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 PostPosted: 17 Apr, 2011 
 

Joined: 26 Feb, 2009
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Hi,

I see what you mean now.. the selection and storage tab on the construction panel is broked, its not displaying its icons correctly, well it wasnt... it is now fixed..

im also looking at the enhancement slot tab ordering... ill fix this today also to the way you wanted.. i guess players dont like change.. it doesnt bother me which order they are in, however i will change this.. seeing as you pointed it out :)

ill see what can be done with the orders panel in due time..

currently im working on hooking the 2 functions correctly in construction.lua..
also trying to optimize it a little more for speed.. by changing the 2 functions the way i have, its already alot faster..

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 PostPosted: 17 Apr, 2011 
 

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I have a few things to report that seem related to this mod. I tested the following items without any mods enabled, and then just with DMS enabeld.

1) With DMS enabled, if you build the cybran perimeter monitoring system, it initially works as expected. Then turn the unit off. The view circle will start to shrink, but then go back to full view. At that point, you are getting the full view for no energy expense. Turning it back on just makes you use the energy, but you get a full view whether it's on or off. Without DMS and no mods enabled, this works as expected.

2) Adjacency doesn't work properly. Again with Cybran (not tested with other factions), if you build a T3 mass fab and then a T3 energy plant next to it, the adjacency works as expected. However, if you build a T3 energy plant first, and then a T3 mass next to it, the adjacency line still links the 2 units, but the T3 mass fab costs full energy to run. Without DMS and no mods enabled, this works in both build orders.

Thanks for any help.


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 PostPosted: 17 Apr, 2011 
 

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Hi,

Domino, you have doing an very impresive job by coding this thing !
It is not i dont like DMS, and as i say, i think it will become more important in the future ...

But ATM - it only give me one optione more - the Hunker mod (nice mod - no question..) but make many things more difficult to play.
- the 3 rows who make the UI slower (significant ! dont have this before ..)
- the problem with mods that need BO:GIS (an defacto standard in icon handling)

So I have to decide if this problems worth to run 1 mod (hunker) more .............
If this 2 problems sortet then i use DMS regulary ;) (if no other bugs apear :P )

The problem with icon path handling can IMHO not sortet without backward BO:GIS compatibility and an time frame to switch all mods who use this to an new system (DMS) - maybe it is possible to have both functions running ?

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R-TEAM


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 PostPosted: 18 Apr, 2011 
 

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Hi,

Ok, i have fixed the ui speed thing, it was caused by contruction.lua commonlogic function running 2 times.. i have now fixed this, hooked it correctly, so there is NO speed loss to the ui.. it isnt caused by the extra row of order buttons..

for the adj bonuses, ill pull the buffixmod for now to make a stable release... without this.. as this mod is causing more problems at the min... i will add this mod to DMS as its needed for the multi source energy/usage at a later date.. once i get a stable release..

i guess i could throw in another check for icons that will just search for the icon name in "focus" if it is not found in any of the "default" locations, this ensure 100% compatability with mods that do not store there icons in the default place.. i didnt really want to do this.. BUT it doesnt really make any differance it dms does this search last...

suffice to say the bugs you 2 have found have now been fixed..
i just have a few more things to do before i upload the new version.

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 PostPosted: 18 Apr, 2011 
 
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RxTEAM wrote:

The problem with icon path handling can IMHO not sortet without backward BO:GIS compatibility and an time frame to switch all mods who use this to an new system (DMS) - maybe it is possible to have both functions running ?


Having both run at the same time could be bad... One or the other will have to be held quietly "off" even if it's loaded.

Resin

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 PostPosted: 18 Apr, 2011 
 

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Hi,

Yeah its not good to have them both running at the same time..
im adding in some support for phanton icons.. in that if there not in the place where
there expected to be.. but there is an icon called "blah" in a mods /textures folder..
ill default it to this icon.. this will ensure that mods using the bogis system that didnt put there icons in the correct place will be found,

in the process of my texture support in DMS, i didnt look at how other mods propogate there textures.. so then i couldnt be accused of copying another mod, + i didnt want to get ideas of copying said code.. (which i havent) i just pressumed other mods do propogate there textures using game mechanics.. that was not the case though, they did it differently.. :( letting you put your icon textures anywhere within a mods textures folder..

imma remove all the buff stuff until i can figure out what the problem is with the buff
this will fix those problems..

as for the orders panel having the extra row on constantly.. this is a superficial problem.. it doesnt bother me at all having this extra row visable.. however i will add support to hide it when not needed.. like i said though its not easy.

and just to be clear there is no longer a pause when you click a unit and showing the construction panel.

