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From Contented Cunjos
Greetings, everyone!
As promised, here is the next alpha of MissionComputer 4, with numerous fixes and a few small feature additions. The most significant changes are as follows:
The starmap editor now marks systems according to their government, and its New System button no longer erroneously reports all IDs as taken.
The Resource Selector now shows thumbnails for RLEs, as it already did for PICTs, and once again sorts itself without user intervention.
The spďn editor now automatically adjusts the sprite dimensions when you select an RLE.
The RLE viewer's DeRLE function now exports by decoding the RLE for a second time with the appropriate masks, rather than by inverting the ones used for display this significantly increases the speed of decoding, which was apparently a problem for Intel users.
The Resource Copier's Delete button no longer leaves the first resource intact if you click Yes to All, and has been modernised in various other ways.
The shďp editor's 'Initial explosion' field no longer rejects negative numbers.
Removed the last obsolete reference to EV-Nova.net from the ShowException handlers
Please report any bugs or usability issues you find - including ones from previous alphas that are still present - so that I can fix them for the release version. When reporting bugs, please tell me your system version and whether your Macintosh has a PowerPC or Intel processor.
MissionComputer 4.0a5 is 7 MB, and available from <davidarthur.evula.net/beta/crusoe/MissionComputer400a5.dmg>. It requires Mac OS X 10.3 or greater.
Cool! I like the map, it's nicely done.
A couple of things, 1st: The independent color seems, well, a bad pick because far too many governments seem to use that blue as their color. ( maybe allow selection of indie color? ) 2nd: Closing a system editor after opening it through the galaxy editor does not reopen the galaxy editor.
I'm running 10.5.1 on a MacBook Pro.
@evweb, on Feb 1 2008, 03:38 PM, said in MissionComputer 4.0a5 now available:
The independent color seems, well, a bad pick because far too many governments seem to use that blue as their color. ( maybe allow selection of indie color? )
You should be able to tell the difference quite easily enough because the circle is filled for independent systems, and open for government-owned ones. I cant imagine any good coming from having user-selectable colours, though I may add a checkbox allowing users to turn the map colours on and off.
Closing a system editor after opening it through the galaxy editor does not reopen the galaxy editor.
Hmm... I suppose that would be one way to handle it, though the tracking would take a little thought.
Great! I'll give it a try right away!
@david-arthur, on Feb 1 2008, 12:59 PM, said in MissionComputer 4.0a5 now available:
Maybe just a plain gray, because that color isn't very neutral in color and therefore throws me off.
That wasn't a suggestion, that was a bug.
@david-arthur, on Feb 2 2008, 06:33 AM, said in MissionComputer 4.0a5 now available:
(*)The RLE viewer's DeRLE function now exports by decoding the RLE for a second time with the appropriate masks, rather than by inverting the ones used for display - this significantly increases the speed of decoding, which was apparently a problem for Intel users.
Holy crap, you have no idea what a difference this made. It's like 20 times faster!
(*)The spďn editor now automatically adjusts the sprite dimensions when you select an RLE.
Btw, all fields except spriteID are ignored for RLEs in the spin so you might as well just set them all to -1 or something (not really a suggestion, just a comment)
This post has been edited by Guy : 01 February 2008 - 05:55 PM
@evweb, on Feb 1 2008, 04:13 PM, said in MissionComputer 4.0a5 now available:
Grey means an uninhabited system, though; I use blue because thats what the game itself uses for systems that are neutral towards the player.
A bug is when something doesnt work as designed. At the moment, the programme isnt designed to do what you wanted; it was one of the things I had to lose in order to allow you to open multiple editors at the same time, and I havent yet decided how to re-implement it.
Guy said:
It must be an Intel thing, then; for me, it does increase the speed, but not by anything like that much.
Great! I look forward to finding the time to try it out. BTW, thank you for mission computer, DA. I'd never be able to use resedit, this is a hundred times easier.
I have a strange occurrence to report in the rleD editor that we've had so much discussion about. :laugh:
I made a mask for a new ship by giving the ship a white texture with a glow of 10, rendered on a black background, anti-aliased at 2x2 oversampling. I then used Photoshop to bring brightness up by 150% and contrast by 100%, making it effectively black and white. After putting it into MC, it told me that the image was greyscale, so I told it to go ahead and convert. It worked fine, except for that in a few frames, there were little dancing dots in the mask strewn randomly about. To figure out if perhaps it was a rendering or Photoshop problem, I opened up the mask again, magic wanded the backdrop with a decent tolerance, and deleted it, ensuring that the entire backdrop was pure black. However, the same problem occurred again.
