Just a feedback after launching the new 3.2 builds …
The font size used is very small … i have a good sight but it’s now difficult to see small text, especially in editor mode.
The previous colored icons (editor mode) were blue/grey in the 3.1 series were neutral… now the yellow ones focus your attention on them … and with these small texts (font size) is very difficult to find something at a glance.
I hope that you will consider that ergonomy is also important …
I’m still ready to test the zuntzu conversion and the mass file import .
I don’t see any of my HexGridNumbering changes on the trunk. Have you merged these in yet? I have now checked in some new features and would love to see these in 3.2 if possible:
A Grid-Shearer capability for hex grids, that performs a 2-fixed-point shear on the grid, to properly align the game grid with that printed on the board. The snap-to functions properly snap-to the hex centre/edge/vertex of this sheared grid, and also properly snap-to in the hex corners instead of approximatig the hex-grid with a rectangular grid.
The hex-grid snap-to catch buckets for edges and vertices now use a child grid, which can be displayed if desired. (Quite cool to look at actually, especially in 50% transparent cyan and magenta, though I am not sure when I would use it in a game.)
A utility class AbstractAttributeListConfigurable that can be used instead of AbstractConfigurable, and automatically generates the array-lists for Configurer on request. For an example of this look at my implementations of RegularGridNumbering [edit: was RegularHexGridNumbering] and AbstractUIHexGrid, both of which decreased in size by about 150 lines (net) on conversion. The attributes are stored in a single LinkedHashMap, as sub-classes of AbstractAttribute based on type. Implementations of AbstractAttribute for all the primitive types, as well as Color, FormattedString, and Enum, are already supplied. These attributes are monads (implemented as anonymous classes) referencing the base storage from the parent class, and are type-safe.
These are currently al sitting in the branch pgeerkens, and are currently written agaisnt 3.1.16; I am going to test them against 3.2 today and will let you know when that is complete.
OK. I am encountering a problem that may be the same zip file bug also, so
let me catch up on the postings and I will let you know what I can figure
out here.
My problem is something different: I am developing a game, and when I am in the editor the board displays fine (in the Grid Editor). However, when I open it in the Player and start a new game, the board does not display, no error trace is produced, but I get a large number of messages on the console (most but I believe not all from line 314 in Board,java):
A Bridge Too Far - Arnhem version 0.0
Bad Data in Module: Image not found 6a279c1210f5f101a2a596e44103a0a76e839c98
Bad Data in Module: Image not found 5605d4fd6b519e3c1ff2b2d540494ad541e24fe0
Bad Data in Module: Image not found 19777bd74c6f6973a2959a8008ae819285f32710
Bad Data in Module: Image not found fb39920783178605f91729c0af4394c2f9792c29
Bad Data in Module: Image not found 2f87fb95897fc0cc6a3ab8e7f02d71dba483d7a6
Bad Data in Module: Image not found 8df1c5321436984c9b7f577528590b7e65288ec2
Bad Data in Module: Image not found a366d971dd9af1677bbeb163e8bb78ecacb6ef8c
Bad Data in Module: Image not found 253cc7775ef36f84611abb663e379ff4575a4847
Bad Data in Module: Image not found f04d7d427af504fa5e064707b39f30916894c6d7
Bad Data in Module: Image not found 51c677e3bf6f968ccbe532eaa228c673696c22a7
Bad Data in Module: Image not found ff8088dd976de9100723a002d05f4f94093ebd27
Bad Data in Module: Image not found 86a9dffaf36bf44a966cb72be2e2b22c97b8fe31
Bad Data in Module: Image not found 46e34359d7537bbc874665ab36eb04f8b99d896d
Bad Data in Module: Image not found a8349dc4fba72cff70cd2513b14e3c77e5f71bd6
Bad Data in Module: Image not found 8ba647a49acf069a71b10af3e5d417c59afc9654
Bad Data in Module: Image not found 936723ed201c699b74ae3f4ea258d103c19a2650
Bad Data in Module: Image not found 2b0f5c0a0710ea3e8b459cea3efe74946c14206d
Bad Data in Module: Image not found 35a0b430d454d466bdebc6f3e58ebf39c241fcf3
Bad Data in Module: Image not found 15fb788f9c6a961ce1a0f7b6d59f476dae1bc9bc
Bad Data in Module: Image not found c44e09a66ddf26436366e49761a22125a10cff2f
Bad Data in Module: Image not found 5b4ea809a8ad39675cb24b0656cb6666f492f15e
Bad Data in Module: Image not found 32f26942249efedd713968a5ec1effd6b17f65e8
Bad Data in Module: Image not found 5222815ec3410c8cfc8db0cf71b121a11af99dc4
Bad Data in Module: Image not found 74607311c1875853eb5f4edb08960a538d6c004
Any ideas on what to try next? I have changed the image from .png to .jpg, for lack of better ideas, with tthe exact same messages
My problem is something different: I am developing a game, and when I am
in the editor the board displays fine (in the Grid Editor). However,
when I open it in the Player and start a new game, the board does not
display, no error trace is produced, but I get a large number of
messages on the console (most but I believe not all from line 314 in
Board,java):
I’d need to see the module to be able to offer any suggestions.
Thanks. You can see in the errorLog what’s not being closed: The stream
with hashCode() == 558582586 is still open when the IOException happens.
Now to determine why that’s so…
Thanks. You can see in the errorLog what’s not being closed: The stream
with hashCode() == 558582586 is still open when the IOException happens.
Now to determine why that’s so…
Try svn7832. The TilingHandler wasn’t closing a DataArchive that it
opened. (This would never have been a problem in a language where
objects have destructors, as the DataArchive would have been closed when
the DataArchive went out of scope…)
The problem with map nt displaying depends on the zoom level - the map only displays (in the Player) when the zoom level is at 100%. I have reproduced this in three separate modules that I am working/playing with.
The problem with map nt displaying depends on the zoom level - the map
only displays (in the Player) when the zoom level is at 100%. I have
reproduced this in three separate modules that I am working/playing
with.
OK - I have deleted my image tiles, attempting to start over from a clean slate:
How does the Editor know when to tile an image? Can we add a button to the Board dialog titled “Re-time Image”? Can we put the tiles into the ZIp file so that one doesn’t so easily delete them?
OK - I have deleted my image tiles, attempting to start over from a
clean slate:
How does the Editor know when to tile an image?
Are you asking about display or slicing?
The Editor doesn’t slice images. The process which slices tiles is
kicked off by the Module Manager, before the Editor or Player starts.
Because images can be added through the Editor which won’t be sliced
until the next time the module is loaded, there’s some code in Board
(lines 227-243) which checks whether the image to display has been tiled
already.
Can we add a button to the Board dialog titled “Re-time Image”?
Why would this be needed?
Can we put the tiles into the ZIp file so that one doesn’t so easily
delete them?
No, this creates a different problem, namely that modules would become
significantly larger, which would tax our site’s outgoing bandwidth too
much.
The problem with map nt displaying depends on the zoom level - the map
only displays (in the Player) when the zoom level is at 100%. I have
reproduced this in three separate modules that I am working/playing
with.
I’ve uploaded a build which I think might fix the ZIP file writing problem. Please try this and post the errorLog if it fails. (Note that the errorLog might be quite large, due to the extra diagnostic output this build has.)