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 PostPosted: 18 Apr, 2011 
 

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Glad to hear you've been able to fix the bugs. I was also experiencing the UI delay mentioned, and forgot to report that. Looking forward the download the new version!


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 PostPosted: 18 Apr, 2011 
 

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Hi,

some good news.. i dont know why i didnt think of this before.. BUT
i have now gotten the ui to show instantly.. as soon as a unit is clicked..
no matter how many ui mods are in use.. much faster than even the gpg code..

umm it was easy when thought about.. i propogate my textures from a global table..
which loops through active once on game load to get mod textures in mod folder..

i then check for this texture from this table before i run the normal gpg code to search for textures..

so im checking a table for a path to a texture right... this is lightning fast as were just checking a table for an entry.. and returning the path if found.

ok so i had the idea.. WHY NOT if a texture isnt found in a mods folder.. when its searching for the texture using the normal gpg code why not add this textures path to my global table so then the next time this texture is called it will read the path instantly and return.. kinda like caching found textures, ...

this makes the ui display textures insanely fast.

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 PostPosted: 18 Apr, 2011 
 
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8)

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 PostPosted: 18 Apr, 2011 
 

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lol im not kinding pal, its insanely fast now.. ill send you it later..

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 PostPosted: 18 Apr, 2011 
 
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Domino,

For adjacency, if you used my code from Buff.lua, you also need to bring over the code from AdjacencyBuffs.lua. This will at least get it working for you.

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 PostPosted: 18 Apr, 2011 
 

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FuryoftheStars wrote:
Domino,

For adjacency, if you used my code from Buff.lua, you also need to bring over the code from AdjacencyBuffs.lua. This will at least get it working for you.


Hello Mr Fots, :)

i did indeed copy all the needed files over to dms, and i went through every entry and function, i changed the applicable functions to call my energy/mass functions..

however i think that AdjacencyBuffs.lua may not be right or hookable.. in the fashion that you used.. as im seeing in my log, things like duplicate adjacentcy buff found for structure 1x4 .. or similar.. this means that the new adj buff defs you have defined are not being carried over.. its basicly using the ones it has already.

ive removed all but your updateconsumptionvalues function..
and ive changed my functions to this..

Code:
SetEnergyMaintenanceConsumptionOverride = function(self, override, key)
      local override = override or 0

      if key then
         self:AddEnergyUsage(key, override)
      end
      
      local total = self:GetTotalEnergyUsage() + override
      self.EnergyMaintenanceConsumptionOverride = total
      
      --LOG('EnergyUsages --> ' .. repr(self.Usages.Energy))
    end,


i replicate this for mass.. this i think ensures backward compat with the game.. plus gives new mods control of energy usage.. if a key is sent to this function with an amount it is entered into the units usage table and totted up making the override the new total if no key is specified it uses the old system.. however the totup still occures..

the self:GetTotalEnergyUsage() returns a number that is all the energy table entries added togther.. ive left all the buff and adj stuff as is..
all my functions for adding/removing/disabling/enabling/editing the usages still exist
this method seems to work fine.. i just hope that when a previous override is set that when its unset the get the current override and subtract there initial overrride from the value.. if they it will fail.. that is if they remove the override at all..

i havent properly tested it yet but initial test say its ok.. no errors with units ive tested it with.. the SetEnergyMaintenanceConsumptionOverride function seems key to alot of units.. when you mess with this weird things happen.. :|

do you see anything wrong with this method?

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 PostPosted: 18 Apr, 2011 
 
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Are you using AZUI? If not, take a look at what he did to speed up the UI. It might be similar, or totally different, I haven't looked at it in ages. Another mod that you might want to make sure you're compatible with as well.


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 PostPosted: 19 Apr, 2011 
 
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Domino,

Actually, it's the other way around. It's discarding GPG's values when mine are being loaded. The error's I've been aware of and there is a work around to take care of them, it's just a little bit more complicated than my level of knowledge can handle at the moment.

Either way, they do work. At least loaded in my mod. I made sure to test that extensively when I first did it.

