MissionComputer 4.0a5 now available

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 can’t 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.

@evweb, on Feb 1 2008, 03:38 PM, said in MissionComputer 4.0a5 now available:

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:

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 can’t 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.

Maybe just a plain gray, because that color isn't very neutral in color and therefore throws me off.

@david-arthur, on Feb 1 2008, 12:59 PM, said in MissionComputer 4.0a5 now available:

Hmm... I suppose that would be one way to handle it, though the tracking would take a little thought.

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! 😮

@david-arthur, on Feb 2 2008, 06:33 AM, said in MissionComputer 4.0a5 now available:

(*)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:

Maybe just a plain gray, because that color isn't very neutral in color and therefore throws me off.

Grey means an uninhabited system, though; I use blue because that’s what the game itself uses for systems that are ‘neutral’ towards the player.

@evweb, on Feb 1 2008, 04:13 PM, said in MissionComputer 4.0a5 now available:

That wasn't a suggestion, that was a bug.

A bug is when something doesn’t work as designed. At the moment, the programme isn’t 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 haven’t yet decided how to re-implement it.

Guy said:

Holy crap, you have no idea what a difference this made. It's like 20 times faster!

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:

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.

It is of course quite possible that there’s something wrong with MissionComputer’s algorithm for identifying non-black/non-white pixels, though I can’t think offhand what it would be. First, though, try using Photoshop’s 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:

It must be an Intel thing, then; for me, it does increase the speed, but not by anything like that much.

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:

Thanks for the darker space background of the welcome window, definitely more pleasing to the eye and makes it more "Nova" like.

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:

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.

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 I’ll 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

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0x94e7f000 - 0x94f38fff com.apple.QD 3.4.74 (???)	/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x951ce000 - 0x95447fff com.apple.CoreServices.CarbonCore 10.3.9 (558)	/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x954c0000 - 0x95ac6fff libBLAS.dylib 	/System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x95b20000 - 0x95df0fff libLAPACK.dylib 	/System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x95f00000 - 0x95f20fff libvMisc.dylib 	/System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x96028000 - 0x960effff libcrypto.0.9.7.dylib 	/usr/lib/libcrypto.0.9.7.dylib
0x968d0000 - 0x969b2fff libicucore.A.dylib 	/usr/lib/libicucore.A.dylib
0x96a04000 - 0x96a6dfff com.apple.htmlrendering 1.1.2	/System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering
0x96aa0000 - 0x96acefff libssl.0.9.7.dylib 	/usr/lib/libssl.0.9.7.dylib
0x96b50000 - 0x96bdffff ATS 	/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x96de0000 - 0x96df0fff com.apple.vecLib 3.0.3 (vecLib 3.0.3)	/System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x96ee0000 - 0x96ee8fff libbsm.dylib 	/usr/lib/libbsm.dylib
0x96eec000 - 0x96f06fff libresolv.9.dylib 	/usr/lib/libresolv.9.dylib
0x97345000 - 0x973b2fff libvDSP.dylib 	/System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
0x973c7000 - 0x9769ffff com.apple.CoreGraphics 1.203.33 (???)	/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x99000000 - 0x990b8fff com.apple.audio.toolbox.AudioToolbox 1.3.4	/System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x99106000 - 0x99106fff com.apple.audio.units.AudioUnit 1.3.3	/System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x99108000 - 0x9916ffff com.apple.audio.CoreAudio 2.1.3	/System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x991af000 - 0x991ccfff com.apple.audio.SoundManager 3.9	/System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound

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