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RE: WitP Utility - updated (13/03/2005)

 
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RE: WitP Utility - updated (13/03/2005) - 3/14/2005 1:18:46 AM   
Tristanjohn


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Wonderful utility. Thank you very much, Bodhi.

Question: can anyone tell me exactly where the option is to turn map hexes on and off? Can't find that.

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Post #: 121
RE: New update 13/03/2005 - 3/14/2005 2:01:42 AM   
Bodhi


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quote:

ORIGINAL: HercMighty

One last thing, when I get a coast watching sighting I get a report that says:

ting: 1, Speed 4, Moving East 08/06/42

So I think Coastwatcher sighting is being cutoff.

Otherwise it is working great now. Thanks


That's what you get for doing bug fixes when you're already late for work. Will fix that bit this evening, until then translate "ting: " as " Coastwatcher sighting: Allied/Japanese ship(s)". Thanks for the heads up.

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Bodhi

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Post #: 122
RE: WitP Utility - updated (13/03/2005) - 3/14/2005 2:04:25 AM   
Bodhi


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quote:

ORIGINAL: Tristanjohn

Question: can anyone tell me exactly where the option is to turn map hexes on and off? Can't find that.


Replied in the other thread, but here is the answer for anyone else that's wondering:

Start up window menu Tools->Options. (see Ref manual 1.1.2.1 & 2.3)

< Message edited by Bodhi -- 3/14/2005 8:01:27 AM >


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Bodhi

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Post #: 123
RE: WitP Utility - updated (13/03/2005) - 3/14/2005 3:22:11 AM   
bradfordkay

 

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Bodhi, do we get to keep the intel in our game when we update the utility?

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fair winds,
Brad

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Post #: 124
RE: WitP Utility - updated (13/03/2005) - 3/14/2005 4:13:26 AM   
Bodhi


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quote:

ORIGINAL: bradfordkay

Bodhi, do we get to keep the intel in our game when we update the utility?


Yes, that's kept in sub folders of the main WITP SAVE folder. The uninstall process doesn't remove/alter them. It also doesn't remove any games/opponents you've entered, so as long as you reinstall the utility to the same folder, you should be ready to go with the updated version.

If/when you really want to get rid of the utility, you'll have to manually delete these files yourself.

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Bodhi

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Post #: 125
WitP Utility - updated (14/03/2005) - 3/14/2005 2:16:50 PM   
Bodhi


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Small update (1.0.0.1) 14/03/2005


  • Corrected the reporting of coastwatcher sightings
  • Clicking on an intel report for the current hex results in the complete text appearing in the status bar
  • Clicking on an operations report for the current hex results in the complete text appearing in the status bar


< Message edited by Bodhi -- 3/14/2005 8:16:42 PM >


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Bodhi

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Post #: 126
RE: WitP Utility - updated (14/03/2005) - 3/14/2005 2:43:04 PM   
scout1


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Bodhi,

Is your "small" update a standalone load, or is this a delta load ?

(in reply to Bodhi)
Post #: 127
RE: WitP Utility - updated (14/03/2005) - 3/14/2005 4:52:46 PM   
Bodhi


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As always a standalone, sorry.

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Bodhi

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Post #: 128
RE: WitP Utility - updated (14/03/2005) - 3/14/2005 9:05:18 PM   
Skyros


Posts: 1570
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I'm curious as to how to use this utility in the macro sense. That is do you finish executing a turn and then alt-tab to the utility to review the reports and then alt-tab back and forth as you plot your next turn?

I have looked at an older version but have not yet installed it on my main playing computer.

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Post #: 129
RE: WitP Utility - updated (14/03/2005) - 3/14/2005 9:11:11 PM   
bradfordkay

 

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Finish processing a turn, SAVE it in the save point to which the utility was directed, alt-tab to the utility, click "update reports", review the reports, alt-tab back to the game.

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fair winds,
Brad

(in reply to Skyros)
Post #: 130
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 3:32:57 AM   
Admiral DadMan


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What would cause combat reports to not be? I get Intel and Ops, but no ComReps.

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Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to bradfordkay)
Post #: 131
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 3:36:29 AM   
scout1


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These work alittle different. The Ops reports show up in the window. You click on them and they take you to the location on the map. The combat report doesn't show anything in the window until you click on the map on a hex with a combat icon. Then the actual combat report is listed in the window.

(in reply to Admiral DadMan)
Post #: 132
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 4:13:56 AM   
Admiral DadMan


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quote:

ORIGINAL: scout1

These work alittle different. The Ops reports show up in the window. You click on them and they take you to the location on the map. The combat report doesn't show anything in the window until you click on the map on a hex with a combat icon. Then the actual combat report is listed in the window.

SWEEEEET!

What a silly bunt I am...

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to scout1)
Post #: 133
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 4:22:37 AM   
erstad

 

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Has this been reported?

Playing multi-day turns, the utility gets confused over the "days old" for things like the ops report. For example, playing 2 day turns:
12/7 and 12/8 will be in the same report
12/9 and 12/10 will be in the next turns report
The com_xxx file therefore puts things in this order
12/9
12/10
12/7
12/8
So it thinks the 12/9 is the 1 day old, 12/10 the 2 day old, etc. Be nice if it wasn't confused - but I already get plenty of value for what I paid you for this so if it's beyond the scope to address, that's OK too.

