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Posted: Mon Jun 25, 2007 7:11 am
by gimil
yeti_c wrote:On the left hand side of your screen is an option menu for BOB...
Colourblind is switchable there.
C.
thanxs yeti your the best geek i know

Posted: Mon Jun 25, 2007 6:28 pm
by Sargeant_Pepper
gimil wrote:yeti_c wrote:On the left hand side of your screen is an option menu for BOB...
Colourblind is switchable there.
C.
thanxs yeti your the best geek i know

Word. That's a pretty neat feature. Wish i'd known it sooner!
Posted: Sat Jun 30, 2007 8:34 am
by The1exile
Seems to be a problem with team strengths?
Posted: Sun Jul 01, 2007 2:01 am
by yeti_c
Something to do with rounding I guess...
Perhaps a format needs to be applied to that field.
C.
Posted: Tue Jul 03, 2007 5:45 am
by stocksr
yeti_c wrote:When you are having a turn the clock counts down from 1 hour to 0...
When someone else is having a turn it stays on the 24 hour count down...
For Sequential games - could we swap it to count down the hour of the person having the turn?
(Technically this is a site "bug" but I reckon Bob could sort it out?)
C.
Sorry yeti_c there would be a lot of work needed for this
for example at the moment BOB does not know or care if somebody is in the middle of their turn.
Additionally BOB at them moment doesn't care if your local clock is correct (it just takes the clock the site provides and runs it) we would need to start working out the time difference between NOW (on your machine) and the start turn Log entry (site time)
It would be much better if lack where to fix this.
Posted: Tue Jul 03, 2007 5:46 am
by stocksr
yeti_c wrote:Something to do with rounding I guess...
Perhaps a format needs to be applied to that field.
C.
Correct - fixed in BOB v1.3
Posted: Tue Jul 03, 2007 5:55 am
by cicero
On the subject of rounding/display ...
Can we fix the display of strength and card set estimates to 2 decimal places.
As has been noted previously the presence of decimal places reinforces that these figures are estimates.
At present if one of these estimates happens to come out to a whole number it is displayed as, for example, "8". I think it would be better if this were displayed as "8.00".
Similarly "8.3" would be "8.30".
Bring on v1.3 - I want my asterisks back!
[Currently using v1.0 as a work around.]
cicero
Posted: Thu Jul 05, 2007 3:07 am
by Mustard
Mustard wrote:stocksr wrote:Mustard wrote:an amazing extension and CC script! I am very delighted by this, and it has worked so far remarkably well, without a single glitch.
I have one request. At work, my firewall blocks access to many websites, including CC. For that I use an anonymous web proxy to log into CC and play. I added the URL for the proxy to the script's options page, but it fails to work, even thought the proxy is configured for JavaScript.
How can I make this script work with a free anonymous web proxy?
Mustard,
Sorry, We will be unable to help you unless you tell us which anonymous proxy you use, so that we can check out how it works.
I used
http://sureproxy.com and I allowed ALL cookies, ads, scripts, etc. I also added sureproxy.com to the list of allowed sites in BOB 1.0
I also tried another proxy
http://hidemyass.com (not porn, just a free anonymous proxy

) Still doesn't work. Any ideas stocksr?
Posted: Thu Jul 05, 2007 5:23 am
by weirdbro
If conquer club is blocked, you'll need to find a way to get the script to run on the proxy site, by modify it in the greasemonkey settings, and have a way to get the map data, which the proxy would have trouble getting. You might need to backup all the xml files to another site, and modify the GM_xmlhttprequest in the script to point to that folder.
Posted: Sat Jul 07, 2007 1:44 pm
by dpg
Love the script - thanks.
The only issue I have is that Firefox seems to use quite a bit of CPU power when I am in a game and running the script. I have Greasemonkey 0.7 and BOB 1.2 on Firefox 2.0.0.4. CPU is between 5% and 20% depending on which PC I am using - I see the issue on 3 different machines, 1 running Windows 2000, the other 2 have XP. If I disable the script, CPU load returns to normal (more or less 0%).
