Page 14 of 69

Posted: Sun Jan 06, 2008 12:25 pm
by Tisha
yeti_c wrote:
Ishiro wrote:yeti,
In games you are not in, BOB is broke. Its the floating action form. Replace:

Code: Select all

    if (OPTIONS["floatActions"] == "On")
    {
   var actionForm = document.getElementById('action-form')
   actionForm.style.position='fixed'
   actionForm.style.bottom=0
   actionForm.style.zIndex=1
    }


With:

Code: Select all

    if (OPTIONS["floatActions"] == "On")
    {
   var actionForm = document.getElementById('action-form')
   if (actionForm != null)
   {
   actionForm.style.position='fixed'
   actionForm.style.bottom=0
   actionForm.style.zIndex=1
   }
    }


In games you are not in (just spectating), there is no action form.


Ah I see - of course - In games you are in - but not playing a turn - there is still an action form - it says "Click here to goto next game"...

Cheers...

Will fix.

C.


yes, that.. :D

Posted: Sun Jan 06, 2008 12:40 pm
by yeti_c
VERSION : 3.4.5

FIXED :
ActionForm Floater no longer breaks games you are not in.
Show menu div is now dynamically resized to the height of the webpage... not the height of the screen... (i.e. it now goes all the way to the bottom - and doesn't stop just about at Map Inspect)

C.

Posted: Sun Jan 06, 2008 12:46 pm
by yeti_c
Ishiro wrote:yeti,
In games you are not in, BOB is broke. Its the floating action form. Replace:

Code: Select all

    if (OPTIONS["floatActions"] == "On")
    {
   var actionForm = document.getElementById('action-form')
   actionForm.style.position='fixed'
   actionForm.style.bottom=0
   actionForm.style.zIndex=1
    }


With:

Code: Select all

    if (OPTIONS["floatActions"] == "On")
    {
   var actionForm = document.getElementById('action-form')
   if (actionForm != null)
   {
   actionForm.style.position='fixed'
   actionForm.style.bottom=0
   actionForm.style.zIndex=1
   }
    }


In games you are not in (just spectating), there is no action form.


BTW - here's a js tip for you...

For determining whether or not a var is null or undefined... you can simply do...

Code: Select all

  var dave;
  if (dave)
  {
     //do stuff with dave
  }
  else
  {
     //assign dave
  }


C.

Posted: Sun Jan 06, 2008 1:44 pm
by Ishiro
Yeah... I spend too much time doing C# where null values mess everything up.

Posted: Mon Jan 07, 2008 9:57 am
by yeti_c
The more eagle eyed of you will notice that I've added "Progress Bar" to the TODO list...

I thought that a progress bar for BOB would be a good idea so that people know how the script is progressing - especially for Conquerman and AOM...

I'm currently looking for ideas on how to display it though - thoughts anyone?

C.

progress bar for big maps

Posted: Mon Jan 07, 2008 3:51 pm
by Angus Khan
yeti_c wrote:The more eagle eyed of you will notice that I've added "Progress Bar" to the TODO list...

I thought that a progress bar for BOB would be a good idea so that people know how the script is progressing - especially for Conquerman and AOM...

I'm currently looking for ideas on how to display it though - thoughts anyone?

C.


I think the progress bar would be less necessary if there were some logic to check for instance whether stats were on before BOB went thru all the processing steps on a Conquerman map. We've discussed this before, and it looks like BOB goes thru the work whether or not stats is enabled. I don't mind BOB spending the time at first to calculate things, but then I'd like to turn stats off, because the only thing I /really/ need on a conquerman map is the map inspect so I can decide if I really can eliminate someone and take their cards. So far of course, that has been a dismal failure, map inspect or not, because the Battle Operations Briefing neglects to inform me that I'm going to lose 18v3 YET AGAIN!! :cry: :roll:


On another topic, since Yeti has done such a GREAT job coding all this up, what we should do is all agree to play against Yeti and just throw the games. That way, he'll be a captain in no time, a rank suitable to his coding achievements. ;)

Posted: Mon Jan 07, 2008 3:54 pm
by yeti_c
Angus - you make a valid point here - I could do this quite easily with a little bit of work...

I'll have a think about it - and see how feasible it is - there may be bigger issues that I've not thought of at the moment...

The main issue is - if I don't calculate the stats always - whenever you turn the stats on - I would have to update the stats... but that might not be too much an issue either... Hmmm.

C.

PS - any free points welcome :wink: :wink:

Posted: Mon Jan 07, 2008 4:25 pm
by IBPhunkadelik
I couldn't find a solution to this in the first post detailing updates, but on an 8 player doubles game, the last four players are all grouped under the same team, showing that the script hasn't been updated to handle 8 player teams yet. Or I could just be lame at keeping it updated. Not sure which yet...

