The big window on the small one also appeared to me but I replaced them again and I have not seen another problem, although this is really not a problem.
Not a part of EA / Envision teams - My comments are only mine.
The big window on the small one also appeared to me but I replaced them again and I have not seen another problem, although this is really not a problem.
yes if you start form scratch you would not see problems.. and box there where always has been
but you used previous version and move the box around so.. with my new code it relocate where you put it. But relative coords are changed- Previous they where relative to playArea now to bigger window. so the "5" value now start from very left. You can test it removing localstorage saving for movable box and reload the game.
New version 20.02.19 is working for me in Chrome.
Activating and deactivating troops.
ok that is just testing version... i explain:
I looked into the activate units function .. that was not trivial because it lacks commenting
TABS has a quite complex code to manage TRANSPORTED and TRANSPORTER units
As long as i understood it tries to find free spaces in formation and should set FREE units from traNsporters during Group activation basing on many variables and different cases.
So mainly i destructed those codes to return to native functionality.
Don't really know how this can be improved.
I have contacting some expert player friends to understand better.
We could also add some switch to choose between the two functionality supposing that TABS code works as expected.. not sure about that.
@nefrontheone
very last versione (without numbering change) on Git Testing branch has also a new Flip icon.
Let me know how it looks on GDI
yes the background (really border image) is native red for NOD and blue for GDI.. i used native ones and change the inside button.. that now is grey transparent on bottom so should look better on both factions vs previous dark red bottom one.
I tested all functions of script, not only transported units.
also have a deeper look at what happens when simulating.
I mean if code is bugging may happen that selected formation is not the formation that go to battle.
Ex: i have a unit trasported in another. Deactivated trasporter. On simulating could see the unit trasported go to battle alone as it was not on trasport.
AH! I understand. No, no tested that because I don't have CPs at this moment.
My test cases were:
1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated
2) Activate infantry.- All units are activated except those mounted on other vehicles or planes
3) Disable transport with infantry on board. Infantry units that are on board transport are deactivated
4) Activate transports with infantry on board. Infantry units that are on board the transports are activated
This behavior seemed right.
New test cases were:
1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated and this units attacks when drop the transport.
2) Disable transport.- All transports deactivates with the infantry onboard and vehicles don't attack nor their units onboard.
Ok so all seems good for now... i will add comments.. try to save old function for later easy readding.
push in branch new version and then if all ok i will go master and update this Thread. Seems all work is done for now for TABS.
New test cases were:
1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated and this units attacks when drop the transport.
2) Disable transport.- All transports deactivates with the infantry onboard and vehicles don't attack nor their units onboard.
I tested this cases and works right.
Not a part of EA / Envision teams - My comments are only mine.
Ok so all seems good for now... i will add comments.. try to save old function for later easy readding.
push in branch new version and then if all ok i will go master and update this Thread. Seems all work is done for now for TABS.
Congratulations, fantastic Work. ;-)
Not a part of EA / Envision teams - My comments are only mine.
found i littel bug in the overlay repositioning.. if you have a script that add something in the infamous top bar.. such as mail scanner that adds a scan button.. the close city button goes under that button if resolution is low ... so i will try hard tricks to avoid this problem in a next version.
Ok verifying the problem i saw that was not totally caused by overlay reposition up.. but when a scripts add a button in MenuBar causes misalign on X.. the bar is not centered. So considering alignX doesn'work to fix the problem. i fix adding this code.
// Fix a problem if new button is added in Menu Bar that cause misalign on center
this.MenuBar = qx.core.Init.getApplication().getMenuBar();
this.MenuBarButtons = this.MenuBar.getChildren()[1].getChildren().length;
if(this.MenuBarButtons > 10 ) {
this.MenuBar.setMarginLeft(-(this.MenuBarButtons-10)*(50));
}
so if a button (like SCAN of Mail Basescanner) is added a margin is added to the menu bar
this center the vie and also remove the problem.
For now the only scipt that adds a button is Mail Scanner..
This fix can be left also after we can revert to overlay native position if they fix that in next update.
I modified TABS V2 for my own use because I
have certain needs that aren't addressed in
the public versions.
