Create account / Log in

star smuggler

Topics related to Vassal game modules.

Moderators: uckelman, Tim M

Re: star smuggler

Postby capi3101 » September 3rd, 2013, 1:44 pm

Quick update - I've been working on a different mod these last few days, so I don't have much to report (the other one's giving me headaches). I hope to pick up work on Star Smuggler again soon.

One of the things I intend to do is make tokens for the various pieces of cargo you can haul in game. For that, I'm going to need to go through the rules and events more thoroughly. I also intend to add irregular grids to the various locations on the maps; that way they'll throw messages with the appropriate rules references when you move pieces around the boards.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 8th, 2013, 4:02 am

Still having the same problems with HTML anchors in 3.2.8 that I was having with 3.2.5.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 11th, 2013, 6:24 pm

Got the Accounts boards in, still need to add boards for crewmembers - that's the plan for later today. I'm going to attempt to build a composite of the Sanders player aid boards for the purpose, that way they'll have the same level of functionality as the original sheet.

Also have been working on building commodities tiles and fixing the rules and events HTMLs slowly but surely. I think I'm going to forego direct hyperlinks entirely; much as it pains me to do that, it seems to be the best way to avoid the kinds of headaches the HTML portion of the game has been giving me to date.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby uckelman » September 11th, 2013, 6:32 pm

Thus spake capi3101:
> Got the Accounts boards in, still need to add boards for crewmembers -
> that's the plan for later today. I'm going to attempt to build a
> composite of the Sanders player aid boards for the purpose, that way
> they'll have the same level of functionality as the original sheet.
>
> Also have been working on building commodities tiles and fixing the
> rules and events HTMLs slowly but surely. I think I'm going to forego
> direct hyperlinks entirely; much as it pains me to do that, it seems to
> be the best way to avoid the kinds of headaches the HTML portion of the
> game has been giving me to date.
>

I haven't yet had a chance to look into the HTML anchors problem you
reported. There might still be a solution.

--
J.
User avatar
uckelman
Site Admin
 
Posts: 8844
Joined: December 10th, 2007, 9:48 am
Location: Durham, England

Re: star smuggler

Postby capi3101 » September 11th, 2013, 8:40 pm

Okay - prepping work on the mod to go both ways at the moment, actually, and it's become the lowest priority item in the mod for the moment. If I can assist with pinning down specific bugs in any way, lemme know.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 13th, 2013, 9:28 pm

Been trying to get artwork together for in-game commodities lately. I've got about another thirty or so to go and the ones that are left are getting tricky; there's only so much (ostensibly) free artwork out there for something like this...

Most of the other art elements are in the game at this point, though. I just need to generate a series of digits for layering, crewmen names for layering (have the list, just need to build it), and tokens with the names of the planets (for wanted statuses and for indicating the location of caches). I also still need to add a Notes Window to the mod (try as I might to cover every facet of the game, I bet there's at least one thing I've forgotten to implement somewhere).
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 16th, 2013, 6:26 pm

Quick update - I've completed the gathering of commodities artwork at this point and I've started adding it all to the mod. If I can get a decent amount of time to work in the near future I daresay I'll be able to get the artwork all in this week, and then it's just a matter of finishing up with the HTML. Probably will want to do at least one test run before I post the game as well. Shouldn't be too much longer, though.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 17th, 2013, 12:44 pm

Had a curious incident last night - finished getting all the commodities into the game and saved it, so the next bit was to get crewmember names working. That was going along splendedly, but VASSAL couldn't save the game when I tried...I was thinking it might've been because there wasn't sufficient space remaining on my jump drive (where the mod file itself is located), but it still had over a gigabyte of space available. I'm hoping that was just a fluke; I guess I'll know for sure when I go to work on the mod later today. Meantime, I've lost that particular bit of work (at least all the commodities are in...).
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby capi3101 » September 17th, 2013, 6:39 pm

Fluke, I'm happy to report; was able to get the work re-done this morning. If I'd had another five minutes on my lunch break, I daresay I would've gotten out of the "get everything in" phase and into the QC phase (sans the HTML of course, but even there I'm making headway).
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby uckelman » September 17th, 2013, 6:42 pm

