.
*Back-End works on user preferences, saving, and total cost has begun.

Other
*Weapon velocities updated
*Hero Dragons added
*Stalker Images added as well as hardpoints corrected
*Spider hardpoints corrected


Can you help to add the Orion to the program? I can't wait to build one out :D

#168 Quicksilver Aberration

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Posted 19 December 2012 - 09:03 PM

Ill add the Orion in a later update when I get either saving/loading or total cost done.

#169 Khell DarkWolf

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Posted 20 December 2012 - 12:40 AM

I enjoy this program and use it all the time.

Real annoying pet peeve I have is the equipment queue window in the new mechlab.

Everytime you go off to look at a web browser (or any other window beside the MWO Mechlab). When you click back to the mechlab, the equipment queue window won't be on top with it. Thus it has dropped to a lower window, making you have to minimize other windows just to get to it.

While I enjoy there is a strip mech button, you took away the very button that helped refresh and bring back up the equipment queue window. -_-

#170 Itsacon

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Posted 20 December 2012 - 01:14 AM

Great work! I love this program.

Just wanted to report a small bug:

If you've created a mech with Artemis FCS, and then switch to another chassis (without Artemis), the weapons list still lists the Artemis launchers, instead of the normal ones. Switching the Artemis upgrade on and off fixes this. (It also works the other way around: If you were working on a mech without Artemis, then switch to a chassis that has is by default, the weapons list shows the normal launchers)

Something similar happens with the speed tweak upgrade: the speed bar show the speed with speed tweak enabled, until you turn the upgrade on and off again.

Not a biggie, but thought I'd mention it.

PS: It's a pity you're no longer updating the old one, I preferred that interface. A well, I'll get used to to the new one after a while

Edited by Itsacon, 20 December 2012 - 01:33 AM.


#171 Quicksilver Aberration

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Posted 20 December 2012 - 11:16 AM

View PostKhell DarkWolf, on 20 December 2012 - 12:40 AM, said:

While I enjoy there is a strip mech button, you took away the very button that helped refresh and bring back up the equipment queue window. :D

I actually forgot about this issue >_>, I will look into it again to see what all I can do.

View PostItsacon, on 20 December 2012 - 01:14 AM, said:

If you've created a mech with Artemis FCS, and then switch to another chassis (without Artemis), the weapons list still lists the Artemis launchers, instead of the normal ones. Switching the Artemis upgrade on and off fixes this. (It also works the other way around: If you were working on a mech without Artemis, then switch to a chassis that has is by default, the weapons list shows the normal launchers)

Something similar happens with the speed tweak upgrade: the speed bar show the speed with speed tweak enabled, until you turn the upgrade on and off again.

PS: It's a pity you're no longer updating the old one, I preferred that interface. A well, I'll get used to to the new one after a while

The Artemis thing I've noticed, just never got to fixing it because I felt it was a minor thing and I could work on other stuff. I may go ahead and fix this though since it is a simple fix. I'll look into the Speed Tweak issue, because I could've sworn I fixed that one.

As for the old interface, I just didn't like the flow, plus the new one allowed me to add several features that would have just cluttered the old interface. I may bring it back up-to-date on mechs for those that still like it, we will see.

#172 Quicksilver Aberration

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Posted 20 December 2012 - 03:28 PM

Updated to 2.3.07

Bug Fixes
*Fixed Speed Tweak holding over when changing mechs
*Fixed Artemis holding over to new mechs without the upgrade (and vice versa)
*Weapon Stat button works now

Other
*Orion added
*Equipment Queue now part of the main form to counteract the annoying loss of focus (permanent unless I can find a way to deal with focus).
*UAC5 DPS now calculated with jam times included.

#173 Itsacon

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Posted 20 December 2012 - 11:30 PM

View Postmajora incarnate, on 20 December 2012 - 03:28 PM, said:

*Equipment Queue now part of the main form to counteract the annoying loss of focus


And with that little change, you removed the main reason I preferred the old version :-)

Thanks!!

#174 ATao

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Posted 20 December 2012 - 11:35 PM

Went from using old mechlab to new one. It rocks :) . Thanks for keeping up good job man.

Can you by any chance make a shorter version form for mech exports to txt? Something like tl;dr cause right now it's really big. Yes it's very detailed about almost everything but not all people are reading those things and sometimes I just end up using my own manually written short form to share fits with others.

My "mech export" short form example:
Spoiler

It's really small and compact but all important info is really there.