Posted: Mon Jan 07, 2008 4:26 pm
by IBPhunkadelik
*It as in my installed AJAX...

Posted: Mon Jan 07, 2008 4:27 pm
by yeti_c
IBPhunkadelik wrote:Or I could just be lame at keeping it updated.


This one's been fixed a while back - get the latest version - there are many more new features that you will love...

C.

Posted: Mon Jan 07, 2008 4:30 pm
by Frop
Some of the new features are just luxury for me, but still pretty cool, thanks. :)

Remember that army alignment bug (-1 pixels left to align the army overlay) some people had? Check out what happens when I reset Map Centering Left to 0 pixels and use the Hide Menu feature (top picture is with menu, overlay is without). As you can see the alignment is suddenly perfect as soon as the menu disappears. :P

Image

Posted: Mon Jan 07, 2008 4:32 pm
by yeti_c
Frop wrote:Some of the new features are just luxury for me, but still pretty cool, thanks. :)

Remember that army alignment bug (-1 pixels left to align the army overlay) some people had? Check out what happens when I reset Map Centering Left to 0 pixels and use the Hide Menu feature (top picture is with menu, overlay is without). As you can see the alignment is suddenly perfect as soon as the menu disappears. :P

Image


Yeah WM mentioned that happened - I'm still ensure as to why - I'm sure it must be something from the right pushing the map in a touch...

C.

Posted: Mon Jan 07, 2008 4:35 pm
by clapper011
not sure if anyone else is still having trouble, but mine doesnt work in that conquer man map.. it freezes and tells me a script error with page. to either stop script or continue... :?

Posted: Mon Jan 07, 2008 4:36 pm
by Frop
Yep, as you can see in my screenshot it's actually the map that aligns with the overlay - when the menu is hidden the white area between the border and the map is one pixel wider. :D

Posted: Mon Jan 07, 2008 4:39 pm
by yeti_c
clapper011 wrote:not sure if anyone else is still having trouble, but mine doesnt work in that conquer man map.. it freezes and tells me a script error with page. to either stop script or continue... :?


Hi Clapper - if you keep pressing continue - it will complete OK.

When the new XML features are in - the map will speed up a LOT!!! - ETA - hopefully ASAP - but end of Jan probably.

C.

Posted: Mon Jan 07, 2008 4:42 pm
by clapper011
ok so just keep hitting ok then? gotcha..but i think i may lay off of that map for a bit then instead

Posted: Mon Jan 07, 2008 4:45 pm
by yeti_c
clapper011 wrote:ok so just keep hitting ok then? gotcha..but i think i may lay off of that map for a bit then instead


The map will speed up if you have "Text Map" to Off and "Map Inspect" to Off too...

But I agree - it's still slow...

C.

Posted: Mon Jan 07, 2008 5:03 pm
by the_fatty
i just install BOB and it works great!!! thank u for making it. :D :D :D

Posted: Mon Jan 07, 2008 5:43 pm
by the_fatty
sry if u answered this before, but wat is redemption value?

Posted: Mon Jan 07, 2008 5:46 pm
by hecter
the_fatty wrote:sry if u answered this before, but wat is redemption value?

How much the next set is worth...

Posted: Mon Jan 07, 2008 5:48 pm
by the_fatty
hecter wrote:
the_fatty wrote:sry if u answered this before, but wat is redemption value?

How much the next set is worth...


oh :oops:

thanks

Posted: Tue Jan 08, 2008 10:46 am
by State409c
oops, nevermind, I figured it out

Posted: Tue Jan 08, 2008 5:08 pm
by yeti_c
VERSION : 3.5.1

FIXED :
Cicero's Updated Help text included - (Cicero says this is WorkInProgress)

Actions floater now includes the Dice Rolls at the top.

New Colours into the script

C.

PS There is a bug in the unfloat code at the moment - the dice won't go back into the correct place - and then they will float in the wrong place later - so best to leave it either on or off!!

Posted: Tue Jan 08, 2008 5:19 pm
by cicero
A bug in 3.5.1. Was also present in 3.4.5.

Check this game http://www.conquerclub.com/game.php?game=1524353

Choose standard stats table and check deferred armies for arbz ... it shows 4.
However arbz has not just missed a turn.


Cicero

Posted: Tue Jan 08, 2008 5:23 pm
by yeti_c
cicero wrote:A bug in 3.5.1. Was also present in 3.4.5.

Check this game http://www.conquerclub.com/game.php?game=1524353

Choose standard stats table and check deferred armies for arbz ... it shows 4.
However arbz has not just missed a turn.


Cicero


OK - I'll look into fixing that Thursday!

C.