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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 20-Oct-2005 11:39 Post subject: Technical Readouts rendering revamped |
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Ok, I retooled the rendering behind the Technical Readouts. While the end result is transparent to you guys, the code on the backend has been completely re-worked. It's now more efficient and much cleaner.
The main reason I did this was to make expansion more feasible. The way the code was previously written was sloppy and made adding Lvl 3 items difficult. This will now help with those efforts so I can add level 3 equipment much more easily than previously possible.
The rendering is essentially Phase I. Phase II will be the modification of the custom mech submission module. Phase III will be the rollout of level 3 options.
Because the code was essentially re-written, I need some testers to help me out. What I need is for you to look at many different designs and make sure the rendering of those is ok. If anything seems out of whack or you think could be done better (the way equipment is listed, for example) let me know so I can tweak it now.
The more eyes I have looking at this stuff now the better off we'll be down the road.
One other benefit to the new code is it will make adding sections for Vehciles, Spaceships, etc much simpler as I now have a template I can use and modify as needed.
_________________ Mordel Blacknight - Site Administrator
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 20-Oct-2005 12:16 Post subject: RE: Technical Readouts rendering revamped |
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A round of applause for Fearless Leader!
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 20-Oct-2005 12:31 Post subject: RE: Technical Readouts rendering revamped |
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Looks good to me, and also seems (not 100% sure on this) to have gotten rid of the extraneous ?> that was on a newline after the armor factor on some of the pages.
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 20-Oct-2005 13:03 Post subject: RE: Technical Readouts rendering revamped |
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On 2005-10-20 12:31, ralgith wrote:
Looks good to me, and also seems (not 100% sure on this) to have gotten rid of the extraneous ?> that was on a newline after the armor factor on some of the pages.
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A couple of the previous glitches were cleaned up. The Sword and Hatchet in the Distribution chart not being grouped together as well as the TSM in the distribution chart having the odd grouping bars on each one. Odds are a couple other errors I didn't even know about got cleaned up in the re-write. Let's hope I didn't create too many new ones.
_________________ Mordel Blacknight - Site Administrator
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 20-Oct-2005 15:17 Post subject: RE: Technical Readouts rendering revamped |
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actually...now that you mention it...
I noticed earlier that the pop-ups for each weapon, giving games stats, was not working in one of the custom 'mechs I was looking at. Also, on the same 'mech, the rendering of the tonnage of different components seemed out of whack...some items had decimal places listed, while others didn't. The ones with decimal places listed would show digits out to the hundredths place, even if it was just a .00.
Hope this helps. I'll dig around a bit more.
_________________ "The enemy's gate is down."
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 20-Oct-2005 15:19 Post subject: RE: Technical Readouts rendering revamped |
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well, the decimal bug seems to be gone, but I had another look at the pop-ups for the weapons and that seems to be missing universally across all of the designs.
_________________ "The enemy's gate is down."
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 20-Oct-2005 16:13 Post subject: RE: Technical Readouts rendering revamped |
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You must have been looking as I was fixing the decimal place thing. Wasn't really broke, I just forgot to put it back in. And thanks for reminding me, I need to put the popup for weapon stats back in as well.
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On 2005-10-20 15:19, mud wrote:
well, the decimal bug seems to be gone, but I had another look at the pop-ups for the weapons and that seems to be missing universally across all of the designs.
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_________________ Mordel Blacknight - Site Administrator
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 20-Oct-2005 16:23 Post subject: RE: Technical Readouts rendering revamped |
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Pop-ups are back for weapons indicating Damage, Heat, Range, BV and Cost.
_________________ Mordel Blacknight - Site Administrator
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 20-Oct-2005 16:35 Post subject: RE: Technical Readouts rendering revamped |
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Can't wait for the vehicle and aerospace sections!
Awesome job!
_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 20-Oct-2005 22:53 Post subject: RE: Technical Readouts rendering revamped |
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Engine ratings are missing...XL engines only say "XL" with no rating #; conventional engines are just blank.
_________________ "The enemy's gate is down."
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 20-Oct-2005 23:03 Post subject: RE: Technical Readouts rendering revamped |
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Fixed...
Was a typo (end_rating != eng_rating)
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On 2005-10-20 22:53, mud wrote:
Engine ratings are missing...XL engines only say "XL" with no rating #; conventional engines are just blank.
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_________________ Mordel Blacknight - Site Administrator
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 21-Oct-2005 03:00 Post subject: review problem |
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I don't know if it has something in common with this, but I cannot start topic over reviews.
(simply saying that the page was not found (error 404))
For example from FLF-3M Flail
starting topic just redirected me here
http://mordel.net/tro/barandgrill/newtopic.php?forum=3&revid=8687&revtype=1
Attempts to open topic already started from TRO also failed.
Another thing was that when I pressed YES on Was this review useful to you? option on review, I was redirected to empty sheet. Before the changes it redirected me to the correct sheet with review altered to show how many users found the review useful (usually 100% because I'm probably the only person using it )
[ This Message was edited by: Sleeping Dragon on 2005-10-21 03:14 ] _________________ The dragon NEVER sleeps!
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 21-Oct-2005 08:46 Post subject: RE: review problem |
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Both issues should now be resolved.
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On 2005-10-21 03:00, Sleeping Dragon wrote:
I don't know if it has something in common with this, but I cannot start topic over reviews.
(simply saying that the page was not found (error 404))
For example from FLF-3M Flail
starting topic just redirected me here
http://mordel.net/tro/barandgrill/newtopic.php?forum=3&revid=8687&revtype=1
Attempts to open topic already started from TRO also failed.
Another thing was that when I pressed YES on Was this review useful to you? option on review, I was redirected to empty sheet. Before the changes it redirected me to the correct sheet with review altered to show how many users found the review useful (usually 100% because I'm probably the only person using it )
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_________________ Mordel Blacknight - Site Administrator
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