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RE: Fixing some problems with 0.5a

 
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RE: Fixing some problems with 0.5a - 1/13/2008 2:33:22 PM   
KTNJR


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Does this work with Big B games?

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Post #: 91
RE: Fixing some problems with 0.5a - 1/13/2008 2:46:11 PM   
BigBadWolf


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It does.

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Post #: 92
RE: Fixing some problems with 0.5a - 1/13/2008 3:25:24 PM   
cantona2


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Just like to say that i love the enhanced features in the map section of this version. Many thanks to the powers that be :)

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Post #: 93
RE: Fixing some problems with 0.5a - 2/10/2008 11:37:50 PM   
bobogoboom


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silly question but will the decoder work with wpo?

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Post #: 94
RE: Fixing some problems with 0.5a - 2/10/2008 11:54:38 PM   
Helpless


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quote:

ORIGINAL: bobogoboom

silly question but will the decoder work with wpo?


no

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Post #: 95
RE: Fixing some problems with 0.5a - 3/8/2008 9:52:24 PM   
Martti

 

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I get the following error:

Couldn't write things to the DB due to java.sql.SQLException: Integrity constraint violation - no parent AGsMissionMustBeKnown table: AirGroups

The error appeared after I converted some airgroups into kamikazis.

(in reply to Helpless)
Post #: 96
witpDecoder bugs - 3/13/2008 12:45:04 PM   
herwin

 

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1. Reports missing captains for a number of units and ships in the build queue.
2. Treats an upgrade number of 0 (which means no upgrade) as an error.
3. Generating an SQLException--"Ships4History already exists". The table exists, but is apparently unpopulated. This is a show-stopper as it aborts the update.

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Post #: 97
RE: witpDecoder 0.5 released - 3/13/2008 12:49:51 PM   
herwin

 

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quote:

ORIGINAL: Historiker

I wanted to use it for 075 RHS EOS
I used the database editor to change the 271 and removed the " " in it.
Now this message is coming:





That's because 800 doesn't upgrade, and witpDecoder doesn't respect the code for doing that. Use the database editor and set it to upgrade to itself.

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Post #: 98
RE: witpDecoder 0.5 released - 3/13/2008 12:50:50 PM   
herwin

 

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quote:

ORIGINAL: Mistmatz


quote:

ORIGINAL: Historiker

I wanted to use it for 075 RHS EOS
I used the database editor to change the 271 and removed the " " in it.
Now this message is coming:
...


I learned that WitPload does not handle the RHS scenario files correctly (at least RHSCVO scen. 70). WitPExcel on the other hand seems to work but is not compatible with the decoder.

When I have some spare time I'll try to input the WitPExel data into the decoder, I believe this should work, see also my above postings.

Btw. initially I had the same message you have historiker and it was _NOT_ due to circular upgrade paths, or at least not with class 800.


Add scen 71 to the list.

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"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

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Post #: 99
New WITPDecoder plugin - 4/6/2008 5:05:06 PM   
Martti

 

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I have created a new (and I believe first) plugin for the excellent WITPDecoder. The plugin gives you at-a-glance view of where your LCUs are preparing for. While the WITP already gives you this information, this plugin shows you the same information in a (hopefully) quicker way.

Instructions: download the plugin files from http://koti.mbnet.fi/~zombie/WITP/WitpDecoderLCUPrepPlugin.zip and unzip the contents into <witpdecoder>\de\retsiemuab\witpDecoder\gui\mapviewPlugins (yes, you need to overwrite the existing TestPlugin.class file).

Next run the WitpDecoder and select Map OverView. In the primary data dropdown list you should see an entry "LCU prepare data". Select it and you should see circles in your screen showing where your LCU are preparing. Only units preparing for other bases (ie not the base where they are) are shown. The opaqueness of the cirle represents the average preparedness of the units, opaque=100%. The units are treated equally when calculating the average, an NLF counts the same as a division. The size of the circle shows the number of units preparing for that base. Clicking on the base shows you the details.

