Supremacy Pre-Release Download
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Jade wrote: OMG OMG OMG OMG!!! I was playing last night for 30 mins, EXTREAMLY AWESOME! Im soooo going to play this tonight. Great work!! The dream of Boft2 is coming together Cant thank you enough for all the effort your putting in! Nothing like some nice, enthusiastic feedback to keep me motivated . Thanks! Jade wrote: I love Mstrobel for making the game Yay, somebody loves me . Jade wrote: I love the Ship paths and way points there working well !! I love the fuel system !! I love the menus they look amazing !! The waypoints are one of my favorite features as well . The fuel system will need to be tested a bit to make sure it really works well, but so far so good. I wish I could take all the credit for the nice menus, but Joel Bailey has helped a lot with the UI design and layout, and Microsoft put together a great graphics system. Jade wrote: The whole game has a new exciting feel to it this is the main thing that i wanted and well done for getting a multi play demo out so early it will allow me to test lan games for you Yeah, I've been pretty happy with the feel of the game so far. Some parts (the galaxy grid) took several revisions before I was happy with them, but I think it was worth the extra time spent. Jade wrote: Youve done such a fantastic job so far, i can see the effort that gone into this. Thanks, really appreciate the encouragement . It's been a lot of work, no doubt, but on the whole it's been a lot of fun. Jade wrote: All hail Mstrobel! your games going to blow us all away! Please, call me "your holiness" (lol, just kidding ).
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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29 Jan 2007, 17:00 |
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Jade
Lieutenant Junior Grade
Joined: 26 Aug 2005, 01:00 Posts: 186
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Hahaha yeah ok "your holiness"
Ill be testing tonight and also DL'ing BotE
Hopefully Ill be able to help find bugs ect and help with some surgestions tonight when i have the time to really look properly at all the functions etc
But like i said from what i saw last night it looks real good
EDIT
Plz ignore spelling misstakes i have to type real fast because im at work in office
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29 Jan 2007, 17:08 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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No worries about the spelling mistakes .
I'm at work, too. But I don't have anything to do at the moment. My boss was supposed to be back from Bolivia today, but he's nowhere to be found. ::shrug::
Definitely download BotE, but make sure you grab the English files . Their game is a lot farther along than mine.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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29 Jan 2007, 17:13 |
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Coopa
Cadet
Joined: 24 Sep 2005, 01:00 Posts: 94
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Ok so I managed to get rid of the presentation foundation thing. Therefore I no longer have (apparently) any .net 2 left.
But .net 3 is now not installing..Urgghh..Grrr.
I'll plod on with it...
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29 Jan 2007, 18:26 |
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Paddy
Crewman
Joined: 23 Nov 2006, 01:00 Posts: 39
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Hello all
mstrobel AWESOME job on the demo so far you have a lot to be proud of. But a problem keeps coming up in every new game I start. after a number of turns (it veries) an error comes up: unhanded Exception. heres the error message
Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
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Value cannot be null.
Parameter name: textToFormat
at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground, NumberSubstitution numberSubstitution)
at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground)
at Supremacy.UI.GalaxyGridPanel.GetStarText(StarSystem system) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1487
at Supremacy.UI.GalaxyGridPanel.UpdateSectors() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1394
at Supremacy.UI.GalaxyGridPanel.Update(Boolean updateSectors) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1060
at Supremacy.UI.GalaxyGridPanel.Update() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1052
at Supremacy.Client.GalaxyScreen.OnApplyTemplate() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyClient\GalaxyScreen.cs:line 446
at System.Windows.FrameworkElement.ApplyTemplate()
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at Supremacy.Client.GameScreenStack.AddScreen(GameScreen gameScreen) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyClient\GameScreenStack.cs:line 57
at Supremacy.Client.GameWindow.CreateGameScreens() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyClient\GameWindow.xaml.cs:line 726
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Value cannot be null.
