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Forget my last post. I got it working in the correct way. On to the next feature.
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So here is the new "grid for graphs" feature:
As you can see you can turn the horizontal and vertical lines off with the "Turns" and "Score" texts on the left. You can also adjust the scale of the score grid with the "Scaling X" dropdown in the top. It was necessary to implement this as the graphs have a different scales over the time of a game. For example when graphs are close together like within the GNP or MFG graphs a Scaling 1 is great, but in the culture or espionage graphs the difference between max and min values of the graph is huge and you need a bigger scaling. Just be aware that when you only see a big block of grey mass, then adjust the Scaling.
For those that would like to turn the grid on/off by default, you can do so in the BUG menu.
April 8th, 2020, 10:06
(This post was last modified: April 8th, 2020, 10:08 by Elkad.)
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Awesome.
No crossloading graphs into Paint to count pixels.
Again, better for casuals. The ubers were going to load them into Paint anyway.
Easier access to information that is already there is always good.
The scaling problem? You could work around that by either adjusting the turnslice (increments of 50), or by using LOG graphs (only in BUG), but no reason to not have your addition as well.
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That grids for graphs is perfect! Great stuff.
On the compass rose: My thinking was more about the way I (and others) mix east and west up when talking about unit moves, etc, so I'd just want it to show an E and a W as part of the interface, rather than have something dynamic that can cope with flying camera.
If you aren't too busy I thought of another request: an option to turn signs on and off would make my life easier.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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(April 8th, 2020, 10:06)Elkad Wrote: Awesome.
No crossloading graphs into Paint to count pixels.
Again, better for casuals. The ubers were going to load them into Paint anyway.
Easier access to information that is already there is always good.
The scaling problem? You could work around that by either adjusting the turnslice (increments of 50), or by using LOG graphs (only in BUG), but no reason to not have your addition as well.
Well I hope that this is also a convenience and time-saver for the ubers, too.
(April 8th, 2020, 10:42)Old Harry Wrote: That grids for graphs is perfect! Great stuff.
On the compass rose: My thinking was more about the way I (and others) mix east and west up when talking about unit moves, etc, so I'd just want it to show an E and a W as part of the interface, rather than have something dynamic that can cope with flying camera.
If you aren't too busy I thought of another request: an option to turn signs on and off would make my life easier.
Ah so you just want a compass rose on there without anything else happening to it. Well that should be doable. I look for a nice one and if I don't find one I ask my wife to draw one.
About your other idea. Well if you would have asked me, I would have guessed that there already is one system in place to do that, but apparently not or I need to dig deeper. Great idea. I will most likely integrate it like one of the buttons on the minimap, you know like the "show/hide resource bubbles", "show/hide grids" etc.
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(April 8th, 2020, 10:42)Old Harry Wrote: If you aren't too busy I thought of another request: an option to turn signs on and off would make my life easier.
I've looked into the code and what the API gives me and I have bad news for this feature. I only get the option to "add" or "remove" signs, but there's nothing to hide them. Of course I could build my own hide mechanism by saving all signs somewhere and remove them on hide and add back all signs from this save on show. But this would mean I have to save them into the savegame file and do the same with an MP game. This is a big undertaking and bound to have mistakes and errors, which is why I diced to not implement this feature. Sorry.
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No worries, thanks for looking at it!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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April 12th, 2020, 16:35
(This post was last modified: April 12th, 2020, 16:38 by Miguelito.)
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While the grid is awesome, would it be possible (and desired?) to have tick labels (numbers) on the axes? So you don't have to second guess what the distance between grid lines acutally means. Also, what do you think of an optional auto-scaling feature: Count grid lines, if not within desicred range (e.g. 5-15) adjust towards next scaling level. I think you'd want maybe 3 pre-defined scaling levels per order of magnitude.
Edit: also, I'd recommend setting
Alternate Views = False
in the Not Just Another Game Clock Mod Config.ini . The percentage of completed turns isn't really useful for our games here I think, and when players miss it, on half the screenshots you can't see which turn they were made, which can be annyoing for lurking.
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(April 12th, 2020, 16:35)Miguelito Wrote: While the grid is awesome, would it be possible (and desired?) to have tick labels (numbers) on the axes? So you don't have to second guess what the distance between grid lines acutally means. Also, what do you think of an optional auto-scaling feature: Count grid lines, if not within desicred range (e.g. 5-15) adjust towards next scaling level. I think you'd want maybe 3 pre-defined scaling levels per order of magnitude.
Edit: also, I'd recommend setting
Alternate Views = False
in the Not Just Another Game Clock Mod Config.ini . The percentage of completed turns isn't really useful for our games here I think, and when players miss it, on half the screenshots you can't see which turn they were made, which can be annyoing for lurking.
The Ticks between the grid line is the value shown in the "Scaling X" dropdown, if that helps. I too thought about an auto-scaling feature, but my first thought was that this could be confusing because you don't always know the ticks between the lines. With the "Scaling X" dropdown you can always determine them. But of course I could make it optional. I see what I can do.
Also great suggestion about the Alternate Views in Not Just Another Game Clock. I will definitly set it to False.
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another very minor one:
in Advanced Scoreboard.ini , set default Display Name = 3 . That way, the scoreboard says Miguelito/India etc., instead of just Indian empire. That is, I think, the most comfortable for lurkers, as they can relate the colour with the player and the civ (you can't get the leader name without dropping the player's though, it seems). Some may prefer 0, which just displays the player names.
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