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MWO Mechbay Program


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#281 Crashingmail

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Posted 05 February 2013 - 11:34 PM

Still get the Problem when loading my saved loadouts "Null Pointer Error: Variant Class was not instanced". But only for my Stalker saves, others are working :(

#282 Poldi

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Posted 06 February 2013 - 01:52 AM

It might be my fault since I re-installed my whole PC and then loaded the actual version of Mechbay.

When I wanna start the .jar it gives me a Java Virtual Machine Launcher error: "Could not find the main class: MWOMechbay.Main. Program will exit."

I have jre7 x64 installed and the path seems to be correct since I can call java from anywere in the console.

All help appreciated :(

#283 Quicksilver Aberration

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Posted 06 February 2013 - 09:15 AM

View PostCrashingmail, on 05 February 2013 - 11:34 PM, said:

Still get the Problem when loading my saved loadouts "Null Pointer Error: Variant Class was not instanced". But only for my Stalker saves, others are working ^_^

What all did you have loaded?
An export of the variant would work best if you sent me the variant file, then I could actually tell what went wrong.

#284 Crashingmail

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Posted 06 February 2013 - 11:33 AM

Send u a PM to the three Stalker Files as TXT and MBV. So you can check them.
My colleague has got the same problem for his Catapult files. But maybe with them u can already figure out the main cause.

Edited by Crashingmail, 06 February 2013 - 11:34 AM.


#285 Remarius

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Posted 06 February 2013 - 03:16 PM

Am getting a weird bug where I can't decrease the armour in the r/l torso locations - in fact I can raise it 1 pt above the max for the area but that's it.

#286 Quicksilver Aberration

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Posted 06 February 2013 - 03:27 PM

View PostRemarius, on 06 February 2013 - 03:16 PM, said:

Am getting a weird bug where I can't decrease the armour in the r/l torso locations - in fact I can raise it 1 pt above the max for the area but that's it.

What mech is this happening with, what section, what type (Compact or Normal Mechlab), and did it happen with a stock mech?
Normally, if it happened because the limits weren't adjusted correctly on the spinners, all you have to do is reset the mech and redo all your stuff. It can be a little funky adjusting the limits (because I avoid brute force approaches when I can).

Btw, if you are still having errors loading mechs, it is because of Artemis Ammo. I recently changed it so that these are separate ammo types, and unfortunately forgot to add the code to adjust for it into the main Mechlab (the Compact Mechlab has the code). So until I get the fix up, use the Compact Mechlab for Artemis designs. Should have the hotfix for both that and the disabled Info button (Compact Mechlab) tomorrow.

Edited by majora incarnate, 06 February 2013 - 03:30 PM.


#287 Crashingmail

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Posted 06 February 2013 - 11:30 PM

+1 for all the tireless work.
Hope this ticket get also pinned.

#288 Drakor I

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Posted 07 February 2013 - 10:21 AM

View PostPoldi, on 06 February 2013 - 01:52 AM, said:

It might be my fault since I re-installed my whole PC and then loaded the actual version of Mechbay.

When I wanna start the .jar it gives me a Java Virtual Machine Launcher error: "Could not find the main class: MWOMechbay.Main. Program will exit."

I have jre7 x64 installed and the path seems to be correct since I can call java from anywere in the console.

All help appreciated ;)

^ this

also happens to me, after Java updates yesterday... :blink:

some suggestion?



Thanks

#289 Pikachar

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Posted 07 February 2013 - 12:23 PM

Are you sure you have the right version of java installed? That's possibly a problem. To my knowledge jre7 should fix that error though....

#290 Quicksilver Aberration

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Posted 07 February 2013 - 12:34 PM

View PostPikachar, on 07 February 2013 - 12:23 PM, said:

Are you sure you have the right version of java installed? That's possibly a problem. To my knowledge jre7 should fix that error though....

This, make sure both 64-bit Java and 32-bit Java are updated, just in case.

A hotfix for the Artemis not saving correctly and the info button issue is uploaded now as well.

#291 Drakor I

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Posted 08 February 2013 - 01:34 AM

OK, I'll try updating both 32 and 64 bit.


Thanks

#292 Mr 144

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Posted 11 February 2013 - 10:33 AM

Thanks for the continued work.

Mr 144

#293 MavRCK

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Posted 12 February 2013 - 07:43 PM

I love this program.. I do wish the old mechlab was still supported.. that is by far the most efficient and best program I've used to check and build mechs quickly!

#294 Insane Lobottomie

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Posted 14 February 2013 - 01:46 PM

Found a bug with the Awesome Pretty Baby variant.

I set up a 3xmedium laser and 3x srm 6 variant. 320 standard engine and double heatsinks 16.

When i save the built and then change to artemis it deducts 9 tons of weigth,

Something to look into.

The link to the setupfile: https://dl.dropbox.c...y%20Brawler.mbv

Edited by Insane Lobottomie, 14 February 2013 - 02:02 PM.


#295 Vercinaigh

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Posted 14 February 2013 - 05:32 PM

Range does not seem to calculate correctly. At least if it refers to max optimal range of at least one of your weapons.

#296 Insane Lobottomie

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Posted 15 February 2013 - 07:48 AM

View PostInsane Lobottomie, on 14 February 2013 - 01:46 PM, said:

Found a bug with the Awesome Pretty Baby variant.

I set up a 3xmedium laser and 3x srm 6 variant. 320 standard engine and double heatsinks 16.

When i save the built and then change to artemis it deducts 9 tons of weigth,

Something to look into.

The link to the setupfile: https://dl.dropbox.c...y%20Brawler.mbv


Okay found out why. it removes the srm's from the build instead of changing them into asrm's. It does however keep the stock of srm ammo. Wich can't be done on the ingame mechlab.

#297 Quicksilver Aberration

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Posted 15 February 2013 - 09:53 AM

View PostInsane Lobottomie, on 15 February 2013 - 07:48 AM, said:


Okay found out why. it removes the srm's from the build instead of changing them into asrm's. It does however keep the stock of srm ammo. Wich can't be done on the ingame mechlab.

Yea, it is ugly, and I need to switch the ammo now that I have separate entities.

#298 Quicksilver Aberration

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Posted 15 February 2013 - 09:57 AM

View PostVercinaigh, on 14 February 2013 - 05:32 PM, said:

Range does not seem to calculate correctly. At least if it refers to max optimal range of at least one of your weapons.

Range is an algorithm that uses your firepower to calculate your effective range, ie where you are doing the majority of your damage. So if I stick an AC2 on my 4 ML Cicada, your effective range will still be with the Medium Lasers which is your main weapons load. I felt it was more accurate/useful than just giving you which weapon had the longest range.
It also does not factor in the falloff ranges, just the range where it does full damage.

#299 Quicksilver Aberration

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Posted 19 February 2013 - 12:59 PM

Updated for the latest patch, no new stuff otherwise.

May actually release the source code for whoever wants it because I just havnt had time to work on it and I have trouble working on any new features because I would prefer redoing this in a more apt language now that I know more than just Java.
Granted my source code is so ugly and disjointed that I would suggest to others just to start from the ground up, but meh, we will see.

Edited by majora incarnate, 19 February 2013 - 01:00 PM.


#300 Nacon

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Posted 19 February 2013 - 01:14 PM

Source code would be great for the community and it could improve much more than you may able to dream of.

I could almost see this code get ported to android app. :)

EDIT: hell... I might be tempted to work on it too. Which IDE did you used?

Edited by Nacon, 19 February 2013 - 01:17 PM.






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