Hopefully this will be of some use.

The source code is also available: http://koti.mbnet.fi/~zombie/WITP/PrepData.java and http://koti.mbnet.fi/~zombie/WITP/TestPlugin.java.

Also if someone has ideas for further plugins but lacks the skills to implement them, I might be willing to help.

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Post #: 100
RE: New WITPDecoder plugin - 4/6/2008 6:09:50 PM   
Roger Neilson II


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This sounds an excellent new development, but if I understand you correctly it means having to reinstall WITPdecoder? That loses the accumulated data in a game surely?

My WITPdecoder folders do not have a path

witpDecoder\gui\mapviewPlugins

so that lead me to believe it has be installed at the same time as the rest of teh utility. Can you confirm this please?

Roger

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Post #: 101
RE: New WITPDecoder plugin - 4/6/2008 6:23:10 PM   
Martti

 

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The plugin requires the latest version of WitpDecoder (0.5a or 0.5) to work. If you have an older version, you must reinstall it inorder to use the plugin. If you already have the latest version, then no reinstall is necessary, just copy the files.

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Post #: 102
RE: New WITPDecoder plugin - 4/6/2008 6:28:34 PM   
Rainer

 

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Works great with 0.5.
Thanks a lot
Cheers
Rainer

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Post #: 103
RE: New WITPDecoder plugin - 4/6/2008 6:52:07 PM   
Roger Neilson II


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Ok, I have the latest version, I unzipped the files and copied them into the WITPdecoder folder. As shown below they are both there, but running WITPDeCoder I'm not getting any LCU Prep display when I go to the Map overview?


Roger




Attachment (1)

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Post #: 104
RE: New WITPDecoder plugin - 4/6/2008 7:05:57 PM   
Martti

 

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Do not copy the files into the WitpDecoder main folder, but into the \de\retsiemuab\witpDecoder\gui\mapviewPlugins sub folder.


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Post #: 105
RE: New WITPDecoder plugin - 4/6/2008 7:13:10 PM   
Rainer

 

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I believe the plugins must be in the plugin sub directory.
You may try to create the tree (see below) and move the plugins there.

X:\Matrix Games\War in the Pacific\SAVE\WitPDecoder5\de\retsiemuab\witpDecoder\gui\mapviewPlugins

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Post #: 106
RE: New WITPDecoder plugin - 4/6/2008 7:36:39 PM   
Roger Neilson II


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Indeed, I had to create that sub folder tree for one of those and then drop the files into there. I then copied the sub directory structure and dropped that into my other witpdecoder folders - I have one for each game I am playing.

Thank you.

Roger

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Post #: 107
RE: New WITPDecoder plugin - 4/6/2008 7:40:41 PM   
Rainer

 

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Anytime

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Post #: 108
RE: Fixing some problems with 0.5a - 4/6/2008 7:45:56 PM   
Chris21wen

 

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Just downloaded it. Cannot get past the the load sceanario screen. I've installed it to C:\Matrix Games\War in the Pacific\SAVE\myanalysis1.

In there I created another folder call Japan solo and put copies of the cluster (what ever they are).

Could not generate or copy the .csv files etc.

Does Witp have to be running. Do i need to create the CSV before I start the decoder or does the decode do that?

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Post #: 109
RE: Fixing some problems with 0.5a - 4/6/2008 7:53:37 PM   
Roger Neilson II


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You need to follow very carefully the install guide that comes with the files.... its very good at walking you through how to set up the tool. If yuo get really stuck drop me an email through the MATRIX email system or at didactylos at bigfoot dot com and I'll try to help via chat as we are in the same time zone.

Roger


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Post #: 110
RE: New WITPDecoder plugin - 4/6/2008 8:53:56 PM   
Roger Neilson II


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quote:

ORIGINAL: Martti



Also if someone has ideas for further plugins but lacks the skills to implement them, I might be willing to help.