1. Color - I have a very hard time reading
anything but monochrome text.
2. Size - Because I have to zoom in a lot
to really see what I'm doing I needed the
Statistic box to take as little room as
possible. So I cut out what I had no real
use for to tighten it up.
3. Arrangement - Since the Defender section
what I use most I wanted that at the bottom.
4. Moveable Box - Same issue with size so
I edited its design.
5. Attack Bar - I've gotten use to the old
attack bar and I like it so I returned that.
6. Made dblclick into single click.
I really wish this were an alternate version
maintained by the same people who work on it
now. I can't be the only one with vision
problems that needs these features.
Anyway, here's what it looks like, what I
came up with.
or http://prntscr.com/tce0dg
Replies
yes if you start form scratch you would not see problems.. and box there where always has been
but you used previous version and move the box around so.. with my new code it relocate where you put it. But relative coords are changed- Previous they where relative to playArea now to bigger window. so the "5" value now start from very left. You can test it removing localstorage saving for movable box and reload the game.
reload
Activating and deactivating troops. https://prnt.sc/r2shld
ok that is just testing version... i explain:
I looked into the activate units function .. that was not trivial because it lacks commenting
TABS has a quite complex code to manage TRANSPORTED and TRANSPORTER units
As long as i understood it tries to find free spaces in formation and should set FREE units from traNsporters during Group activation basing on many variables and different cases.
So mainly i destructed those codes to return to native functionality.
Don't really know how this can be improved.
I have contacting some expert player friends to understand better.
We could also add some switch to choose between the two functionality supposing that TABS code works as expected.. not sure about that.
@nefrontheone
very last versione (without numbering change) on Git Testing branch has also a new Flip icon.
Let me know how it looks on GDI
Chrome: Working fine - https://prnt.sc/r2slfb
Firefox: Working fine
This icon? https://prnt.sc/r2sq4g
Or this icon? https://prnt.sc/r2ss17 <--- AHHH!!!! "Flip icon" hahahahaha, sorry. O:-)
yes the background (really border image) is native red for NOD and blue for GDI.. i used native ones and change the inside button.. that now is grey transparent on bottom so should look better on both factions vs previous dark red bottom one.
heavy testing needed for trasported units only
also have a deeper look at what happens when simulating.
I mean if code is bugging may happen that selected formation is not the formation that go to battle.
Ex: i have a unit trasported in another. Deactivated trasporter. On simulating could see the unit trasported go to battle alone as it was not on trasport.
My test cases were:
1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated
2) Activate infantry.- All units are activated except those mounted on other vehicles or planes
3) Disable transport with infantry on board. Infantry units that are on board transport are deactivated
4) Activate transports with infantry on board. Infantry units that are on board the transports are activated
This behavior seemed right.
1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated and this units attacks when drop the transport.
2) Disable transport.- All transports deactivates with the infantry onboard and vehicles don't attack nor their units onboard.
push in branch new version and then if all ok i will go master and update this Thread. Seems all work is done for now for TABS.
I tested this cases and works right.
Congratulations, fantastic Work. ;-)
so if a button (like SCAN of Mail Basescanner) is added a margin is added to the menu bar
this center the vie and also remove the problem.
For now the only scipt that adds a button is Mail Scanner..
This fix can be left also after we can revert to overlay native position if they fix that in next update.
have certain needs that aren't addressed in
the public versions.
1. Color - I have a very hard time reading
anything but monochrome text.
2. Size - Because I have to zoom in a lot
to really see what I'm doing I needed the
Statistic box to take as little room as
possible. So I cut out what I had no real
use for to tighten it up.
3. Arrangement - Since the Defender section
what I use most I wanted that at the bottom.
4. Moveable Box - Same issue with size so
I edited its design.
5. Attack Bar - I've gotten use to the old
attack bar and I like it so I returned that.
6. Made dblclick into single click.
I really wish this were an alternate version
maintained by the same people who work on it
now. I can't be the only one with vision
problems that needs these features.
Anyway, here's what it looks like, what I
came up with.
or http://prntscr.com/tce0dg