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  #1  
Old June 16th, 2004, 05:41 AM
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Ruatha Ruatha is offline
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Default Re: The SE4 companion - Why the long wait?.

Quote:
Originally posted by geoschmo:
Are you certain you have the password correct? If you try to open a turn from the command line and the player password is incorrect, nothing happens. Se4.exe quits with no error. Actually, I think it does have an exit code that Ruatha might be able to tap and have his companion program put up an error. But se4 wont display the error box on it's own.
Yes, so far I've only trapped the error code if it ends with an error, and it nearly never signals an error.
So I'll trap the error code for normal end in the future, as it seems to signal normal end even when quitting with error....
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Old June 17th, 2004, 01:51 AM
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Default Re: The SE4 companion - Why the long wait?.

Quote:
Originally posted by Ruatha:
The problem is that you are using a savegame in the default savegame folder but a mod in another directory, try to locate the mod directory by using the "BROWSE" button beside the mod text box in the favorite window, that should work, I belive.
I'd venture a guess and say Bearclaw has been using RTC prior to this. Since RTC doesn't actually support mods the workaround is to to use the default savegame folder and modify the path.txt manually or by using the mod picker before you start the game in RTC. If the Companion gets off the ground those of us that use RTC now could go back to using savegame folders in the mod folders like Se4 is designed to work.

Geoschmo
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Old June 16th, 2004, 02:11 PM
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Ruatha Ruatha is offline
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Default Re: The SE4 companion - Why the long wait?.

Quote:
Originally posted by geoschmo:
quote:
Originally posted by Ruatha:
The problem is that you are using a savegame in the default savegame folder but a mod in another directory, try to locate the mod directory by using the "BROWSE" button beside the mod text box in the favorite window, that should work, I belive.
I'd venture a guess and say Bearclaw has been using RTC prior to this. Since RTC doesn't actually support mods the workaround is to to use the default savegame folder and modify the path.txt manually or by using the mod picker before you start the game in RTC. If the Companion gets off the ground those of us that use RTC now could go back to using savegame folders in the mod folders like Se4 is designed to work.

Geoschmo

Next Version will have support for both ways, but it'll take some time before I release that as the deadline scanning required major rework of the code, gotta think ahead in the future.
But it means it'll be a better program in next Version, and somewhat different, still the same features but easier to use I hope.

Right now, all ver 0.8 does is to scan PBW, grab all games, turn status, deadline, news date and news text, turn type and turnlengths (in hours), players left to upload, PBW identity, game name and short file name, turnnumber. Saves all data and compare with internal database.
No GUI sofar, doing it the other way around this time, functions first and UI later.
Cutting code from v 0.76 and pasting it into 0.8 and improving it and streamlining it.
Making error handling, debug functions and log from beginning.

This is what i'm thinking right now:

I hope to make the UI more like the modpicker, but different(!), it won't look like 0.76 anyway.
It will hopefully not force you to open the event editor to autorun turns, the event editor will be an option like the rest of the external autostart options;
-Event editor.
-Music List play.
-Sidenotes.
-External File/App.

Favorites will disappear and those settings will merge into one screen with settings and PBW settings, but sectionalized. (Current Favorite settings will be settable for each game individual, so no Favorites are needed).
There will be something similar though, an easy way to pick a game and player with minimum (1-2) clicks.

It'll be easier to pick games, start new games etc.

We'll see what it becomes, but don't expect any new functions, only changes to the existing ones.
I won't delete any functions either though..

[ June 16, 2004, 13:38: Message edited by: Ruatha ]
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Old June 16th, 2004, 03:18 PM
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Aiken Aiken is offline
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Default Re: The SE4 companion - Why the long wait?.

Uhm, but what is PBW Identity? Did I miss something important?
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Old June 16th, 2004, 04:41 PM
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Ruatha Ruatha is offline
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Default Re: The SE4 companion - Why the long wait?.

Quote:
Originally posted by aiken:
Uhm, but what is PBW Identity? Did I miss something important?
Uhh, shouldn't have mentioned that, it's for internal application use and has no real life use.
It's the string used in the PBW URL to define the game.
Geo told me about it and it's what makes the Companion tick.

[ June 16, 2004, 15:51: Message edited by: Ruatha ]
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Old June 17th, 2004, 09:00 PM
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Default Re: The SE4 companion - Why the long wait?.

Here's a peek preview of Beta 0.8, and it's faaaaar from close to being finished.
But feedback on UI is welcome.

I'm planning on making a very small game handling window, one that is open along with the game, instead of the current event editor.
From that small "game form" you can select the event editor and other files (music list, external files, sidenotes, se4 modder..), that you have choosen not to open automaticly.
You can also upload the turnfile and do some other stuff from it, but it will be quite clean compared to the current event editor.

This is the first page in it's very early first reicarnation:




[ June 17, 2004, 22:08: Message edited by: Ruatha ]
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  #7  
Old June 17th, 2004, 09:39 PM
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Default Re: The SE4 companion - Why the long wait?.

I love the new GUI. Much better and more understandable then before. I can't wait to see it when completed in this Version.
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