A similar display regarding air balances would be rather nice.

Roger

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Post #: 111
RE: New WITPDecoder plugin - 4/6/2008 11:04:04 PM   
Martti

 

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quote:

ORIGINAL: Roger Neilson II

A similar display regarding air balances would be rather nice.

Roger


Sorry, but WITPDecoder does not currently store air balances, so I can not display them in a plugin. You might want to suggest that to Woos, though.

I did, however, learn that if the data is available, then making plugins is fairly simple. So, here is another one. This one is mainly intended for japanese player and shows you which factories are in need of repair, are they set to do not repair and wether there is adequate supplies for repairs.

The instructions are similar to before: download the plugin from http://koti.mbnet.fi/~zombie/WITP/WITPFactoryPlugin.zip and unzip into \de\retsiemuab\witpDecoder\gui\mapviewPlugins sub folder. Overwrite the TestPlugin.class file.

In WITPDecoder select Map overview and Factory repair from the dropdown list. Bases with damaged industry (of any type) appears in a dot, green if there are adequete supplies, red otherwise. The status of the industry is shown in bars, orange means damaged but repair set to on, red is damaged with repair set to off. Clicking on a base shows you the details.

NOTE THAT YOU CAN ONLY HAVE ****ONE**** CUSTOM PLUGIN AT ONE TIME. This is a limitation of the current WitpDecoder, which Woos has promised to fix (so how is that multiple plugin support coming along, Woos?). Do not be surprised if you can only see one plugin even though you downloaded both. This is how it currently works. The plugins will overwrite each other, so you will need to install them again if you wish to switch plugins.

The source is again available at http://koti.mbnet.fi/~zombie/WITP/WITPFactoryPluginSource.zip

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Post #: 112
RE: New WITPDecoder plugin - 4/7/2008 7:16:11 PM   
Martti

 

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There was a minor bug in the LCU prepare plugin. A new version is available at the same address as before.

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Post #: 113
RE: New WITPDecoder plugin - 4/8/2008 7:54:28 PM   
USSAmerica


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I like the LCU plugin.  Thanks, Martti! 

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Post #: 114
RE: New WITPDecoder plugin - 4/10/2008 8:32:33 PM   
Arkady


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I got following error

and report in log file
There is a problem with Airgroup 363 (F2/Kanoya Daitai) as follows:
Couldn't write things to the DB due to java.sql.SQLException: Integrity constraint violation - no parent ACClassMustExist table: ACClasses
java.sql.SQLException: Integrity constraint violation - no parent ACClassMustExist table: ACClasses
   at org.hsqldb.jdbc.Util.sqlException(Unknown Source)
   at org.hsqldb.jdbc.jdbcStatement.fetchResult(Unknown Source)
   at org.hsqldb.jdbc.jdbcStatement.executeUpdate(Unknown Source)
   at de.retsiemuab.witpDecoder.d.a(Unknown Source)
   at de.retsiemuab.witpDecoder.data.c.e(Unknown Source)
   at de.retsiemuab.witpDecoder.data.c.a(Unknown Source)
   at de.retsiemuab.witpDecoder.data.b.b(Unknown Source)
   at de.retsiemuab.witpDecoder.b.a(Unknown Source)
   at de.retsiemuab.witpDecoder.gui.aT.run(Unknown Source)
   at org.eclipse.swt.custom.BusyIndicator.showWhile(Unknown Source)
   at de.retsiemuab.witpDecoder.gui.u.a(Unknown Source)
   at de.retsiemuab.witpDecoder.gui.b.widgetSelected(Unknown Source)
   at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source)
   at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source)
   at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source)
   at de.retsiemuab.witpDecoder.gui.H.a(Unknown Source)
   at de.retsiemuab.witpDecoder.Main.a(Unknown Source)
   at de.retsiemuab.witpDecoder.Main.main(Unknown Source)


any help ?