Parameter name: textToFormat
at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground, NumberSubstitution numberSubstitution)
at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground)
at Supremacy.UI.GalaxyGridPanel.GetStarText(StarSystem system) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1487
at Supremacy.UI.GalaxyGridPanel.UpdateSectors() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1394
at Supremacy.UI.GalaxyGridPanel.Update(Boolean updateSectors) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1060
at Supremacy.UI.GalaxyGridPanel.Update() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1052
at Supremacy.Client.GalaxyScreen.RefreshScreen() in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyClient\GalaxyScreen.cs:line 694
at Supremacy.Client.GameScreen.GameScreen_Loaded(Object sender, RoutedEventArgs e) in C:\Users\Mike Strobel\Workspace\Supremacy\SupremacyClient\GameScreen.cs:line 101
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at MS.Internal.FrameworkObject.OnLoaded(RoutedEventArgs args)
at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
at MS.Internal.LoadedOrUnloadedOperation.DoWork()
at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
----------------------------------------
hope that helps but anyway great game so far
Paddy
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29 Jan 2007, 20:18 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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@Paddy: ah yes, I remember getting that error back a long time ago. I haven't seen it in a while, so I assumed it was fixed. The log file was very helpful, thank you. I'll try to track down the problem for the next release.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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29 Jan 2007, 20:27 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Quick quetion Mike,
46 ooo lines of code so far (impressive) , do you think your motivation is strong enough to complete game, honestly?
_________________ Carpe Diem
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29 Jan 2007, 20:37 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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I believe I can answer this one for him: there is really no way to know that in advance seriously it depends on you guys posting and keeping him happy here like Jade did. I mean come on, he rips his ass off (kinda german expression, don't know if it corresponds correctly to the english equivalent ) here for us all. btw. this endeavour here is surely taking its toll in terms of time investment so it only makes sense if your job and personal life don't suffer from it. But I'm sure as long as that is not the case mstrobel is motivated enough on his own to do the job and complete it. Of course there is a learning curve in doing this here in terms of programming skills but there is also much "dull" work to do that is just needed for the game to be a real botf game. That work should be the most disencouraging (at least in my opinion).
Still, keep posting guys (and also on our forums of course lol)!
Last edited by Malvoisin on 29 Jan 2007, 21:28, edited 1 time in total.
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29 Jan 2007, 21:25 |
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Coopa
Cadet
Joined: 24 Sep 2005, 01:00 Posts: 94
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Wahey I got it working.
And it is very good! Very good indeed. I would love to see this develop into the full thing. Great job Mike.
One thing which is purely on the technical side...
After about 26 turns, the game was going very slowly indeed - I couldn't do much at all. Is that just me. My computer should easily hold this game (as it is isn't much to processing is there?) Could there be a memory leak?
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29 Jan 2007, 21:27 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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@Zeleni: Malvoisin's answer is absolutely correct. It's all a matter of free time and motivation, both of which are impossible to predict. If I perceive a strong public interest in the game, I feel strongly motivated to work on it. If the forums are a ghost town, I might let it slide for a while. I'm definitely learning a lot, so at the very least I have some of my own motivation to keep working.
@Coopa: In the past, I've tested for a few hundred turns without detecting any slowdown. However, I have made a lot of changes since then, so it's always possible that I've overlooked something. I'll make a note to do some profiling this weekend and see if I can find the cause. Have you verified that you can reproduce the problem?
Has anyone else noticed a slowdown after a certain number of turns in the latest demo? If so, can you confirm that it was or was not happening before on your system?
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
Last edited by mstrobel on 29 Jan 2007, 22:30, edited 1 time in total.
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29 Jan 2007, 22:01 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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mstrobel wrote: If I perceive a strong public interest in the game, I feel strongly motivated to work on it. If the forums are a ghost town, I might let it slide for a while. I'm definitely learning a lot, so at the very least I have some of my own motivation to keep working.
Dont give up, legions of people wait for Supremacy like thirsty men water in desert!
No sign of slowdown....
