XML Gen tool - New screenshots for Build 7

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Premier2k
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XML Gen tool - New screenshots for Build 7

Post by Premier2k »

Hey all,

Code Complete(build 7) Status: 90%
Design Status: [Fixed]

---------------------------------------------------------------------------------------------------------
Planned Future changes
  • * Database support? (Do people want to write information to a database?)
    * Add support for complete export of all items [ongoing]
    * Add detailed help files
    * More logging
Please let me know if there is anything else you would like to see added to this.
---------------------------------------------------------------------------------------------------------

Build 6 in test
Build 6 is now with my testers, can I give a big thanks particulary to ender516, cairnswk, sinctheassasin and thenobodies80 who have all given lots of suggestions so far.

Current screenshots
Thought I'd post up some images for the tool. I have modified the gui to be brighter with better icons and not so blue! :lol:
See what you think, I'm looking for some ideas on what to put in the space on the first screenshot!

Image
Image
Image
Image
Image


Fixes in Build 6
Bugs fixed in this build (Reported by)
Fixed graphical issues (thenobodies80)
Fixed Continent Remove bug (thenobodies80)
Fixed NullExceptionError (Ender516)
Fixed Definition of bombardments is muddled (Ender516)
Fixed Territory list corruption (myself)

Features added! (Suggested by)
Added map size restrictions (thenobodies80)
Added Co-ordinate checks for territories (thenobodies80)
Added more logging (cairnswk)
Added About screen (Myself)
Added Menu bar (Myself)




Fixes in Build 5
Fixed killer neutrals
Fixed final page not closing and duplicating the XML
Added more logging
(SELF)Fixed some debug code to check collection data (System.Diagnostics.Debug)

Fixes in Build 4
Minor bug fixes
Add backwards navigation so more control of your xml's than ever before!
Add territories but no time to finish? Now you can save your territories and re-import them later!

Fixes in Build 3
Processes end when application closes
Modified underlying code to later support backwards navigation

Fixes in Build 2
Map tag properly closed
Borders tags now show borders correctly
Fixed incorrect cast when using Clone() method
Help button now produces a temporary message
Exit button now functioning
Default values removed
A check to ensure number of territories created and assigned is equal
Fixed exception error caused by Add button
App no longer hangs at end of XML creation in some circumstances
Added .ico
Added version number
Added more logging
Territories list is now re-ordered after adding territories


Issues to look out for
  • 1. Issues with storing and retrieving information
    2. Tool tips missing
    3. Button functionality
    4. General improvements as a whole in terms of useability
    5. Support for Vista
    6. x64 compatability (not supported, but interested to know if it works and any issues)
As builds progress functionality will be improved and hopefully so will user experience.
Now to keep track of defects raised, I am currently setting up a bug tracking system (Mantis) which I hope to have available in the next few days. When testing starts I will assign all my testers a log in, which they can use to view current defects and raise bugs. PLEASE check if a defect has been raised before you raise it.

When raising an issue, please give a descriptive Subject and detailed Steps to reproduce so that I can reproduce the bug easily, the better the report, the quicker and better the fix!
You will also be able to close bugs when I have marked them as RESOLVED. (If they pass re-testing!)

DISCLAIMER: This has been built and part tested on XP SP3, if anyone has a Vista machine they would like to test on then please do. But I must stress it has not been tested at all on any other platform therefore I cannot guarantee what will happen after installing! Do so at your own risk!
I will test it myself at some point on other platforms, so if you'd rather wait then please let me know.


Currently the people signed up for testing are:

TaCktiX
MrBenn
ender516 - XP
thenobodies80 - Vista
cairnswk - XP Home
WidowMakers
sinctheassassin - Vista x64

If anyone else would like to test drive this (or be removed from the testing list) then please let me know either in thread or PM.
Last edited by Premier2k on Wed Oct 21, 2009 9:06 am, edited 35 times in total.
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Re: My own XML Gen tool

Post by TaCktiX »

I looked at the screenshot and thought in two seconds "wow, that caption is so retarded." How about simply "Territories"? But beyond that...

- Instead of "Enter your territory names", "Enter a territory name".
- Title the box that will contain all added territories.
- Rename the Item(s) with Territor(ies).
- There is no mention of WHAT you're exporting and importing from (I assume the XML). It's convention to add an ellipsis (...) whenever a button you press will bring up a dialog box beyond it.
- "Next >" would be better served with "Next Step (<whatever's next>)".
- Instead of entitling the box "Territories", keep us in mind of the application name itself (I assume "Premier2k's XML Generator"). All the other clues on the dialog will remind us of what we're working on.

I've done extensive designing on UI's during my years of tinkering with program code, so that's how I have a bullet list of improvements. ;)
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Re: My own XML Gen tool

Post by Premier2k »

TaCktiX wrote:I looked at the screenshot and thought in two seconds "wow, that caption is so retarded." How about simply "Territories"? But beyond that...