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 PostPosted: 19 Apr, 2011 
 

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cool beans im sure you did test it alot :) im still going to add it to DMS however im going to release a stable version of DMS without it.. and am going to have a beta for added new stuff.. which it will get added to.. i need a stable version out 100% working
before i do anything.. funcky :)

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 PostPosted: 19 Apr, 2011 
 

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Mithy wrote:
Are you using AZUI? If not, take a look at what he did to speed up the UI. It might be similar, or totally different, I haven't looked at it in ages. Another mod that you might want to make sure you're compatible with as well.


LOL, you are joking right? now although az added some good stuff to that mod..
no way can you be serious about making it compatable.. he hasnt hooked a single function.. everything is overritten ;/

i never even knew this mod existed until you mentioned it.. i guess looking at how he made the ui faster is of a similar approach to how i have done it.. we both cache found "real" textures.

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 PostPosted: 20 Apr, 2011 
 

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Whoa. Whoa. Whoa.

The AZUI, or the GAZUI? Those are two different things. AZUI just takes the laggy original UI, and makes it run faster. GAZUI adds a bunch of stuff.

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 PostPosted: 20 Apr, 2011 
 

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well, it doesnt actually make the ui faster... it caches the icon textures
to find those a little faster. just those and nothing else.

here is the function in question from AZUI

http://pastebin.com/Yg62iTQb

on a side note... DMS is now 100% compatable with GAZ_UI.
it will also be compatable with other ui mods that hook functons correctly.

ok now that is sorted...

what i have done is cache every ui texture.. not just icons.. but almost everything..
this does indeed make the ui insanely fast.. at display/updating anything on screen.
this is NO BS or false claim :)

ive sorted out all the adj stuff as well as the multi source energy mass usage properly this time i think.. i have also fixed the ui storage/unit tab..
it will now also find phantom textures... these are textures that are not in the correct place.. so it should be compatable with mods that dont adhere to the texture folder convention, if a phantom texture is found.. it will show a log entry once to tell you where the texture was found and where it should infact be.
did some major code updates over the last few days.. still some to do today
to comply with the code ive done... should be a update released tonight..
but if not tonight defo tomorrow..

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 PostPosted: 20 Apr, 2011 
 

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UPDATED

Hi,

ok i have updated DMS, This is the version that we have ALL been waiting for...
This is a significant release, ive changed lots of code as well as updated many functions, DMS Will now be 100% compatable with other ui mods..

i have added in also the ability to find phantom textures within a mods textures folder, this means that if a texture is not in the location it is supposed to be in, DMS will still find it and display it correctly.. there will be one notification in your games log that the texture is not in the correct location, it will also tell you a partail path as to where this texture is expected to be.. you will not be notified again about this texture for the duration of that game.

also added some stuff to make the ui display almost all ui textures instantly..
so no more pauses when clicking units and displaying a full construction panel with many many icons, you wont beleive how fast it is now.. :) it isnt only limited to the construction panel.. it applies to almost ALL of the user interface textures, buttons, bars, icons, panels.. the whole shbang!

if you have downloaded any previous versions of dms please remove these and install this version..

Thank you.

ok as usual.. comments, bug reports, surgestions welcome.

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 PostPosted: 20 Apr, 2011 
 

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Sounds great, I plan on downloading the new version tonight! I might not have much time to test until the weekend, but I'll let you know my results.


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 PostPosted: 20 Apr, 2011 
 
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Good stuff mate... will DL and test when i get off work. (8-9 hours from now)

Resin

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 PostPosted: 20 Apr, 2011 
 

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HTKatzmarek wrote:
Sounds great, I plan on downloading the new version tonight! I might not have much time to test until the weekend, but I'll let you know my results.


Hi, and thx :)

Resin_Smoker wrote:
Good stuff mate... will DL and test when i get off work. (8-9 hours from now)

Resin


THIS IS THE ONE PAL, IT REALLY IS... WE DID IT! :D FINGERS TOES LEGS EYES CROSSED EVERYTHING THAT I CAN CROSS IS CROSSED :d

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 PostPosted: 21 Apr, 2011 
 

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Hi,

just to tell you i have updated the op with some example mods that use the DMS template system..

check them out :)

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 PostPosted: 21 Apr, 2011 
 
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If it isn't a ton of work, you should copy the texture caching portions into a separate, UI-only mod. Have it look for some DMS-specific flags, and if found, skip hooking the relevant functions. So you can have the benefits of the snappier UI in games where you don't have control over the sim mods being used, without any conflicts if both end up active at the same time.


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 PostPosted: 21 Apr, 2011 
 
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During my game last night i noticed ya shifted the mod-identifier icon over to the bottom left. This looks really f'n good with the updated icon.

Resin

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