(in reply to Admiral DadMan)
Post #: 134
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 4:33:03 AM   
Bodhi


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quote:

ORIGINAL: erstad

Has this been reported?

Playing multi-day turns, the utility gets confused over the "days old" for things like the ops report. For example, playing 2 day turns:
12/7 and 12/8 will be in the same report
12/9 and 12/10 will be in the next turns report
The com_xxx file therefore puts things in this order
12/9
12/10
12/7
12/8
So it thinks the 12/9 is the 1 day old, 12/10 the 2 day old, etc. Be nice if it wasn't confused - but I already get plenty of value for what I paid you for this so if it's beyond the scope to address, that's OK too.


Ah, pretty obvious problem that shows a total lack of testing for multiple day turns.

I'll set up my system to do some overnight AI vs AI games with 2 day turns and see if I can fix it. Don't think it will be too difficult (but don't quote me on that ).

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Bodhi

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Post #: 135
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 4:39:39 AM   
medicff

 

Posts: 710
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From: WPB, Florida
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quote:

ORIGINAL: scout1

These work alittle different. The Ops reports show up in the window. You click on them and they take you to the location on the map. The combat report doesn't show anything in the window until you click on the map on a hex with a combat icon. Then the actual combat report is listed in the window.


Combat reports, a very nice addition

(in reply to scout1)
Post #: 136
RE: WitP Utility - updated (14/03/2005) - 3/15/2005 6:58:57 PM   
Skyros


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From: Columbia SC
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Ah! so simple yet effective.
quote:

ORIGINAL: bradfordkay

Finish processing a turn, SAVE it in the save point to which the utility was directed, alt-tab to the utility, click "update reports", review the reports, alt-tab back to the game.


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Post #: 137
RE: WitP Utility - updated (14/03/2005) - 3/16/2005 10:27:10 PM   
byron13


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Bump (I'm downloading tonight)

(in reply to Skyros)
Post #: 138
RE: WitP Utility - update (18/03/2005) - 3/18/2005 4:51:19 AM   
Bodhi


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Updated version 18/03/2005


  • Multiple day turns should now be correctly handled.
  • Status bar message displayed when invalid "game" found


This update should only affect multiple turn games. During testing with the tutorial scenario I still got the odd "missing data" message, but this was because there wasn't actually any data output by WitP for that turn. If anyone finds any problems please let me know.

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Bodhi

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Post #: 139
RE: WitP Utility - update (18/03/2005) - 3/18/2005 6:02:27 AM   
erstad

 

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From: Midwest USA
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What version should it say? I'm not seeing the difference with multi-day. I believe I installed correctly, have 1.0.0.2.

(in reply to Bodhi)
Post #: 140
RE: WitP Utility - update (18/03/2005) - 3/18/2005 6:34:19 AM   
Bodhi


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Yes, that's the latest version. I've just run a previous version and the new one with 2 day turns against the AI with the tutorial scenario. With the previous version the dates are not in the correct order after the first turn (from day 3 onwards). With the latest version the dates are all correctly stored. What problems are you seeing?

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Bodhi

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Post #: 141
RE: WitP Utility - update (18/03/2005) - 3/18/2005 8:21:53 AM   
Bodhi


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OK, I think I know what's happening. The new version corrects the problem, but the data you have already was made with an older version, so the date information is still out of order. Any new turns processed with the new version will be correct, but the existing data won't be corrected. You can either wait until the old data becomes too old to display, or go into the existing com_***.txt files and copy/paste the daily sections so that they're in the correct order. I may add a check routine for the com_***.txt files in a future version to automatically correct this sort of error.

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Bodhi

(in reply to erstad)
Post #: 142
RE: WitP Utility - update (18/03/2005) - 3/19/2005 1:12:56 AM   
erstad

 

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From: Midwest USA
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That's probably it. Thanks.


(in reply to Bodhi)
Post #: 143
RE: WitP Utility - update (18/03/2005) - 3/19/2005 2:21:21 PM   
scout1


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From: South Bend, In
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Bodhi,

As usual, very sweet indeed. This tool is with the intel and Op reports moving me around the map is VERY helpful in utilizing this information. Before, it was always a game of memorization as the game turn processed. I really love the ability to track the last X number of turns as well. Makes putting the progressing picture together really, really clean.

One question, what impact will there be for people who start playing the CHS map ? Or more specifically, when people are running different games with different maps. Since you utility can be run independently, doesn't this pose a potential issue with a player running Game #1 with the CHS and Game #2 with the original ? For example, if I have some time at lunch to kill and want to use your tool to look at two current games, each using different maps, how can this be handled ?

(in reply to Bodhi)
Post #: 144
RE: WitP Utility - update (18/03/2005) - 3/20/2005 9:57:27 PM   
Bodhi


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From: Japan
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quote:

ORIGINAL: scout1

Bodhi,

As usual, very sweet indeed. This tool is with the intel and Op reports moving me around the map is VERY helpful in utilizing this information. Before, it was always a game of memorization as the game turn processed. I really love the ability to track the last X number of turns as well. Makes putting the progressing picture together really, really clean.

