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Posted: Thu Jan 10, 2008 5:47 pm
by yeti_c
cena-rules wrote:when I am violet and I have the deployment menu in doubles all the backgrounds are white. Just to let you know
I love you man
Yeah - you know why this is - You're part of the Colour Committee!?
C.
Posted: Thu Jan 10, 2008 5:55 pm
by cena-rules
yeti_c wrote:cena-rules wrote:when I am violet and I have the deployment menu in doubles all the backgrounds are white. Just to let you know
I love you man
Yeah - you know why this is - You're part of the Colour Committee!?
C.

I shouldnt really post at 10:30 pm
Im not awake
Posted: Thu Jan 10, 2008 6:14 pm
by yeti_c
VERSION : 3.5.2
FIXED :
Dice Floater Now pops on and off page without a problem.
Float Actions - now renamed HUD (Heads Up Display)
Tightened Deferred Bug - can still occur but less likely.
Fixed Continent Click Handler when commas where present (AOM:Magic)
Reworded Menu options slightly for tighter UI.
C.
Posted: Thu Jan 10, 2008 6:32 pm
by Hrvat
Great job yeti_c.
Running commercials as well?
"www.gmlvl.com provides 10% discount for all packages.
You will get 10% commission generated from your Referrals' power leveling orders "
Posted: Thu Jan 10, 2008 6:33 pm
by yeti_c
Hrvat wrote:Great job yeti_c.
Running commercials as well?
"www.gmlvl.com provides 10% discount for all packages.
You will get 10% commission generated from your Referrals' power leveling orders "
I've flagged that to be removed - fuckers!!!
C.
Posted: Thu Jan 10, 2008 6:43 pm
by Hrvat
yeti_c wrote:Hrvat wrote:Great job yeti_c.
Running commercials as well?
"www.gmlvl.com provides 10% discount for all packages.
You will get 10% commission generated from your Referrals' power leveling orders "
I've flagged that to be removed - fuckers!!!
C.
I just installed @VERSION : 3.5.2.
WOW!!!

Dice are Lightning fast.