- Instead of "Enter your territory names", "Enter a territory name".
- Title the box that will contain all added territories.
- Rename the Item(s) with Territor(ies).
- There is no mention of WHAT you're exporting and importing from (I assume the XML). It's convention to add an ellipsis (...) whenever a button you press will bring up a dialog box beyond it.
- "Next >" would be better served with "Next Step (<whatever's next>)".
- Instead of entitling the box "Territories", keep us in mind of the application name itself (I assume "Premier2k's XML Generator"). All the other clues on the dialog will remind us of what we're working on.

I've done extensive designing on UI's during my years of tinkering with program code, so that's how I have a bullet list of improvements. ;)
I'm glad you pointed out the caption, I wasn't keen on that either!. :lol:
I agree with all bullet points you've made, I'll make the much needed changes. (I'm soooo bad at designing forms)

Keep the suggestions coming! =D>

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Re: My own XML Gen tool

Post by yeti_c »

Pink/Peach = Fail

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Re: My own XML Gen tool

Post by e_i_pi »

tacktix wrote:I looked at the screenshot and thought in two seconds "wow, that caption is so retarded."
yeti_c wrote:Pink/Peach = Fail
Come on guys, lift your game. P2K is working on something for free for the site, he's not burdening you with a problem. The least a Foundry Assistant and CC mainstay could do is be a bit more welcoming, especially in light of the 'Combatting Foundry Elitism' thread.
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Re: My own XML Gen tool

Post by samuelc812 »

I'm liking this tool :)

The only thing i would change is the colours, i'm not real keen on the peach, perhaps some different shades of light blue would be nice :) Also the buttons don't really look like buttons for me, but they'll do if you don't feel like changing them ;)

Keep up the good work 8-)
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Re: My own XML Gen tool

Post by Premier2k »

Thanks for your useful advice yeti.... :(
e_i_pi wrote:Come on guys, lift your game. P2K is working on something for free for the site, he's not burdening you with a problem. The least a Foundry Assistant and CC mainstay could do is be a bit more welcoming, especially in light of the 'Combatting Foundry Elitism' thread.
Thank you for your kind words e_i_pi, I wasn't offended by TaCtiX comments, I actually thought that was quite funny and he backed it up with some good suggestions. Yeti however.....
samuelc812 wrote:I'm liking this tool :)

The only thing i would change is the colours, i'm not real keen on the peach, perhaps some different shades of light blue would be nice :) Also the buttons don't really look like buttons for me, but they'll do if you don't feel like changing them ;)

Keep up the good work 8-)
Thanks Samuelc812, I was just walking down my stairs thinking, "I wonder how a light shade of blue would look?" So I'm gonna change that. :lol:
The buttons? Yes I'm not too keen on them, I'll have a look at changing them.

I'll try and get another screenshot up today, maybe a different screen as well!

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Re: My own XML Gen tool

Post by Premier2k »

new screenshots!

Image Image

or

Image Image

I have made some changes as per TaCktiX and Samuelc812's comments.
Still not happy with it though, there is something missing.

Which of the colours do you prefer?

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Re: My own XML Gen tool

Post by WidowMakers »

Premier2k wrote:Which of the colours do you prefer?

Premier2k
I say as long as it works and is readable, colors do not matter and can be fixed after it is done.
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Re: My own XML Gen tool

Post by Premier2k »

This is true! I can change the colours in subsequent versions. However it would be nice to get a fairly decent colour off the bat though.
Will keep plugging away at the code and try and get a build out by the end of the week.

I may be looking for some testers, anyone interested in taking this on and testing for me?

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Re: My own XML Gen tool

Post by TaCktiX »

I'll abuse, misuse, and otherwise torment your code as you wish.
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Re: My own XML Gen tool

Post by yeti_c »

e_i_pi wrote:Come on guys, lift your game. P2K is working on something for free for the site, he's not burdening you with a problem. The least a Foundry Assistant and CC mainstay could do is be a bit more welcoming, especially in light of the 'Combatting Foundry Elitism' thread.
Didn't realise that you'd had a sense of humour bypass... then again - you are an aussie?!

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Re: My own XML Gen tool

Post by Premier2k »

Ok, I need to know exactly how the min reinforcements work?
I'm looking at the XML Tutorial page and I'm seeing this:

Code: Select all

    <minreinforcement>2</minreinforcement>
    <reinforcements>
       <reinforcement>
          <lower>1</lower>
          <upper>12</upper>
          <divisor>2</divisor>
       </reinforcement>
       <reinforcement>
          <lower>13</lower>
          <upper>42</upper>
          <divisor>6</divisor>
       </reinforcement>
    </reinforcements>
What is the lower/upper and divisor?

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Re: My own XML Gen tool

Post by TaCktiX »

Between 12 and 1 territories, you get 1 army for every 2 territories held. Between 42 and 13 territories, you get 1 army for every 6 territories.
Between <upper> and <lower> territories, you get 1 army for every <divisor> territories held.
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Re: My own XML Gen tool

Post by yeti_c »

TaCktiX wrote:Between 12 and 1 territories, you get 1 army for every 2 territories held. Between 42 and 13 territories, you get 1 army for every 6 territories.
Between <upper> and <lower> territories, you get 1 army for every <divisor> territories held.
Yeah - remember it's the floor of that too...

min reinforcements is the lowest number of reinforcements you can have (at the moment this is limited to 1)

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Re: My own XML Gen tool

Post by Premier2k »

Thanks Guys, so what about this?