it is scenario 15

< Message edited by Arkady -- 4/10/2008 8:33:53 PM >


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Post #: 115
RE: witpDecoder 0.5 released - 4/24/2008 9:04:21 PM   
mikemike

 

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I've always had trouble with WitPDecoder's Storage view; I couldn't reconcile the Est.Use / Est.Prod numbers in the Naval Yard/Merchant Yard rows with what turned up in the Stored column. Now I've tried WitpTracker which had major trouble with the numbers in ship production, and therefore I've experimented a few hours with Japanese ship production in the game. I found out that the ship types ML and PC are built on Naval, not on Merchant yards. So the totals in the Est.Use column are out of whack, you can't use them directly for planning purposes. It would be nice if you could correct this in the next release. I think you relied on info from Matrix staff when you assigned the ship types to the naval/merchant categories. With the proliferation of ship types in AE, I think it might be a good idea to verify the assignment there experimentally.

Edited for clarity. mikemike.

< Message edited by mikemike -- 4/24/2008 9:08:17 PM >


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Post #: 116
RE: witpDecoder 0.5 released - 4/25/2008 6:50:02 PM   
kfmiller41


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downloaded the file twice, getting a corrputed pdf file so I have no way of figuring out how to install this

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Post #: 117
RE: witpDecoder 0.5 released - 4/25/2008 7:44:04 PM   
Roger Neilson II


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Drop me an email to didactylos at bigfoot dot com and I'll send you the pdf.

Roger

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Post #: 118
RE: witpDecoder bugs - 4/28/2008 1:58:03 AM   
Woos

 

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Due to having being off the Internet for a long time, some summary answers:

Herwin wrote:
quote:

1. Reports missing captains for a number of units and ships in the build queue.
2. Treats an upgrade number of 0 (which means no upgrade) as an error.

The first thing should be connected to selecting (or not selecting) the "Show future inconsistencies". Or are you talking about warnings during save game reading.
Concerning the second: Well, one would think that 0 means that but Stock shows us that the normal way to denote "no upgrade" is to upgrade to oneself. BTW, I looked at the code and it should handle upgrade=0 values.

> Add scen 71 to the list.

Guys, I always said that witpDecoder will probably not run with RHS and warned people trying to use it anyway. So please don't complain.

Plugins: Nice plugins. The next version will allow more than one Plugin. But it will not have air balances in the database as I feel that that information is actually violating FOW (and besides I don't know where/whether it is stored in the save game at all :-)
BTW, if anyone has a great idea for a plugin but just needs a little bit more info in the DB, tell me.


Roger, two comments on your screenshot in post 104:
a) You should really extract .zip files with "Use pathnames" (or so) selected. That's not specific advice for witpDecoder and its plugins. Typically the pathnames are in there for a reason.
b) You might want to switch Windows Explorer to show file suffixes (sorry, I'm currently under Linux and can't exactly tell you how). Otherwise how will you know what we are talking about, if we are mentioning e.g. ".csv files". For you those files appear to be named "Microsoft Office E...".

Arkady:
What aircraft class do you see in game for the mentioned air group?

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Post #: 119
RE: witpDecoder bugs - 4/28/2008 6:21:35 AM   
Roger Neilson II


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quote:

ORIGINAL: Woos







Roger, two comments on your screenshot in post 104:
a) You should really extract .zip files with "Use pathnames" (or so) selected. That's not specific advice for witpDecoder and its plugins. Typically the pathnames are in there for a reason.
b) You might want to switch Windows Explorer to show file suffixes (sorry, I'm currently under Linux and can't exactly tell you how). Otherwise how will you know what we are talking about, if we are mentioning e.g. ".csv files". For you those files appear to be named "Microsoft Office E...".



a) Seems to have been a setting I missed on my free unzip programme. Sorted.
b) Not a problem for me, I understand what they mean. Its good old Microsoft controlling everything.

Roger


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Post #: 120
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