_________________ Carpe Diem
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29 Jan 2007, 22:26 |
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Winterhawk
Commander
Joined: 30 May 2005, 01:00 Posts: 1137 Location: Northglenn, Colorado - U.S.
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This is distrubing to me. As the 4 Quadrants Morale Admiral I worked hard to boost it up from its former state. Does this mean I am about to be demoted?? ( See main forums thread Resurection ).
mstrobel, i need to get the current download, but I'll be happy to ake a look and record all my moves as well. Tracking might help you save some time.
Might be a good idea if everyone who is searching this out to do the same, as it would save a lot of time searching through tons of code.
just a thought..
_________________I'm A Romulan with an Attitude and I'm not afraid to use it!
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29 Jan 2007, 22:32 |
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Jade
Lieutenant Junior Grade
Joined: 26 Aug 2005, 01:00 Posts: 186
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Hehe had fun last night no bugs as such to report at the present altho i did crash twice once on turn 5 and once on turn 87. Probably just my PC. Ill keep playing tho and keep you posted on my findings
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30 Jan 2007, 10:39 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Reading your posts Mike I ve found out that 3d combat is your hardest job in Supremacy, is it possibbile to use open source engine for battle in Supremacy?
_________________ Carpe Diem
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30 Jan 2007, 13:33 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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OpenGL is currently not supported (I think) by Windows Vista so it might be difficult to get something done without the use of DirectX..
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30 Jan 2007, 15:04 |
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Azhdeen
Lieutenant
Joined: 31 May 2006, 01:00 Posts: 451
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There would need to be an engine that is capable of being integrated without too much difficulty. Also, the BotF style of combat is rather unique as in that it is almost entirely scripted; the player simply picks which script (order) they want the ship to do.
I'd wager a bet that it might be easier, and probably more effecient for the program itself to build it from scratch. This is something I want to look into... if I can find some time.
_________________ -Azh
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30 Jan 2007, 15:07 |
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Coopa
Cadet
Joined: 24 Sep 2005, 01:00 Posts: 94
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Update on the lagging factor.
Tried again. By about turn 30 it was just as bad. I had played on a huge galaxy (as opposed to small) so that didn't make much of a difference. And I had extracted the files out of the RAR before playing them, unlike the first time.
The game was using the computer 97-100% through the time and had increased its size while playing.
Some more general comments.
In the Sol system I had built tens of each building before the first upgrade was available and I think I probably was too able to do that, and it meant I had nothing to build in Sol. Maybe issue for balancing.
Colony Ships seemed to have too good a start for a colony, a building of everything and all. I would like that toned down perhaps. Maybe issue for balancing.
The frigate I took 5 turns to be completed, when the cruiser I which was better in nearly every way only took 3 turns to be completed.
Why was the build time difference between the industry and universities so different to the others (I know this was in original BOTF 1 but still don't like it) - perhaps the different races should have discounts on what they are more suited to. (Fed - Uni's. Roms - Intel etc)
I thought having farms available through just science upgrade in Bio was better, and the same with the other buildings - made more difference between the techs. Allowed for a bit of diversification and that is good.
A few questions.
I don't quite understand how the resources work, and how that links to the figures on the system menu for what they produce. Didn't seem to correlate. And also what factors are in ship building?
Sorry if this sounds like criticism, you are doing a sterling job (I can't impress that enough - as are BOTE) and I thought you deserved some proper feedback and suggestions.
(any chance of some sort of status report on what is on your to do list etc for easier reading on completion)
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30 Jan 2007, 17:57 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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actually scav our ship balancer could need some equally in-depth review of the ship balancing (behaviour in combat, build times etc.) so if you have the double time to take a deeper look into that..?
mike, I undoubtedly owe you that one, i.e. you can do the same in our forums too
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30 Jan 2007, 18:12 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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@Coopa: What is your system configuraiton?