One question, what impact will there be for people who start playing the CHS map ? Or more specifically, when people are running different games with different maps. Since you utility can be run independently, doesn't this pose a potential issue with a player running Game #1 with the CHS and Game #2 with the original ? For example, if I have some time at lunch to kill and want to use your tool to look at two current games, each using different maps, how can this be handled ?


Brad (bradfordkay) raised this issue earlier in the thread. Yes, there's a potential issue here, but, unfortunately, I can't think of a way of handling all possible situations, and there are some that couldn't be handled automatically. This being the case, I don't envisage making any changes to the way it's handled at the moment. This is by allowing the user to specify the paths to the main WitP folder (and hence the SCEN/SAVE sub folders and pwhex.dat file) and the map tile folder (the map tile bitmaps). If anyone has any suggestions as to how to handle all possible cases please post as I'm willing to consider implementating a solution.



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Bodhi

(in reply to scout1)
Post #: 145
RE: WitP Utility - update (18/03/2005) - 3/20/2005 11:47:08 PM   
scout1


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From: South Bend, In
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Bodhi,
Just wanted to let you know that I am no longer a Japan Fanboy. I'm a Bodhi's utility Fanboy. I don't even watch any aspect of the turn replay anymore. Just let it go so I can track things down with your utility. I ignored features such as intel. No more.
I can't imagine playing this game anymore without it.

Now I REALLY want 2x3 to open up the in turn game states. This would be a killer utility then, but alas I am but a small voice in the wind.......

(in reply to Bodhi)
Post #: 146
RE: WitP Utility - update (18/03/2005) - 3/21/2005 12:25:21 AM   
Bodhi


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Thanks for the kind words. I agree, if we could access the current game state somehow, the possibilities for display and management of the data would be endless. The way the utility works at the moment is fairly simple, just aggregating the text output the game gives and displaying it on the map. If the actual unit information was available, I'm sure better minds/programmers than me would be able to provide some amazing programs. Currently, I'm at a bit of a crossroads with the program. It now does just about everything I'd planned initially. The question is do I take it any further? There are some things I think I could try, but, as the game state isn't accessible, most seem to involve the user inputting various amounts of data. I'm not sure that I'd want to do that on a regular basis.

I think I mentioned before in a thread that Ted has some ideas for an invasion planner. He's started on it, and will probably be using part of my utility, a map control, to display the map. The map control is actually open to anyone who wants to try their hand at developing an add-on for WitP, but of course use of one of the .NET Framework languages is required. I doubt there's much interest, but if you, or anyone else, is interested just drop me an email.

On small word of warning, watch out for some info displayed/given in the replays that doesn't make it to the text files. One item in the combatreport.txt that comes to mind is the adjusted odds, another is the "Radio raise command ...." audible warning (see this thread). There may be others.

Anyway, glad you're enjoying using the utility. If you have any ideas please let me know.


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Bodhi

(in reply to scout1)
Post #: 147
RE: WitP Utility - update (18/03/2005) - 3/21/2005 12:56:29 AM   
scout1


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From: South Bend, In
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quote:

One item in the combatreport.txt that comes to mind is the adjusted odds, another is the "Radio raise command ...." audible warning


The first they are hopefully orking on adding for v1.5 (no reason not too), what's the second ?

(in reply to Bodhi)
Post #: 148
RE: WitP Utility - update (18/03/2005) - 3/21/2005 1:14:52 AM   
Bodhi


Posts: 1267
Joined: 8/26/2003
From: Japan
Status: offline

quote:

ORIGINAL: scout1

quote:

One item in the combatreport.txt that comes to mind is the adjusted odds, another is the "Radio raise command ...." audible warning


The first they are hopefully orking on adding for v1.5 (no reason not too), what's the second ?


The thread has it all, but these are the key posts by Mike Wood:

quote:

ORIGINAL: Michael Wood
I rewrote the sound code in version 1.20, so that the "Main Body" and "Enemy carriers spotted" messages would only play for large, surface task forces and carrier task forces, respectively. There is still a bit of FOW build into the routine. So, if you are playing with 1.20 or later, you will hear the wireless telegraph sound unless the task force is thought a really important one.


Question: Is there any way to determine the difference between large, surface task forces and carrier task forces in the operationsreport.txt file?

quote:

ORIGINAL: Michael Wood
Nope.



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Bodhi

(in reply to scout1)
Post #: 149
RE: WitP Utility - update (18/03/2005) - 3/23/2005 2:03:09 AM   
Nomad


Posts: 5905
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I downloaded your utility and it looks great. But, in the base display I think you have a problem. I was looking at Bativia which has 100 oil and 600 resources. Your utility shows daily values of 100 oil, 17 fuel, 600 resources and 600 supply. But it should show 600 oil, 100 fuel, 750 resources and 600 supply for daily values.

< Message edited by Nomad -- 3/23/2005 2:07:49 AM >

(in reply to Bodhi)
Post #: 150
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