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VidiVici - Update files?

 
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Flynx

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Since: Sep 21, 2007
Posts: 26



(Msg. 1) Posted: Fri Dec 14, 2007 2:06 am
Post subject: VidiVici - Update files?
Archived from groups: alt>games>vgaplanets4 (more info?)

Hi,

I discovered a small error in VidiVici or, to be more precisely, a
missing update since the CVS files changed a little bit. The amount of
training centers could not be read correctly from those files (please
check this with your installation). I changed the source code of
VidiVici but now I don't know to whom I should sent them (in case
anyone else might want to use them) ... I try to reach the author of
VidiVici but if anyone has another idea in the meantime ...


Flynx

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Roger

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Since: Dec 14, 2007
Posts: 7



(Msg. 2) Posted: Fri Dec 14, 2007 6:07 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> anyone else might want to use them) ... I try to reach the author of
> VidiVici but if anyone has another idea in the meantime ...

Unfortunately I no longer have upload access to the web site which
hosts the VidiVici files. If you've made a fix then you'll need to
post it somewhere else.

- Roger

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Flynx

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Since: Sep 21, 2007
Posts: 26



(Msg. 3) Posted: Fri Dec 14, 2007 6:59 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Is the attack mode of a base stored somewhere in the CSV files? I want
to know if the setting is 'peaceful' to correctly calculate the
expected growth.

If not, can we add this variable to the CSV files in the future?
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Flynx

External


Since: Sep 21, 2007
Posts: 26



(Msg. 4) Posted: Sat Dec 15, 2007 5:26 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> If you sent me the files, I can put them on the wiki server.

Ok, I just sent them to you.

I don't provide a complete installation, only the fixed (patched)
files. I also used a different library (newer version) then Roger, so
I'm not sure if it works, just try it and tell me.


@Magik: Thanks, I will have a look in a moment. How are the Exotic
Techs are encoded in the player CSV? 'Exotic Tech A' is a number,
which encodes the left three Exotic Techs (Pods, Sensors and Ships) as
a binary interpretation (all set means that Exotic Tech A gets the
value 2^24 if all 8 ETs in every group are enabled).... but in what
order are the other three groups?

For instance: My actual Exotic Tech B value is 01100011 10000000
10110110
In the client I have the following ETs enabled:
0 1
1 1
1 0
0 1

X 1
X 0
X 0
1 0

1 0
1 0
1 X
0 X (X means that there is no ET at that position any more)

I don't see a (simple) way to 'translate' these settings into the
given binary number.

Flynx
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Black No.1

External


Since: Jun 02, 2007
Posts: 159



(Msg. 5) Posted: Sat Dec 15, 2007 12:39 pm
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

If you sent me the files, I can put them on the wiki server.

Cheers,
Jochen

"Flynx" <gigaflux DeleteThis @gmx.net> schrieb im Newsbeitrag
news:bc9cc7ce-74f5-4f1d-8c0a-a85af55d04fb@i12g2000prf.googlegroups.com...
> Hi,
>
> I discovered a small error in VidiVici or, to be more precisely, a
> missing update since the CVS files changed a little bit. The amount of
> training centers could not be read correctly from those files (please
> check this with your installation). I changed the source code of
> VidiVici but now I don't know to whom I should sent them (in case
> anyone else might want to use them) ... I try to reach the author of
> VidiVici but if anyone has another idea in the meantime ...
>
>
> Flynx
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Magik

External


Since: May 09, 2007
Posts: 97



(Msg. 6) Posted: Sat Dec 15, 2007 2:40 pm
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 15, 5:26 am, Flynx <gigaf... RemoveThis @gmx.net> wrote:
> @Magik: Thanks, I will have a look in a moment. How are the Exotic
> Techs are encoded in the player CSV? 'Exotic Tech A' is a number,
> which encodes the left three Exotic Techs (Pods, Sensors and Ships) as
> a binary interpretation (all set means that Exotic Tech A gets the
> value 2^24 if all 8 ETs in every group are enabled).... but in what
> order are the other three groups?