At this stage of development, I'm not ready to start balancing yet. All the ships and buildings were entered exaclty as they appear in the BotF2 database (with maybe 1 or 2 exceptions). Right now I'm just focusing on the technical achievements. The content and unit specifics can be fleshed out later, hopefully by other people. I'm really only interested in working on the programming, not the creative content. That's one of the reasons I decided to work on BotF2 instead of creating an original game--most of the creative work is already done .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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31 Jan 2007, 00:17 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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At this time I am more intrested in look of Cardasian UI and implemtation of minors then balance of game. Balnce will come with time...
Maybe Romulan UI first....
_________________ Carpe Diem
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31 Jan 2007, 14:05 |
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Azhdeen
Lieutenant
Joined: 31 May 2006, 01:00 Posts: 451
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Balance ultimately refers to the strength of each race when compared to every other race in the game anyways.
_________________ -Azh
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31 Jan 2007, 14:47 |
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Coopa
Cadet
Joined: 24 Sep 2005, 01:00 Posts: 94
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Athlon XP 1800+
756mb RAM
Radeon 9600xt
Judging by the fact that I can run games like BF2 smoothly, I just assumed it would work smoothly too.
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31 Jan 2007, 20:11 |
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Azhdeen
Lieutenant
Joined: 31 May 2006, 01:00 Posts: 451
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Coopa wrote: Athlon XP 1800+ 756mb RAM Radeon 9600xt
Judging by the fact that I can run games like BF2 smoothly, I just assumed it would work smoothly too.
Considering your setup, that would be a safe assumption :p
_________________ -Azh
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31 Jan 2007, 22:53 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I would agree with your assessment--that configuration *should* be sufficient. I still plan to do some profiling this weekend, even though I have yet to reproduce any slowdown effects. Then again, my two PCs are an AMD X2 4200+ with 1gb RAM and a 2.16GHz Core Duo with 2gb RAM, so it's hard to get a feel for how the game will run on more common systems .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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01 Feb 2007, 03:09 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I've *finally* gotten around to writing a new music engine for Supremacy. The old one used FMOD and crashed on 64-bit versions of Windows. Hopefully this might fix some of the other crash-on-start issues people have had. I'm not sure how resource-friendly this music engine is, so I'll have to rely on feedback. Let me know if you experience any problems like skipping. If people have problems, I may have to write another one. Download the latest demo and let me know how it works for you.
NOTE:Sometimes the game may crash at the title screen. The source of the crash appears to be wmpeffects.dll (a Windows Media Player library), and I'm not sure what's causing it yet. If it crashes, just restart it. It should work more often than it doesn't. Rest assured, I'll fix the problem once I figure out what's causing it.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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04 Feb 2007, 21:49 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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Lookin awsome, sry i aint been trying the demos as of late but i can see alot has gone into this already since the last time i tryed a demo of yours.
Well done. And no music problems what so ever on my end.
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04 Feb 2007, 23:03 |
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USS_Defiant
Crewman
Joined: 13 Dec 2004, 01:00 Posts: 8 Location: Netherlands
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Ahh double click system works now, thanks for that
My suggestion: please make the fonts easier to read (not the size to be honest that bothers me, its the small ammount of empty space between every letter), i find the yellow circled in the picture above not relaxing to read (as in need to concentrate to read it instad of casual reading) and the red is hard to read for me might be me i dont know but the problem is i cant ''quickly'' check my resourses without having to really try to read it...
Screenshot
So far looks fine tho, botf but better ill keep playing a bit more for now and if i have any suggestion ill post them here.
Edited by mstrobel to replace inline image with link.
EDIT by ussdefiant:
A problem
I made a colony ship.
gave the order to move to teh sector north west.
I pressed turn.
it was still turnign after 2 minutes.