Graphical export would be even better. Like a screenshot of a mech with weapons tab. But you'll need to add engine and hs numbers there as well then.

Strip button is sweeet :) . Have to click twice every time though: 1 for stripping, 1 for queu clearing. So simply full clearing of everything that's fitted would be even better.

Edited by Alexander Malthus, 20 December 2012 - 11:45 PM.


#175 Quicksilver Aberration

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Posted 20 December 2012 - 11:36 PM

Also, to those that DLed the update before 11pm CST, I made a couple of stealth hotfixes for issues that made weird appearances (one even from the custom design I was playing around with), so if you are having issues (like Jenners having Orion variants), just re-download and the updated .jar should take care of everything.

Still some minor annoyances though, but those can wait.

#176 John MatriX82

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Posted 21 December 2012 - 02:00 AM

View Postmajora incarnate, on 20 December 2012 - 11:36 PM, said:

Also, to those that DLed the update before 11pm CST, I made a couple of stealth hotfixes for issues that made weird appearances (one even from the custom design I was playing around with), so if you are having issues (like Jenners having Orion variants), just re-download and the updated .jar should take care of everything.

Still some minor annoyances though, but those can wait.


Man, thanks for inserting the equipment queue menu in the main window, now it's really better!

#177 Itsacon

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Posted 21 December 2012 - 03:15 AM

Ok, I found another two bugs. Sorry.

If you open the Raven 3L, the right Torso lists 0/1 energy hardpoints used even though there is a TAG in there. Removing the TAG moves the hardpoints to -1/1.

I would expect that this is because the loader sees the TAG as equipment, instead of an energy weapon, but I can't verify since the 3L is the only mech with a TAG by default.


Second. If you select a mech that is ECM-capable, ECM gets added to the equipment list. However, if you then switch to another mech, ECM doesn't get removed from the list. If you switch to another ECM-capable mech, ECM gets added again.


Please don't interpret all these bug reports as negative, none of them are show-stoppers.

#178 Li Song

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Posted 21 December 2012 - 09:51 AM

The program doesn't launch with OpenJDK.

java -jar MWO_Mechbay.jar
Exception in thread "main" java.lang.UnsupportedClassVersionError: MWOMechbay/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: MWOMechbay.Main. Program will exit.

#179 Aerlock

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Posted 21 December 2012 - 10:45 AM

View PostLi Song, on 21 December 2012 - 09:51 AM, said:

The program doesn't launch with OpenJDK.

java -jar MWO_Mechbay.jar
Exception in thread "main" java.lang.UnsupportedClassVersionError: MWOMechbay/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: MWOMechbay.Main. Program will exit.

What version of Java are you running? You may need to upgrade. That looks very similar to an error I got when the layout switched and the required version of Java went from 6 to 7.

- Aerlock

#180 Quicksilver Aberration

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Posted 21 December 2012 - 12:42 PM

View PostItsacon, on 21 December 2012 - 03:15 AM, said:

Ok, I found another two bugs. Sorry.

If you open the Raven 3L, the right Torso lists 0/1 energy hardpoints used even though there is a TAG in there. Removing the TAG moves the hardpoints to -1/1.

I would expect that this is because the loader sees the TAG as equipment, instead of an energy weapon, but I can't verify since the 3L is the only mech with a TAG by default.


Second. If you select a mech that is ECM-capable, ECM gets added to the equipment list. However, if you then switch to another mech, ECM doesn't get removed from the list. If you switch to another ECM-capable mech, ECM gets added again.


Please don't interpret all these bug reports as negative, none of them are show-stoppers.

Lol, bug reports are always good, this is a learning experience for me.

For some reason some of the code got borked, because my Artemis fix suddenly doesn't work and the ECM removal somehow stopped working. As for the Raven, it is because TAG is taking up a hardpoint when loaded, but when it gets removed it is lowering the hardpoint count, should be a simple fix.
Will probably upload a fix for a few other errors that slipped through sometime today or tomorrow.

View PostLi Song, on 21 December 2012 - 09:51 AM, said:

The program doesn't launch with OpenJDK.

java -jar MWO_Mechbay.jar
Exception in thread "main" java.lang.UnsupportedClassVersionError: MWOMechbay/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: MWOMechbay.Main. Program will exit.

I dont know anything about openJDK, I do know however that this problem is linked to not having Java updated (needs to be at least Java 7)





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