The ET bitfields are split in 2 groups: Exotic Tech A, Exotic Tech B.
You can determine if a particular ET is on by looking at the bits from
right to left whereas the first bit is bit 0, the next is bit 1, etc.
If none are enabled, then the value will be 0. bit 0 is the same as
2^0, which is 1, so if bits 0 and 1 were enabled then the decimal
value would be 2^0 + 2^1 = 3 or in binary 1 + 10 = 11. Normally you
can determine if a particular bit is on by using a bitwise AND
operator, such as 00000010 AND 11111111 would return 00000010, so bit
1 is on. If the value returned was 0 then it is not on. That being
said, here are the bits for the 2 bitfields. As you said, some of
these are not active any longer.

Exotic Tech A:
'Bit 0 +10 Pod Speed
' 1 +20 Pod Speed
' 2 +30 Pod Speed
' 3 20% less fuel burn
' 4 50% less fuel burn
' 5 +100 Shield Power
' 6 +300 Shield Power
' 7 +500 Shield Power
' 8 +100 Scan Range
' 9 +200 Scan Range
' 10 +300 Scan Range
' 11 +10 Attack Bonus
' 12 +20 Attack Bonus
' 13 +50 Attack Bonus
' 14 +10 Evasive Bonus
' 15 +20 Evasive Bonus
' 16 +2 Shield Drain
' 17 +5 Shield Drain
' 18 +2 Armor Drain
' 19 +5 Armor Drain
' 20 +10 Shield Drain
' 21 +25 Shield Drain
' 22 +5 Armor Drain
' 23 +10 Armor Drain

Exotic Tech B:
' 1 Self Repairing Ship Armor
' 2 Point Defense System Charge 50% Faster
' 3 World Crusher Missiles Pass Through Base Shields
' 4 10% Normal Fighter Wing Sensor Image
' 5 40% Normal Fighter Mine Sensor Image
' 6 Fighters Immune To Nemesis Torpedoes
' 7 Fighters Immune To Sand Casters
' 8 +10 Happy Your Natives (-10 Others)
' 9 Just Say No!"
' 10 Raid Colonists Homes
' 11 Poison Contraband Items
' 12 Hire Contraband Pirates
' 13 All Base Shields Fail On All Planets For 5 Turns
' 14 Zero Growth Rate All Planets
' 15 +20 Colonist Growth Rate
' 16 +50 Colonist Growth Rate
' 17 +70 Colonist Growth Rate
' 18 -5 Happiness All Planets
' 19 -10 Happiness All Planets
' 20 -20 Happiness All Planets
' 21 Super AntiFighter
' 22 Energized Sand
' 23 Fighter ECM Box

Magik
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Magik

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Since: May 09, 2007
Posts: 97



(Msg. 7) Posted: Sat Dec 15, 2007 2:46 pm
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

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Black No.1

External


Since: Jun 02, 2007
Posts: 159



(Msg. 8) Posted: Sat Dec 15, 2007 4:17 pm
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I've put the files on the wiki server they can be found on the wiki page
"VidiVici" (paragraph "installation").

Cheers,
Jochen


"Flynx" <gigaflux.DeleteThis@gmx.net> schrieb im Newsbeitrag
news:d839aef7-0e48-40e8-b12f-f87017225f2a@p69g2000hsa.googlegroups.com...
>
>> If you sent me the files, I can put them on the wiki server.
>
> Ok, I just sent them to you.
>
> I don't provide a complete installation, only the fixed (patched)
> files. I also used a different library (newer version) then Roger, so
> I'm not sure if it works, just try it and tell me.
>
>
> @Magik: Thanks, I will have a look in a moment. How are the Exotic
> Techs are encoded in the player CSV? 'Exotic Tech A' is a number,
> which encodes the left three Exotic Techs (Pods, Sensors and Ships) as
> a binary interpretation (all set means that Exotic Tech A gets the
> value 2^24 if all 8 ETs in every group are enabled).... but in what
> order are the other three groups?
>
> For instance: My actual Exotic Tech B value is 01100011 10000000
> 10110110
> In the client I have the following ETs enabled:
> 0 1
> 1 1
> 1 0
> 0 1
>
> X 1
> X 0
> X 0
> 1 0
>
> 1 0
> 1 0
> 1 X
> 0 X (X means that there is no ET at that position any more)
>
> I don't see a (simple) way to 'translate' these settings into the
> given binary number.
>
> Flynx
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Flynx