I pressed turn again: crash:
http://img101.imageshack.us/my.php?image=supremacycrashex6.jpg
error.txt wrote: Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks) at System.Delegate.DynamicInvokeImpl(Object[] args) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
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Value cannot be null. Parameter name: textToFormat
at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground, NumberSubstitution numberSubstitution) at System.Windows.Media.FormattedText..ctor(String textToFormat, CultureInfo culture, FlowDirection flowDirection, Typeface typeface, Double emSize, Brush foreground) at Supremacy.UI.GalaxyGridPanel.GetStarText(StarSystem system) in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1487 at Supremacy.UI.GalaxyGridPanel.UpdateSectors() in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1394 at Supremacy.UI.GalaxyGridPanel.Update(Boolean updateSectors) in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1060 at Supremacy.UI.GalaxyGridPanel.Update() in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyUI\GalaxyGridPanel.cs:line 1052
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Quote: HumanClient.JoinGame(): The open operation did not complete within the allotted timeout of 00:00:00. The time allotted to this operation may have been a portion of a longer timeout. Cannot set Visibility or call Show or ShowDialog after window has closed.
at System.Windows.Window.VerifyCanShow() at System.Windows.Window.Show() at Supremacy.Client.GameWindow.GalaxyScreen_TurnCommand_Executed(Object sender, ExecutedRoutedEventArgs e) in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyClient\GameWindow.xaml.cs:line 700 at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding) at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.UIElement.OnExecutedThunk(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.ExecutedRoutedEventArgs.InvokeEventHandler(Delegate genericHandler, Object target) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(RoutedEventArgs args) at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at System.Windows.Input.RoutedCommand.Execute(Object parameter, IInputElement target) at Supremacy.Client.GalaxyScreen.GalaxyScreen_TurnCommand_Executed(Object sender, ExecutedRoutedEventArgs e) in C:\Users\Mike Strobel\Workspaces\Supremacy\SupremacyClient\GalaxyScreen.cs:line 305 at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding) at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.UIElement.OnExecutedThunk(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.ExecutedRoutedEventArgs.InvokeEventHandler(Delegate genericHandler, Object target) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(RoutedEventArgs args) at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at System.Windows.Input.RoutedCommand.ExecuteCore(Object parameter, IInputElement target, Boolean userInitiated) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.Button.OnClick() at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e) at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e) at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.ReRaiseEventAs(RoutedEventArgs args, RoutedEvent newEvent) at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e) at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(RoutedEventArgs args) at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted) at System.Windows.Input.InputManager.ProcessStagingArea() at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input) at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport) at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel) at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
----------------------------------------
_________________ Intel Core 2 Duo E6400 @ 3.2 ghz
2gb ddr-2 800mhz CAS4
6800gs pci-e 256 mb on a light overclock.
1.26 terrabytes of hdd space total
Dual monitor setup: Dell p790 crt+ hp 1730 tft
Logitech g11 illuminated gaming keyboard
Last edited by USS_Defiant on 05 Feb 2007, 02:19, edited 2 times in total.
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05 Feb 2007, 01:05 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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@USS_Defiant: I agree about the text, and I've searched the WPF documentation for a way to adjust the letter spacing, but I have't found one. I will have to either find a different but similar font or edit the existing font. As for the error you encountered, it is a known issue, and I'm looking into it.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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05 Feb 2007, 01:34 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Hmm...it sounds like I have had the same problem as USSDefiant - but when I checked there wasn't ANYTHING in the error.tct file - it was completely blank, even though the error message said the report was in there!
I definitely saw the error message in USSDefiant's screenshot though. It happened the first time I tried playing Supremacy after I got my computer running. I never posted coz without the errror report there wasn't really anything to report.
...That was during the last incarnation of Supremacy, by the way - the before the current version with the music fix.
...
I do have a comment about the music at the moment. When the music reaches the end of the track, it doesn't simply fade out or move onto another piece of music, it just stops. There is silence for a few seconds, and then the music starts all over again. Every time this happens, I keep thinking Supremacy has crashed or something!
Anyone else feel the same?
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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05 Feb 2007, 09:12 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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actually I got some probs keeping up with the pace of mike's updates , still have the 20070127-version, will install the new one asap and look into it
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05 Feb 2007, 09:53 |
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