I'm not sure whether this is something that has recently changed, or whether it is just that I haven't noticed it before.
Cheers.
Posted: Sat Jul 07, 2007 4:25 pm
by NL
This is Great! I've been figuring this stuff on paper for my games.--Love it!
Posted: Sun Jul 08, 2007 3:49 am
by yeti_c
dpg wrote:Love the script - thanks.
The only issue I have is that Firefox seems to use quite a bit of CPU power when I am in a game and running the script. I have Greasemonkey 0.7 and BOB 1.2 on Firefox 2.0.0.4. CPU is between 5% and 20% depending on which PC I am using - I see the issue on 3 different machines, 1 running Windows 2000, the other 2 have XP. If I disable the script, CPU load returns to normal (more or less 0%).
I'm not sure whether this is something that has recently changed, or whether it is just that I haven't noticed it before.
Cheers.
Some of the maps are more intensive than others... Also the longer the Game log the longer the script runs.
C.
Posted: Sun Jul 08, 2007 3:57 am
by reverend_kyle
Mustard wrote:Mustard wrote:stocksr wrote:Mustard wrote:an amazing extension and CC script! I am very delighted by this, and it has worked so far remarkably well, without a single glitch.
I have one request. At work, my firewall blocks access to many websites, including CC. For that I use an anonymous web proxy to log into CC and play. I added the URL for the proxy to the script's options page, but it fails to work, even thought the proxy is configured for JavaScript.
How can I make this script work with a free anonymous web proxy?
Mustard,
Sorry, We will be unable to help you unless you tell us which anonymous proxy you use, so that we can check out how it works.
I used
http://sureproxy.com and I allowed ALL cookies, ads, scripts, etc. I also added sureproxy.com to the list of allowed sites in BOB 1.0
I also tried another proxy
http://hidemyass.com (not porn, just a free anonymous proxy

) Still doesn't work. Any ideas stocksr?
put a * after the url you want to work.
Posted: Sun Jul 08, 2007 6:10 am
by dpg
yeti_c wrote:dpg wrote:Love the script - thanks.
The only issue I have is that Firefox seems to use quite a bit of CPU power when I am in a game and running the script. I have Greasemonkey 0.7 and BOB 1.2 on Firefox 2.0.0.4. CPU is between 5% and 20% depending on which PC I am using - I see the issue on 3 different machines, 1 running Windows 2000, the other 2 have XP. If I disable the script, CPU load returns to normal (more or less 0%).
I'm not sure whether this is something that has recently changed, or whether it is just that I haven't noticed it before.
Cheers.
Some of the maps are more intensive than others... Also the longer the Game log the longer the script runs.
C.
I would have thought that the length of the game log or the complexity of the map should only affect the amount of processing that needs to be done when a turn is taken or the map is refreshed - and I do see 100% CPU for around a second or so when this happens. But I am talking about a constant CPU load of up to 20% just for looking at a game, no map refreshes or anything.
Posted: Mon Jul 09, 2007 9:40 am
by dpg
I think I've tracked down the cause of the constant background CPU load with the script. It is the animated clock. If I change the script so that it updates less frequently, say just once per minute, then the CPU load drops down to 0 until the clock is updated when I see a spike of CPU load while it updates.
Posted: Mon Jul 09, 2007 9:58 am
by yeti_c
dpg wrote:I think I've tracked down the cause of the constant background CPU load with the script. It is the animated clock. If I change the script so that it updates less frequently, say just once per minute, then the CPU load drops down to 0 until the clock is updated when I see a spike of CPU load while it updates.
That'll be because the clock counter code is an infinite loop that waits for a second before moving the clock... pretty intensive way of moving a clock... but possibly the only way in GreaseMonkey/javascript to do it!!
Just turn it off if you don't like the load.
C.
Posted: Mon Jul 09, 2007 11:02 am
by dpg
yeti_c wrote:
Just turn it off if you don't like the load.
C.
