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Old 01-20-2007, 16:58   #71
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I'll have to read that again.

Obviously we are just talking about the display, right? The actual coordinates are stored correctly so when we do get the map display fixed they will be right?
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Old 01-22-2007, 10:15   #72
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New feature request :

Make visual indicators that do the same as the "beep" thing.
On press of the read button a blue "led", on success a green led and on failure a red dot. Dots will disappear on the next keypress

I run EU windowed with nrf-enmatter and nrf-ore under the EU window so I have visual indicators of where I bombed during a run.
If you put those leds in the statusbar I can see the processing of the ocr (in case of background noise)
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Old 01-22-2007, 15:00   #73
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Quote:
Originally Posted by Dino View Post
I'll have to read that again.

Obviously we are just talking about the display, right? The actual coordinates are stored correctly so when we do get the map display fixed they will be right?
Just talking about MA's maps and displaying/callibrating them. nrf stores everything as read, and the coordinates shown in nrf are according to its own calculations, meaning the map is just a backdrop that gets scaled and positioned using the callibration.

Quote:
Originally Posted by Teranoz
New feature request :

Make visual indicators that do the same as the "beep" thing.
On press of the read button a blue "led", on success a green led and on failure a red dot. Dots will disappear on the next keypress

I run EU windowed with nrf-enmatter and nrf-ore under the EU window so I have visual indicators of where I bombed during a run.
If you put those leds in the statusbar I can see the processing of the ocr (in case of background noise)
I'll add this to the wishlist. One question? Statusbar of nrf or did you mean that tasktray in the taskbar? Or, I can imagine a seperate window which you can position where you find is best.
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Old 01-22-2007, 17:30   #74
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Squee, I'm simply awestruck at the amount of time you continually pour into the NRF project and I would love to +rep you every second of the day for it if I could!

The only complaint I have at all is that it is often difficult to get to the irken-invaders web site at all. It keeps timing out on me, so I am not able to download the newest version of NRF or even get to the irken-invaders main page. Do you think this is just due to being over-run with visitors, or could it be to lack of bandwidth?
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Old 01-22-2007, 17:34   #75
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Statusbar of nrf please, because I run 2 instances of the program at the same time :-)
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Old 01-22-2007, 18:24   #76
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Quote:
Originally Posted by Brickwit View Post
Squee, I'm simply awestruck at the amount of time you continually pour into the NRF project and I would love to +rep you every second of the day for it if I could!

The only complaint I have at all is that it is often difficult to get to the irken-invaders web site at all. It keeps timing out on me, so I am not able to download the newest version of NRF or even get to the irken-invaders main page. Do you think this is just due to being over-run with visitors, or could it be to lack of bandwidth?
You can give 60 +rep's in a minute. Damn thats fast! Anywayz...

It's a badly tuned server . I got a heavy process running for hours at night ( afternoon/evening in the US ) that generates the 1000's of graphs used for my auction stats. But after I did some updates on the server, that process hangs the system bigtime. I can't even login to the shell from a local system. I havent spent alot fixing it as nobody complained about time-outs. Now I got a complaint, so ill check it soon The server has 1Mbit up only but thats normally fast enough. Means the download of the full nrf zip would take less then a minute to download. I am working on mirrors, but im also working on the next update of nrf as well as vista support as well as fixing bugs, as well as setting up a save svn enviorment for some other projects.


Basically the server runs normally every day except between midnight or 1am MA time till 6AM MA time. Thats when its normally slow or as it is now, almost unreachable.

Quote:
Originally Posted by Teranoz View Post
Statusbar of nrf please, because I run 2 instances of the program at the same time :-)
But in time ( can't remember by head if it was your idea ), you could make a difference between those 2 in one instance Something about making it clear if a drop was a bomb or drill.

Otherwise you would have 2 statusbars, or 2 icons in the tasktray or 2 special windows to position yourself It still doesnt matter where if you run it once, twice or 20 times.

--
Edit
---
I didnt want to bump the thread but I didnt wanna mention the progress to the update:
1. All settings are remembered now. Window sized, frame sizes etc.
2. The grid display has ( skills ) been replaced with an hand written grid component with extended options, like sorting, row/column moving and more caching for speed. The results in term of speed is very noticable, even on my ATHLON X2 3200. This will also speed up recording skills while displaying large skills logs as that really unnecessarily slowed it down.

I will be finishing the skills grid, then either release it, or see a way to recode the mining run grid as well within a short time. The grid component itself has cost me about 8 hours so far and is maybe 50% finished, but its implementation for skills is at 80% already.

