

MWO Mechbay Program
#201
Posted 28 December 2012 - 03:38 PM
#202
Posted 28 December 2012 - 06:19 PM
SixStringSamurai, on 28 December 2012 - 03:38 PM, said:
I don't like the non-queue based mechlabs, so that won't be changing. Smurfy's is definitely good, but I still prefer Solaris Skunkwerks as the best mechlab program (just not MWO oriented). The userflow is meant to be more like SSW just with the GUI layout like MW4 (because MW4's was the best). As for Drag and Drop, this is planned after I get save/load working, it is just one of the more difficult items on my to-do list.
#203
Posted 28 December 2012 - 06:23 PM
http://www.solarissk...com/screenshots
So do you plan to place the que inside the program window or is it staying a satellite? Because I think I would be more in love with it if it wasn't floating.
#204
Posted 28 December 2012 - 07:00 PM
#205
Posted 29 December 2012 - 07:01 AM
majora incarnate, on 28 December 2012 - 12:43 PM, said:
Sorry,I didn't expained that clearly.I meant not save own mechs like it is now when you press export.
I mean all these data you need to display mechs in the mechs tree on the left in the old mechlab,or in comboboxes in new one as well as any other data.
Right now you have all needed data encoded internally in you application.That's a wrong approach,as each time a new mech is released or a bug in ex hard points location/count is discovered you have to correct your code,recompile it then distribute to users.
I propose to remove all such data and store it in external .xml file.That allow to add mechs easily by anyone (ex I could add Flame/Fang to old lab on my own),correct any founded bugs etc,and all that without any need of bothering you about recompilation and so.
#206
Posted 29 December 2012 - 11:04 AM
#207
Posted 29 December 2012 - 10:24 PM
MasterBLB, on 29 December 2012 - 07:01 AM, said:
I mean all these data you need to display mechs in the mechs tree on the left in the old mechlab,or in comboboxes in new one as well as any other data.
Right now you have all needed data encoded internally in you application.That's a wrong approach,as each time a new mech is released or a bug in ex hard points location/count is discovered you have to correct your code,recompile it then distribute to users.
I propose to remove all such data and store it in external .xml file.That allow to add mechs easily by anyone (ex I could add Flame/Fang to old lab on my own),correct any founded bugs etc,and all that without any need of bothering you about recompilation and so.
Then comes the problem of the user having to reDL or fix the stats themselves. They are going to reDL something regardless (how many people are actually going to update the files themselves), especially with all the other bugs that come about outside of the corrections.
Maybe I'll add some spreadsheet files like SSW way later on, but that's far in the future, because it would require a large restructuring of the code (and I mean large).
#208
Posted 30 December 2012 - 04:28 AM
Besides,editing by users is not the main goal (though useful sometimes,ex in thecurrent old mechlab I discovered a bug - Hunchback 4G has 8 energy slots,4 each arm),but it'd make your job easier.Imagine PGI will change ex heat values of the energy weapons and splice ECM into 3 different devices.How much work your code would require now to reflect these changes?I bet quite some.
Ah,**** that,if you are familiar with C++ a bit(and you should if you write in Java) then I'm going to remind my youth when I wrote programs for fun not for money,and offer my help in refactorization of the app.Well,it needs to be re-written to be honest
Edited by MasterBLB, 30 December 2012 - 04:31 AM.
#209
Posted 30 December 2012 - 05:51 AM
MasterBLB, on 30 December 2012 - 04:28 AM, said:
Besides,editing by users is not the main goal (though useful sometimes,ex in thecurrent old mechlab I discovered a bug - Hunchback 4G has 8 energy slots,4 each arm),but it'd make your job easier.Imagine PGI will change ex heat values of the energy weapons and splice ECM into 3 different devices.How much work your code would require now to reflect these changes?I bet quite some.
Ah,**** that,if you are familiar with C++ a bit(and you should if you write in Java) then I'm going to remind my youth when I wrote programs for fun not for money,and offer my help in refactorization of the app.Well,it needs to be re-written to be honest
:-/
I wrote this for fun, and there is no "right" way to code. There are elegant methods of coding this is true, but how to go about handling things is all dependent on what you want to develop. This program was originally meant to be for my lazy clan-mates who didn't want to mess with changing things themselves, and it isn't hard to add source code or change existing source code to deal with new heat values or splitting of ECM.
I am aware that much of it needs to be re-written to be cleaner and remove redundancies in code, but I don't feel like it is that big of a deal.
Edited by majora incarnate, 30 December 2012 - 05:59 AM.
#210
Posted 30 December 2012 - 09:40 AM
majora incarnate, on 27 December 2012 - 06:59 PM, said:
http://java.com/en/download/manual.jsp
Download both the 32-bit and 64-bit version installers and see if that fixes anything.
Thanks for your reply,
I had removed all the traces of the previous install. I have installed both versions, and done the verification on the site, it seems all to be in order.
But, when I try to run the application, it opens a window for a split second, but closes right away again, and then nothing..
Not sure what else to try, any more ideas perchance?
Thanks very much!!
Kind Regards,
Fred
#211
Posted 30 December 2012 - 11:19 PM
#212
Posted 31 December 2012 - 02:21 AM
New Features
*Save/Load Functions brought online, for realz this time.
Bug Fixes
*A lot of corrections made due to weird IDE problems and bad typing skills.
Known Issues
*Certain items don't update when you load a mech, mainly armor related items.
As I previously posted, the Compact Mechlab will hopefully be in sometime this week, as will merging the Equipment and Weapon tabs (basically a return to the old equipment tabs).
Some saving issues also may have slipped past me, so if you get a Variant was not instanced error, email me your variant file, loadout, and hopefully Ill get the issue ironed out.
Edited by majora incarnate, 31 December 2012 - 02:22 AM.
#213
Posted 31 December 2012 - 03:26 PM
#214
Posted 31 December 2012 - 04:23 PM
To be honest though, the only semi-complicated calculation is the effective range of a loadout, the others should be fairly easy to figure out.
#215
Posted 31 December 2012 - 05:54 PM
As always good work Majora and I look forward to seeing the stuff you add in the future.
Edited by SixStringSamurai, 31 December 2012 - 05:56 PM.
#216
Posted 31 December 2012 - 10:26 PM
#217
Posted 01 January 2013 - 12:50 AM
Edited by majora incarnate, 01 January 2013 - 12:51 AM.
#218
Posted 04 January 2013 - 06:47 AM
kudos from a fellow developer.
Edited by bantapoo, 04 January 2013 - 06:48 AM.
#219
Posted 04 January 2013 - 08:04 AM
#220
Posted 04 January 2013 - 12:32 PM
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