This may still be a problem on the part of my graphics programs and not MC, but it seems like the latter is the problem based on my troubleshooting.
Other than that though, I'm loving the new version! Thanks tons for all of your hard work!
@archon, on Feb 2 2008, 04:52 PM, said in MissionComputer 4.0a5 now available:
It is of course quite possible that theres something wrong with MissionComputers algorithm for identifying non-black/non-white pixels, though I cant think offhand what it would be. First, though, try using Photoshops Threshold command (in Image->Adjustments) on the mask, which is guaranteed to produce a pure black-and-white image, and see if MissionComputer still complains.
@david-arthur, on Feb 3 2008, 07:10 AM, said in MissionComputer 4.0a5 now available:
Yeah, Intel didn't like having to invert the pixels in the mask I guess. I certainly can't complain about the speed now, thanks
That did the trick. I'd forgotten about the threshold button.
Strange though that it didn't pick up those stray pixels in my earlier attempts, or that they existed in the first place.
Thanks for the darker space background of the welcome window, definitely more pleasing to the eye and makes it more "Nova" like.
Prays for the never-ending alphas to come to an end :rolleyes:
@ev-wolf, on Feb 6 2008, 06:39 AM, said in MissionComputer 4.0a5 now available:
Actually, a few times I closed my web browser to find the new MC welcome window, and immediately closed it thinking it was a popup ad that had been lurking behind the main window. :laugh:
I seem to have found a bug with the star map editor. After using it quite successfully to place 500+ systems on the map, and link them all together. Later on, I decided I didn't like how I had them linked, and went about deleting and adding a bunch of links. After doing a fair bit of that, I decided to close and save, before resuming work, but when I reopened the map, it showed 100+ 1-way links, that weren't there when I closed the map, so I attempted to remove some of them, then closed and saved and reopened the star map again, but it still showed 80+ 1-way links, many of which I had just deleted. I then tried deleting just a few of the 1-way links, which upon closing and reopening, only 1 of the links had actually been removed.
Anyway, I'm not sure if all of the original links I removed turned into 1-way links to begin with, or just some of them, or if some of them stayed as 2-way links, or what, but something is definitely having issues.
Let me know if you need any more info from me when you look into the problem.
Upon trying to delete the extra hyperspace links by removing manually them from the systems themselves, I seem to get a random chance of a crash upon closing the system editor window.
Repeatable "NilObjectException error in the Galaxy:CanvasMouseUp routine" crash when clicking on 2 overlapping systems, when making a link, and then selecting -1 (no link) from the popup menu. When selecting 'cancel' from the popup menu, it incorrectly reports the current system as having a full quota of 16 links, but doesn't crash.
@durandal7, on Feb 18 2008, 03:53 PM, said in MissionComputer 4.0a5 now available:
Fixed, thanks; both of these were leftovers from how the starmap editor worked in older versions.
Your other issues will take some more exploration (various aspects of the starmap are still in need of auditing and revamping), but Ill keep them in mind.
Hey this was the apple report tat i got when mission computer crashed the first time i was using it, editing starmaps, u may have fixed it above but i thought it might help...
