Wow, haven't updated in a while!
Well, i've been sick, so too bad.
We did a full run of Milk Run, part 1, and identified a few areas that need to be rectified.
Although stable, still an issue with deleting slot 1.
Need a way to add or subtract from a total rolls result - this i added into the server already.
People need to be able to use hotkeys more efficiently.
So i'm taking the next leap forward, and enabling file i/o.
Won't be hard, i don't think. 1 file for hotbuttons, 1 for characters, 1 for scripted actions - like changing the background image and such, having those as hotbuttons is cumbersome at best. Replacing that with a select box, so you can scroll through for what's needed and fire it off.
So what will become of the existing .ini file? Keeping it as is, minus the button and character info, i'll modify it a little to change colors/styles, like a skin manager in a way.
how long will it take? Not long i suspect, it's not much different that parsing data received from the server for reading a character, for writing, well, pretty much the same. the hotbuttons are a little more challenging, because i'll want to make an interface - eventually - to prevent errors, but i may be able to copy and paste.
if i'm lucky, i can have it by the weekend...if this...flu or whatever lets me.
Monday, June 2, 2008
Sunday, May 4, 2008
So i dumped in the ability to add all dice rolled. It's stable. I need people to test it out with me, who's up for a Milk Run?
Been thinking about version 2.0. Thinking isometric as well as flat maps. Think I'll also add in a flat map builder thinger, to make use of building tiles or something.
Character animations would be nice too.
Been thinking about version 2.0. Thinking isometric as well as flat maps. Think I'll also add in a flat map builder thinger, to make use of building tiles or something.
Character animations would be nice too.
Wednesday, April 30, 2008
seems with every change i make, i end up having more than one thing to correct. i think there's a word or a phrase about it somewhere, but it's late and i'm tired.
got the math down, ended up finding out something was in a loop that shouldn't have been. explained a brief flash on the screen when people moved, now i know why, so fixed the odd math bug, and as a result fixed the flash. fun stuff.
also figured out how to measure between characters. wanted it to be a right click, but that's a pain to code, tried to dbl click but that cause single click problems, so now just hover on a token and it'll give you the distance, easy to implement, tomorrow i'll copy/paste the function and pretty it up a bit to return the distance, and, more importantly, the scale!
don't remember what else i really wanted to have ready...maybe proper OOC text, that's too easy though and not a priority. stance, emotional state and facing maybe, as several games use these.
ah well, friday is a full milk run night, hopefully this time we'll end up outside the first room :P
gotta read up on combat, seems rules knowledge is slowing us down a fair bit.
oh if anyone wants a copy of this software, lemme know it'll be open for secondary beta testing this week
got the math down, ended up finding out something was in a loop that shouldn't have been. explained a brief flash on the screen when people moved, now i know why, so fixed the odd math bug, and as a result fixed the flash. fun stuff.
also figured out how to measure between characters. wanted it to be a right click, but that's a pain to code, tried to dbl click but that cause single click problems, so now just hover on a token and it'll give you the distance, easy to implement, tomorrow i'll copy/paste the function and pretty it up a bit to return the distance, and, more importantly, the scale!
don't remember what else i really wanted to have ready...maybe proper OOC text, that's too easy though and not a priority. stance, emotional state and facing maybe, as several games use these.
ah well, friday is a full milk run night, hopefully this time we'll end up outside the first room :P
gotta read up on combat, seems rules knowledge is slowing us down a fair bit.
oh if anyone wants a copy of this software, lemme know it'll be open for secondary beta testing this week
Sunday, April 27, 2008
yeah, that was a bit of a headache
seems the method by which players are added was barely working correctly before, sure, on the client end it was fine, but the server saw it completely differently.
went thru and redid the entire method, and now it's 100% synced.
still plagued with the removal of the first added person, it can be removed, now, but only if it's the only one there. Simple solution, i'm addind a dummy to the first slot that will clear the hud. solve problems by taking them outta the equation. perfect.