Don't get me wrong, I really like the script and don't want to turn it off. So I've modified it to include a new menu option for turning the animated clock on or off. I'll send a copy of my changes to stocksr in case he is interested in including them in the next version.
Cheers.
Posted: Mon Jul 09, 2007 5:08 pm
by stocksr
dpg wrote:yeti_c wrote:
Just turn it off if you don't like the load.
C.
Don't get me wrong, I really like the script and don't want to turn it off. So I've modified it to include a new menu option for turning the animated clock on or off. I'll send a copy of my changes to stocksr in case he is interested in including them in the next version.
Cheers.
Received and merged will be in BOB v1.3.
Posted: Mon Jul 09, 2007 9:25 pm
by gaunt773
neat! thanks
Posted: Tue Jul 10, 2007 5:12 am
by yeti_c
dpg wrote:yeti_c wrote:
Just turn it off if you don't like the load.
C.
Don't get me wrong, I really like the script and don't want to turn it off. So I've modified it to include a new menu option for turning the animated clock on or off. I'll send a copy of my changes to stocksr in case he is interested in including them in the next version.
Cheers.
Apologies - I thought the clock already had an Off mechanism?!
C.
Posted: Wed Jul 11, 2007 12:57 am
by king achilles
Hi guys. A quick question here. Has anybody encountered any issues with the script after they have upgraded their firefox version to Firefox/2.0.0.4?
I was just about to try the script and install it but it said that it is not compatible with the version of the firefox that I have. So I was not able to install it.
Posted: Wed Jul 11, 2007 3:25 am
by stocksr
king achilles wrote:Hi guys. A quick question here. Has anybody encountered any issues with the script after they have upgraded their firefox version to Firefox/2.0.0.4?
I was just about to try the script and install it but it said that it is not compatible with the version of the firefox that I have. So I was not able to install it.
I am running 2.0.0.4, with greasemonkey 0.7.20070607.0,
Please could you post more details of the "not compatible" error message you received.
Posted: Thu Jul 12, 2007 12:41 am
by king achilles
I'm okay now. I just installed it this morning again and it worked. Strange that I was doing the same exact things and the script just won't install yesterday. Anyway, thanks stocksr.
I just installed
Posted: Sat Jul 14, 2007 1:29 pm
by Aerial Attack
It seems excellent from what I've seen so far.
One minor request. You always indicate enemies by (r)ed, (g)reen, (b)blue, (y)ellow, (t)eal, (p)ink/purple, and (n)eutral.
For map inspect if the army color is neutral - could a) if you are hovering over the neutral country then every connected country is defend only [except for neutrals]; b) if a neutral country is connected to the country you are hovering over then it should be attack only.
Hopefully that's just a small "static" change.
A MUCH tougher change would be to dynamically determine the current user's color and make those non-attack/non-defend as well
Thanks for all your hard work.
Re: I just installed
Posted: Sat Jul 14, 2007 2:40 pm
by stocksr
Aerial Attack wrote:It seems excellent from what I've seen so far.
One minor request. You always indicate enemies by (r)ed, (g)reen, (b)blue, (y)ellow, (t)eal, (p)ink/purple, and (n)eutral.
For map inspect if the army color is neutral - could a) if you are hovering over the neutral country then every connected country is defend only [except for neutrals]; b) if a neutral country is connected to the country you are hovering over then it should be attack only.
Hopefully that's just a small "static" change.
A MUCH tougher change would be to dynamically determine the current user's color and make those non-attack/non-defend as well
Thanks for all your hard work.
Hi,
Thanks for your suggestion, as I understand your suggestion you are asking for the map inspect text description that appears below the map on hover to be changed to reflect the status of the board, I.E. if there is no need to defend a territory then show that in the text.
This information is as you point out is available in the colour coding, and I feel that the information about the structure of the map that would be lost with your suggested change is critical to planning a strategy, particularly on a new map.
If you are one of the colour blind users of the site and are unable to make use of the colour information then I am happy to work with you to provide the information in a format that is usable for you, for example we could add the prefix letters same as we do for armies on the map.