Please describe the circumstances leading to the crash and any other relevant information: Had 4 windows open in mission computer, i opened the star map on one of them and then closed it and it crashed Date/Time: 2008-02-20 08:12:02 +1100 OS Version: 10.3.9 (Build 7W98) Report Version: 2 Command: MissionComputer Path: /Users/Lostpinky/Desktop/MissionComputer.app/Contents/MacOS/MissionComputer Version: 4.0.0a5 (1.0.0a5) PID: 345 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0xc00041dc Thread 0 Crashed: 0 <<00000000>> 0x04110b70 0 + 0x4110b70 1 rbframework.dylib 0x0187cf70 RuntimeUnlockObject + 0x34 2 rbframework.dylib 0x0194c5a8 _ZN11RuntimeView12UnifiedCloseEb + 0x248 3 rbframework.dylib 0x0194c5ec _ZN17RuntimeViewWindow15CloseBoxClickedEv + 0x18 4 rbframework.dylib 0x019a5d3c _ZN6Window20LimitDrawersToBoundsEv + 0x2bc 5 com.apple.HIToolbox 0x92882e50 DispatchEventToHandlers + 0x150 6 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174 7 com.apple.HIToolbox 0x92887544 SendEventToEventTargetWithOptions + 0x28 8 com.apple.HIToolbox 0x9292369c SendWindowEvent + 0xc8 9 com.apple.HIToolbox 0x928b13f4 HandleWindowEvent + 0x88c 10 com.apple.HIToolbox 0x928d8c04 StandardWindowEventHandler + 0xb4 11 com.apple.HIToolbox 0x92882e50 DispatchEventToHandlers + 0x150 12 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174 13 com.apple.HIToolbox 0x92895530 SendEventToEventTarget + 0x28 14 com.apple.HIToolbox 0x929a5824 SendEventFromMouseDown + 0x94 15 com.apple.HIToolbox 0x92935af8 HandleWindowClick + 0x23c 16 com.apple.HIToolbox 0x92916e2c HandleMouseEvent + 0x1b8 17 com.apple.HIToolbox 0x928d8bf8 StandardWindowEventHandler + 0xa8 18 com.apple.HIToolbox 0x92882e50 DispatchEventToHandlers + 0x150 19 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174 20 com.apple.HIToolbox 0x92895530 SendEventToEventTarget + 0x28 21 com.apple.HIToolbox 0x928a3d04 _Z25HandleMouseEventForWindowP15OpaqueWindowPtrP14OpaqueEventReft + 0x174 22 com.apple.HIToolbox 0x928995f0 _Z16HandleMouseEventP14OpaqueEventRef + 0x170 23 com.apple.HIToolbox 0x92893ad0 _Z29ToolboxEventDispatcherHandlerP25OpaqueEventHandlerCallRefP14OpaqueEventRefPv + 0x1e8 24 com.apple.HIToolbox 0x92882f0c DispatchEventToHandlers + 0x20c 25 com.apple.HIToolbox 0x928830c4 SendEventToEventTargetInternal + 0x174 26 com.apple.HIToolbox 0x92895530 SendEventToEventTarget + 0x28 27 rbframework.dylib 0x018ce6f8 _Z18BalloonHelpChangedP7SubPane + 0x464 28 rbframework.dylib 0x018ce894 _Z9EventPumph + 0xcc 29 rbframework.dylib 0x018cf74c _Z19SetApplicationStatei + 0x27c 30 rbframework.dylib 0x018cf1b0 _ZN21EnvironmentEventQueue11FilterEventEP11EventRecord + 0x428 31 rbframework.dylib 0x018cf218 _Z33CallFunctionWithExceptionHandlingPFvvE + 0x20 32 rbframework.dylib 0x018cfae4 _Z8mainloopv + 0x94 33 rbframework.dylib 0x0187a208 RuntimeRun + 0x44 34 net.ev-nova.missioncomputer 0x0002b0f4 REALbasic._RuntimeRun + 0x34 35 net.ev-nova.missioncomputer 0x00009dac _Main + 0x6c 36 net.ev-nova.missioncomputer 0x00001588 % main + 0x38 37 net.ev-nova.missioncomputer 0x008ddecc _start + 0xb8 38 net.ev-nova.missioncomputer 0x008ddd9c start + 0x30 PPC Thread State: srr0: 0x04110b70 srr1: 0x0000d030 vrsave: 0x00000000 cr: 0x44022284 xer: 0x00000004 lr: 0x0187cce4 ctr: 0x04110b70 r0: 0x0187cf70 r1: 0xbfffecc0 r2: 0x0419a260 r3: 0x0419a260 r4: 0x00000000 r5: 0x00000002 r6: 0x00000001 r7: 0x00000001 r8: 0x00000014 r9: 0x0419a260 r10: 0x0000009b r11: 0x05b02004 r12: 0x04110b70 r13: 0x00000000 r14: 0x00000000 r15: 0x00000000 r16: 0x00000000 r17: 0x00000000 r18: 0x00000000 r19: 0x00000000 r20: 0x00000004 r21: 0x00000000 r22: 0x0662cbd0 r23: 0x0668dfa0 r24: 0x00000000 r25: 0xbfffedb0 r26: 0xbfffedb0 r27: 0xbfffedb0 r28: 0x0419a260 r29: 0x05a04d90 r30: 0x0669a6b0 r31: 0x0187cca8 Binary Images Description: 0x1000 - 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This post has been edited by Lostpinky : 19 February 2008 - 04:22 PM
Cost field for a shďp resource. I enter the number "50000" (any number over 999) and click into a different field. The cost turns into "50,000" (commas added). I click back in the cost field and it becomes "50" (loses everything to the right of the left-most comma).
And the Falloff field for the wëap resource defaults to -1, which for sprite weapons causes a fade-in over time effect. Default to zero is preferable.
Oütf resource ModVal descriptive text for ModType Speed Increase says (1 = 30ş/sec) but the Nova Bible says (100 = 30°/sec).
This post has been edited by Qaanol : 22 February 2008 - 02:39 PM