Last edited by Squee; 01-23-2007 at 17:58. Reason: added update progress
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Old 01-24-2007, 16:44   #77
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I have spent many hours last night and converted the skills tab and its looking good. Only have one or 2 things left to test, and I will release this version before I continue converting the mining log grid. But..........

Before I release the update, are there any more small bugs found that havent already been reported? Last night noticed that for me LWT was only recorded in whole levels instead of %, but couldn't notice any other skills that had the same bug.

I am kinda nervous as the new gridcomponent does alot of memory tricks.. 1000+ extra lines of code, alot of it to keep the memory in tact while the grid changes with user actions. When the update is available, and you have a somewhat larger skill log, keep an old version and check the speed difference.
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Old 01-28-2007, 00:02   #78
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Yes, I know, I have said alot of words about the upcoming update. I promisee alot. Now you guys can check for yourself. Many bug fixes, many new features. It's here

Some notes & highlights:

I added an amateur disclaimer, telling you what my good intentions are, repeating where MA stands on this, and explaining what im doing about security, privacy where needed, and even explained the possible risks. Its available in txt format but also visible in NRF itself.

The sortable grid ( skills only atm ):
- Rightclick a colum to sort it.
- Drag skills up and down to reposition them
- As previously mentioned, compare the speed difference with the old version when toggling visibility or recording skills using a large log.

Remembering settings:
It remembers all windows settings, including size and position. There are a few things it doesnt remember yet: Depositlog settings ( only 2 ) or your current map view. Sorting of the grid will not be stored. Atleast not for the time being.

1 of the public wishes have been implemented. The other ( sortable grids ) is halfway. Some other non-public requests have been implemented as well as it only costs 5 minz per issue. Next update will have sortable grids for the mining section. I will how ever already remove these wishes from the wishlist and restart the wish voting. Direct link from within NRF to the wishlist is also available now.

The update has had many hours in the new grid components. Alot of 1000+ lines of code is to use several customized buffer, that constantly dynamically adjust to your settings, but hand written and only tested by me. I have tried to test it to all extends and all possible issues, but a memory error still might occur. Not to scare you off, but it might be less stable then a previous version cause of this added code.
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Old 01-28-2007, 16:47   #79
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Awesome job! I especially like the feature that skills can be re-ordered and the fact that NRF now remembers the settings (especially the one that EU is running in windowed mode ).

Thanks for the update

Maybe a *small* feature request ;-) :
When calculating skills, could you take the full health as opposed to the current health level? I don't think it is very usefull to have you current health level in the nrf snapshots, as it regenerates in a few minutes. But I can also imagine that it is a bit more difficult to do, because all other 'skill' levels are in the same place as the current health level.

Last edited by Borr; 01-29-2007 at 06:20. Reason: added feature request
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Old 01-29-2007, 17:10   #80
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Quote:
Originally Posted by Borr View Post
Awesome job! I especially like the feature that skills can be re-ordered and the fact that NRF now remembers the settings (especially the one that EU is running in windowed mode ).

Thanks for the update

Maybe a *small* feature request ;-) :
When calculating skills, could you take the full health as opposed to the current health level? I don't think it is very usefull to have you current health level in the nrf snapshots, as it regenerates in a few minutes. But I can also imagine that it is a bit more difficult to do, because all other 'skill' levels are in the same place as the current health level.
I think thats the reason, but I could try to add it. I already added it to the wishlist Got one more grid ( mining ) to update anyway before I seriously will work on requests again.

--

Wounding doesnt parse, thats been reported. Any other skills ppl know have problems? ( I hardly have unlockable skills so those are by default hardly tested by me ).

I have also updates the buglist which now contains some simple solutions for users for some bugs.


The update itself has hardly brought any new bugs so far Which makes me happy.

--
Some annoying but unexplainable bugs from previous versions:

Are there any ppl with screenshot problems, or programmers that have experience with making screenshots and recognize the following issue?
Screenshots on some systems ( only reported by one person atm, but a known possible problem ) make "half rendered" screenshots. I have no clue why this happens atm. If nobody knows here, ill goto newgroups or other sites to ask arround

Are there any ppl where recording from ingame stops without any known reason?

The Vista rights system cause some problems. Im trying to get a working copy of Vista at work so I can investigate myself ,or actually time to install the licence of Vista we already have. For now, I have some helpfull ppl providing me input.
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