Thus spake capi3101:
> Had a curious incident last night - finished getting all the commodities
> into the game and saved it, so the next bit was to get crewmember names
> working. That was going along splendedly, but VASSAL couldn't save the
> game when I tried...I was thinking it might've been because there wasn't
> sufficient space remaining on my jump drive (where the mod file itself
> is located), but it still had over a gigabyte of space available. I'm
> hoping that was just a fluke; I guess I'll know for sure when I go to
> work on the mod later today. Meantime, I've lost that particular bit of
> work (at least all the commodities are in...).

What was the error message?

--
J.
User avatar
uckelman
Site Admin
 
Posts: 8844
Joined: December 10th, 2007, 9:48 am
Location: Durham, England

Re: star smuggler

Postby capi3101 » September 18th, 2013, 1:46 pm

@Uckelman: I was unable to replicate the error last night on the same machine that gave it to me in the first place, so I can't give you the exact error message. Something about it not being able to delete the old mod file to replace it with the new one. Since I can't replicate the error, though, I'm firmly of the opinion it was just a fluke.

At this point I'm setting up At-Start Stacks for the E000 (game start) conditions, and once that's done all I need to do is implement the HTMLs. Shouldn't be much longer.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby uckelman » September 18th, 2013, 8:17 pm

Thus spake capi3101:
> Still having the same problems with HTML anchors in 3.2.8 that I was
> having with 3.2.5.
>

I'm looking into this now. The way we're handling local anchors is
completely broken. I think whoever wrote this code did not consider
that case.

--
J.
User avatar
uckelman
Site Admin
 
Posts: 8844
Joined: December 10th, 2007, 9:48 am
Location: Durham, England

Re: star smuggler

Postby capi3101 » September 18th, 2013, 9:03 pm

Okay, thanks for the update. While y'all are at it, you might want to set things up so that if you click on a menu entry it pulls up the associated page...while working on this mod, I've had instances where I hit a hyperlink on a page, selected another page via the menu, then tried to come back to the original page via the menu; the last page visited is where I wound up.

Current version of the mod will be sans links, because that's the part I'm working on now (last bit to be implemented); I might be convinced to put them back in at a later time (there's going to be a hell of a lot of HTML charts in this mod).
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

Re: star smuggler

Postby uckelman » September 18th, 2013, 10:34 pm

Thus spake capi3101:
> Okay, thanks for the update. While y'all are at it, you might want to
> set things up so that if you click on a menu entry it pulls up the
> associated page...while working on this mod, I've had instances where I
> hit a hyperlink on a page, selected another page via the menu, then
> tried to come back to the original page via the menu; the last page
> visited is where I wound up.

Can you give me a minimal module where this happens along with steps
to reproduce the problem?

> Current version of the mod will be sans links, because that's the part
> I'm working on now (last bit to be implemented); I might be convinced to
> put them back in at a later time (there's going to be a hell of a lot of
> HTML charts in this mod).

Try 3.2.9-svn8828, available here:

http://vassalengine.sourceforge.net/builds/

Does that fix your anchors problem? (BTW, your example had 'id' as the
anchor attribute instead of 'name'. I'm not certain that Java's HTML
renderer supports 'id' as an anchor.)

--
J.
User avatar
uckelman
Site Admin
 
Posts: 8844
Joined: December 10th, 2007, 9:48 am
Location: Durham, England

Re: star smuggler

Postby capi3101 » September 19th, 2013, 12:54 am

Will do - not someplace where I can work with VASSAL at the moment but I'll get a sample mod to you as soon as I can. Will also try out 3.2.9 and see if things are different or not.
No matter how many friends you think you have
and no matter how popular you think you are,
the size of your funeral is going to depend on the weather.
capi3101
 
Posts: 122
Joined: July 22nd, 2013, 9:39 pm
Location: Norman, Oklahoma (USA)

PreviousNext

Return to Module General Discussion

Who is online

Users browsing this forum: No registered users and 4 guests