full test on tuesday, then it's on hold for a week while it's play tested a bit, working on an adventure module a bit, when that's done i'll begin thinking and planning version 2.0
seems the method by which players are added was barely working correctly before, sure, on the client end it was fine, but the server saw it completely differently.
went thru and redid the entire method, and now it's 100% synced.
still plagued with the removal of the first added person, it can be removed, now, but only if it's the only one there. Simple solution, i'm addind a dummy to the first slot that will clear the hud. solve problems by taking them outta the equation. perfect.
full test on tuesday, then it's on hold for a week while it's play tested a bit, working on an adventure module a bit, when that's done i'll begin thinking and planning version 2.0
Saturday, April 26, 2008
fixed sync, you show up late, you get caught up, simple
wanna add the same person twice? TOUGH, disabled that buggy crap as it should be
wanna remove EVERYONE? ok, sure, do it.
fixed a lot today, all i'll need to do now is a small cleanup on the sync if someone's tried to add the same user twice, it'll mess up when trying to sync and leave the last 1-2 slots empty instead of backing up the user a step or two. minor fix
oh need to finish the OOC chatter, it ignores it right now because i haven't told it what to do with it.
yeah that's it, thoughts on version 2? big expansion?
wanna add the same person twice? TOUGH, disabled that buggy crap as it should be
wanna remove EVERYONE? ok, sure, do it.
fixed a lot today, all i'll need to do now is a small cleanup on the sync if someone's tried to add the same user twice, it'll mess up when trying to sync and leave the last 1-2 slots empty instead of backing up the user a step or two. minor fix
oh need to finish the OOC chatter, it ignores it right now because i haven't told it what to do with it.
yeah that's it, thoughts on version 2? big expansion?
Friday, April 25, 2008
what? users don't always know how it works instantly?
lol first beta test was pure ass
config file overly complex, need an interface for it to make it seamless.
a lil tweaking that was resolved
problem two. what's that command again?
all these ~'s |'s and \'s are annoying, and caused crashes
eff it, they're gone and replaced with buttons, for die rolling and emotes and OOC's, also has what CHARACTER(user) says what, makes GM's job much easier.
forgot how sound worked so i had to alter that a lil but that works best as a hotkey anyway so not touching it, advanced users can handle it
killed the default map 'cause it's ass, replaced it with a blank.
2 problems remain
although text it now filtered, need to refine it a lil to prevent crashes
the server MUST sync with latecomers and disconnected users. after testing with more than 2 player this has become a serious issue causing instability, mostly with the slots. will stick a dump of slots in the login script first thing tomorrow and it should be all set.
all that'd be left it the major recoding issues, like a fog of war type thing, and a the problem of slot 1...still can't safely remove it, i'm betting i can just add a line like if count(slotboxes=1) add one null and remove the real one. it's late so sleep is yes
config file overly complex, need an interface for it to make it seamless.
a lil tweaking that was resolved
problem two. what's that command again?
all these ~'s |'s and \'s are annoying, and caused crashes
eff it, they're gone and replaced with buttons, for die rolling and emotes and OOC's, also has what CHARACTER(user) says what, makes GM's job much easier.
forgot how sound worked so i had to alter that a lil but that works best as a hotkey anyway so not touching it, advanced users can handle it
killed the default map 'cause it's ass, replaced it with a blank.
2 problems remain
although text it now filtered, need to refine it a lil to prevent crashes
the server MUST sync with latecomers and disconnected users. after testing with more than 2 player this has become a serious issue causing instability, mostly with the slots. will stick a dump of slots in the login script first thing tomorrow and it should be all set.
all that'd be left it the major recoding issues, like a fog of war type thing, and a the problem of slot 1...still can't safely remove it, i'm betting i can just add a line like if count(slotboxes=1) add one null and remove the real one. it's late so sleep is yes
Subscribe to:
Posts (Atom)