Points?
Posted: Thu Jan 10, 2008 11:12 pm
by wombat slayer
Sorry if this idea has already come up... I searched and didn't see anything.
Would it be possible for BoB to calculate the number of ranking points you will win/lose based on the ranks of the people you're playing with?
Re: Points?
Posted: Thu Jan 10, 2008 11:15 pm
by hecter
wombat slayer wrote:Sorry if this idea has already come up... I searched and didn't see anything.
Would it be possible for BoB to calculate the number of ranking points you will win/lose based on the ranks of the people you're playing with?
Estimate based on rank, yes. Provide something accurate, no.
Re: Points?
Posted: Fri Jan 11, 2008 2:00 am
by Herakilla
hecter wrote:wombat slayer wrote:Sorry if this idea has already come up... I searched and didn't see anything.
Would it be possible for BoB to calculate the number of ranking points you will win/lose based on the ranks of the people you're playing with?
Estimate based on rank, yes. Provide something accurate, no.
actually yeti said it was possible, just a pain to program, and emphasis on pain
Re: Points?
Posted: Fri Jan 11, 2008 5:33 am
by yeti_c
Herakilla wrote:hecter wrote:wombat slayer wrote:Sorry if this idea has already come up... I searched and didn't see anything.
Would it be possible for BoB to calculate the number of ranking points you will win/lose based on the ranks of the people you're playing with?
Estimate based on rank, yes. Provide something accurate, no.
actually yeti said it was possible, just a pain to program, and emphasis on pain
Er - no - I said it would be possible IF lack put the scores on the page somewhere. (It would be easy then)
C.
Posted: Fri Jan 11, 2008 6:06 am
by yeti_c
VERSION : 3.5.3
FIXED :
Few tweaks here and there for help text and UI.
C.
Posted: Fri Jan 11, 2008 11:13 am
by Qyu
can you put a higher and fixed width to HUD, so the end attack and end fortify will not near eachother
like actually, when HUD is off
Posted: Fri Jan 11, 2008 11:28 am
by yeti_c
Qyu wrote:can you put a higher and fixed width to HUD, so the end attack and end fortify will not near eachother
like actually, when HUD is off
I could do - but actually I think the UI is nicer like this... Once you get used to using your mouse more accurately you won't click the wrong button.
C.
Posted: Fri Jan 11, 2008 3:02 pm
by yeti_c
Why the Clock doesn't countdown when it goes red...
Red clock
Code: Select all
<span id="clock">
<span class="countdown-alert">00hrs
09min
15sec
</span>
</span>
Black clock
Code: Select all
<span id="clock">
08hrs
12min
49sec
</span>
I need to ensure that the parser ignore the span.
C.
Posted: Fri Jan 11, 2008 3:23 pm
by Taff
I don't know if anybody else is suffering the same problems as I am. I am not sure if it is BOB or something else. Possibly Greasemonkey?
a) Conquer Man map - Keeps locking out and telling me a script that is running is not responding. I have to turn Greasemonkey off to actually make a turn.
b) Also having similar problems with deploying on the Scotland map. Have to turn Greasemonkey off again to do anything on that. It just locks me out and I have to come out to "my games" turn it off and go back in to the game.
Is this happening to anybody else?
Posted: Fri Jan 11, 2008 3:31 pm
by yeti_c
a) Conquerman is slow due to the huge XML document that runs it.
b) You must have an old version - the bugs in BOB for the scotland map were fixed a couple of weeks ago - I suggest you upgrade - the latest version is 3.5.2
C.
Posted: Fri Jan 11, 2008 3:34 pm
by Ishiro
yeti_c wrote:Qyu wrote:can you put a higher and fixed width to HUD, so the end attack and end fortify will not near eachother
like actually, when HUD is off
I could do - but actually I think the UI is nicer like this... Once you get used to using your mouse more accurately you won't click the wrong button.
C.
Rather than a higher fixed width... use the map width.
Code: Select all
actionForm.style.width=map.style.width;
That way the action form is at least the same width as the map... that should help some. Or you could throw in an option to toggle hud width... Default, Map, Map + 100, Map + 200.
Posted: Fri Jan 11, 2008 3:44 pm
by yeti_c
Ishiro wrote:yeti_c wrote:Qyu wrote:can you put a higher and fixed width to HUD, so the end attack and end fortify will not near eachother
like actually, when HUD is off
I could do - but actually I think the UI is nicer like this... Once you get used to using your mouse more accurately you won't click the wrong button.
C.
Rather than a higher fixed width... use the map width.
Code: Select all
actionForm.style.width=map.style.width;
That way the action form is at least the same width as the map... that should help some. Or you could throw in an option to toggle hud width... Default, Map, Map + 100, Map + 200.
Hmmm - more options!? They already scroll of the screen as it is!!
Map width is a bit wide... but it can be done easily.
Ish - did you read my posts about Deferred?
C.
Posted: Fri Jan 11, 2008 3:58 pm
by yeti_c
VERSION : 3.5.4
FIXED :
A few UI issues tidied up.
Anchor tags removed from Help cos they didn't work.
ActionForm widenend to please the masses.
C.
Posted: Fri Jan 11, 2008 4:21 pm
by Riazor
In version 3.5.4 (and 3.5.3), when using the map inspect, the squares that indicate the countries on the map show the wrong colour.
I'll elaborate:
player 8 (purple) has white squares
player 6 (pink) has purple squares
Is this because of one of my settings, or...?
Posted: Fri Jan 11, 2008 4:47 pm
by Ishiro
yeti_c wrote:Hi Ishiro - I've just read this - The deferred value is only used to show the deferred armies when the player is playing his turn...
I.e. for when the player has pressed Begin - and until the player is deploying his deferred armies - at all other times the plan was to calculate the deferred armies by the bonus * missed turns (this calc doesn't work in turn as the player may have changed their bonus)
So the trick is when to reinitialise "deferred"... I can't do it on Deploy... as that happens before - or Attack...
I can't do it on "Fortify" of "gets a card" - although these would help minimise the problem - but if they didn't fortify in a no cards game - then the bug will still happen...
I can't reset it if someone else plays - as that won't work on Freestyle...
Hmmm.
C.
Well... it would be nice if lack threw in a "player ends turn" line when they finish.
Posted: Fri Jan 11, 2008 5:03 pm
by yeti_c
Ishiro wrote:yeti_c wrote:Hi Ishiro - I've just read this - The deferred value is only used to show the deferred armies when the player is playing his turn...
I.e. for when the player has pressed Begin - and until the player is deploying his deferred armies - at all other times the plan was to calculate the deferred armies by the bonus * missed turns (this calc doesn't work in turn as the player may have changed their bonus)
So the trick is when to reinitialise "deferred"... I can't do it on Deploy... as that happens before - or Attack...
I can't do it on "Fortify" of "gets a card" - although these would help minimise the problem - but if they didn't fortify in a no cards game - then the bug will still happen...
I can't reset it if someone else plays - as that won't work on Freestyle...
Hmmm.
C.
Well... it would be nice if lack threw in a "player ends turn" line when they finish.
Indeed!!!
C.
Posted: Fri Jan 11, 2008 5:03 pm
by yeti_c
Riazor wrote:In version 3.5.4 (and 3.5.3), when using the map inspect, the squares that indicate the countries on the map show the wrong colour.
I'll elaborate:
player 8 (purple) has white squares
player 6 (pink) has purple squares
Is this because of one of my settings, or...?
And 3.5.2.
These were supposed to be the new colours for the Army colours - the change hasn't happened yet though - due to a couple of issues...
C.
Re: Points?
Posted: Fri Jan 11, 2008 5:08 pm
by yowzer14
yeti_c wrote:Herakilla wrote:hecter wrote:wombat slayer wrote:Sorry if this idea has already come up... I searched and didn't see anything.
Would it be possible for BoB to calculate the number of ranking points you will win/lose based on the ranks of the people you're playing with?
Estimate based on rank, yes. Provide something accurate, no.
actually yeti said it was possible, just a pain to program, and emphasis on pain
Er - no - I said it would be possible IF lack put the scores on the page somewhere. (It would be easy then)
C.
Actually Hecter is right, you cannot calculate the scores, you can estimate them. They are live values, such as if some random player could be getting a win on another game against one of your opponents in your current game and that current game player's score will change immediately.
For example
Tom has 2000 points
You have 1000 points
Before you can eliminate Tom, Tom lost to John (with 500 points)
Now instead of the 40 points you figured you would get, you would instead get 38 pts.
Now agreed that is not a big difference in a two player game but that can fluctuate a great more in an 8 player game. It is just a fact that the points can only be estimated.
Posted: Fri Jan 11, 2008 5:13 pm
by yeti_c
Technically you're right - but with the live scores it would be accurate to as close as possible... obviously each time someone does something the scores would be udated - so it would be fairly unlucky for it to be wrong...
Without the live scores - then it's even more estimated.
C.