External


Since: Sep 21, 2007
Posts: 26



(Msg. 9) Posted: Mon Dec 17, 2007 12:21 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 15, 11:46 pm, Magik <rickglo... DeleteThis @paulhastings.com> wrote:
> I update the PlanetsWiki with this info. http://planets4.hood-net.org/wiki/index.php/Programming

Thank you very much Smile

Flynx
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Flynx

External


Since: Sep 21, 2007
Posts: 26



(Msg. 10) Posted: Mon Dec 17, 2007 8:02 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hi Roger,

> Unfortunately I no longer have upload access to the web site which
> hosts the VidiVici files. If you've made a fix then you'll need to
> post it somewhere else.

That's done in the meantime, so I can try a little bit more
complicated things ...

I want to make the status of Exotic Techs available in VidiVici.
Mainly I am thinking about the Tank-O-Tronic Exotic Techs for
calculating the population. I wrote PlayerImporterCSV.cs, and some
more, but I can't get the new variables filled with the actual values
from the CSV files or access the variable in a report script.

I have to admit I still didn't got the overview on how is VidiVici
working Sad If you could just sketch the changes that would have to be
done, might make it easier for me. Smile

Flynx
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Roger

External


Since: Dec 14, 2007
Posts: 7



(Msg. 11) Posted: Mon Dec 17, 2007 1:15 pm
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> I want to make the status of Exotic Techs available in VidiVici.
> Mainly I am thinking about the Tank-O-Tronic Exotic Techs for
> calculating the population. I wrote PlayerImporterCSV.cs, and some
> more, but I can't get the new variables filled with the actual values
> from the CSV files or access the variable in a report script.
>

Your proposed changes are doable, but they are not easy because there
are no good examples of how to do this in the existing code. When
VidiVici loads CSV data, it currently deals exclusively with "space
objects" - planets, ships, bases, etc... There's no place for global
game data, such as exotic techs or HConfig settings.

To do what you propose, you would need to modify the GameHistory class
so that it can read and write global settings. Optimally, these
settings would be stored on a per-turn basis just like the space
objects. Finally, you'd need to make the GameConnection class read
the settings whenever the list of space objects is updated, and the
game settings would need to be passed in to the report methods as an
extra parameter. This would break existing report scripts unless code
was added to handle multiple report method prototypes.

There's not a simple, elegant way to do it. You can blame that on my
poor design if you wish. The GameHistory's complexity is primarily a
result of the need to view previous turns, and to discard previous
turns when Host is rerun or something. I'm sure there's an easier way
to have done it, but I was obsessed with XML at the time...

- Roger
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Flynx

External


Since: Sep 21, 2007
Posts: 26



(Msg. 12) Posted: Tue Dec 18, 2007 3:44 am
Post subject: Re: VidiVici - Update files? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hi Roger,

> Your proposed changes are doable, but they are not easy (...)

Sounds great to me, it's really a long time ago since I did some real
programming work. Smile I always wanted to learn c# ... but I had to
admit - after I looked through your project - I'm not sure if I can do
it. So, nobody should wait for me Smile

> There's not a simple, elegant way to do it. You can blame that on my
> poor design if you wish.

Well, I won't do that! As far as I can see it's a remarkable good
code, maybe because you used the objective programming language C#,
but compared to the (orginal) visual basic code we are all using ....

Let me know if you have some more ideas or advices ... you can email
me directly if you want.

Flynx
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