Code: Select all

    <minreinforcement>3</minreinforcement>
    <reinforcements>
       <reinforcement>
          <lower>1</lower>
          <upper>42</upper>
          <divisor>3</divisor>
       </reinforcement>
    </reinforcements>
It says that
You always get a minimum of 3 but you start to get more once you hit 12 for every 3
so where in that block of code does it say to only give 3 armies until you have 12+ territories?

Also, I assume there are 42 territories on the classic map?

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Re: My own XML Gen tool

Post by thenobodies80 »

Premier2k wrote:Thanks Guys, so what about this?

Code: Select all

    <minreinforcement>3</minreinforcement>
    <reinforcements>
       <reinforcement>
          <lower>1</lower>
          <upper>42</upper>
          <divisor>3</divisor>
       </reinforcement>
    </reinforcements>
It says that
You always get a minimum of 3 but you start to get more once you hit 12 for every 3
so where in that block of code does it say to only give 3 armies until you have 12+ territories?

Also, I assume there are 42 territories on the classic map?

Prem.
it says that you'll receive always a minimum of 3 armies.
But there's a divisor so:

12 (territory count) / 3 (divisor) = 4

the next example in the xml guide could help you to understand better how it works:
Lets say we want to change it so you are only guaranteed 2. Then for the first 12 territories you gain 1 for every 2 you own. After that we want to make it so that you gain 1 for every 6. Now we can! It sounds complex but the code is easy:

Code: Select all

<minreinforcement>2</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>12</upper>
      <divisor>2</divisor>
   </reinforcement>
   <reinforcement>
      <lower>13</lower>
      <upper>42</upper>
      <divisor>6</divisor>
   </reinforcement>
</reinforcements>
1 to 12 (territory count) / 2 (divisor)
13 to 42 (territory count) / 6 (divisor)

with minimum of 2 armies
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Re: My own XML Gen tool

Post by Premier2k »

The app is coming along nicely now, I've had to make a few changes to some of the code I've written as I ran into some unexpected issues, but it's coming along. :D
I'm hoping to paste some screenshots over the coming days. I have a list of all those that want to test for me, as soon as I have a build I'll PM you all with a location and some instructions!

Thanks guys!
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Re: XML Gen tool - New Screenshots!

Post by Premier2k »

Some new screenshots as promised on first post.

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Re: XML Gen tool - New Screenshots!

Post by WidowMakers »

This looks like it has the potential to be VERY VERY good.
I am excited to see it finished.

WM
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Re: XML Gen tool - New Screenshots!

Post by Premier2k »

WidowMakers wrote:This looks like it has the potential to be VERY VERY good.
I am excited to see it finished.

WM
Thanks WM! It's certainly on it's way!!

It would be good to know that this might be of benefit to somebody. Though I appreciate the majority of our more 'seasoned' map-makers won't use it, I do hope this tool will alleviate some fears for those who aren't experienced in generating XML files and hopefully encourage more maps to be made.

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Re: XML Gen tool - New Screenshots!

Post by the.killing.44 »

Sweeeeeet.

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Re: XML Gen tool - New Screenshots!

Post by WidowMakers »

Premier2k wrote:the majority of our more 'seasoned' map-makers won't use it
Prem.
I don't know about anyone else, but if it works well and there are no issues, I will easily use it for my maps. I will however most likely use Jotas map coordinate tool with it. typing in teh coordinate is very time consuming on a large map.

WM
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Re: XML Gen tool - New Screenshots!

Post by cairnswk »

WidowMakers wrote:
Premier2k wrote:the majority of our more 'seasoned' map-makers won't use it
Prem.
I don't know about anyone else, but if it works well and there are no issues, I will easily use it for my maps. I will however most likely use Jotas map coordinate tool with it. typing in teh coordinate is very time consuming on a large map.

WM
I agree WM. It would be good if Premier2K could incorporate the Import map into this program so that one can click on the map to give the x & y coordinates automatically. [-o< [-o<
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Re: XML Gen tool - New Screenshots!

Post by Premier2k »

cairnswk wrote:
WidowMakers wrote:
Premier2k wrote:the majority of our more 'seasoned' map-makers won't use it
Prem.
I don't know about anyone else, but if it works well and there are no issues, I will easily use it for my maps. I will however most likely use Jotas map coordinate tool with it. typing in teh coordinate is very time consuming on a large map.

WM
I agree WM. It would be good if Premier2K could incorporate the Import map into this program so that one can click on the map to give the x & y coordinates automatically. [-o< [-o<
Hmmm... Perhaps in a later version I'll look at doing that. I never intended to replace Jotas X/Y tool but maybe I can look into it. ;)

Prem.
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