• JavaFX Update of Staging Screens

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    RoiEXR
    @aardvarkpepper What is a "magic hover spot", exactly? @LaFayette is referring to this special location, where you can put your mouse where it flickers between 2 animation states, which doesn't look nice, nor is it intentional. was grey with text buttons, not all nice with the folders and buttons It still is that way, this thread is discussing future UI improvements.
  • 2.0 Rollout - Reducing 1.9 Bot Server Capacity

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    LaFayetteL
    Decommissioned the 7xx London server, we are down to 1 bot server with 7 game instances on 1.9 Upgrading the 1.9 messaging was surprisingly effective, most users are in the 2.0 lobby
  • Publishing Zip distributable AKA 'All Versions'

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  • Refactoring MustFightBattle

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    T
    I've been working on the offensive subs submerge/withdraw step and discovered that my idea of having a unified valid() check that works for both getNames and execute won't work. In the offensive subs submerge/withdraw step, execute shouldn't run if there is a destroyer present. But getNames is called at the beginning of the round and there might be a destroyer present that will die before execute is called. If getNames doesn't return the submerge/withdraw step, then an error will occur. I was actually able to trigger this error from the master branch when Submersible Subs is false, Sub Retreat Before Battle is false, and a destroyer is present at the beginning of the round but then is destroyed during the round. If Submersible Subs is true and Sub Retreat Before Battle is false, then this error doesn't occur because it doesn't check for destroyers. I'm going to be removing valid() as a public method from the BattleStep interface. Instead, getNames and execute will do their own internal valid check. This check might be the same or different, depending on the step.
  • How to fix staging screen alliances button (missing) feedback?

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    LaFayetteL
    One other option I thought of is if we can change the behavior so it always has some sort of UI update. In essence the toast would actually be doing that. I think the options are: (1) have the alliance button cycle through choices (IMO not good) (2) have the alliance button show a toast (3) hide the alliance button when it would be a no-op If there's no feedback suggestions then will give (2) a go as a toast likely will not hurt. (3) is an option, initially I think it's not great to have controls appearing and disappearing.
  • Bots all crashed!

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    prastleP
    @LaFayette cool! I guess we shall see. Either way this was way better than the last crash. Great Stuff!
  • Scaling TripleA - Getting More Done

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    HeppsH
    @LaFayette I can't speak to a lot of what you are proposing as I am a Luddist by nature and ignorance... my contributions or scope of contributions is limited to my even more limited skill-set. But I am eager to help where the axes of time and skill intersect.
  • Future for tripleawarclub.org domain

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    prastleP
    @LaFayette All good hopefully another year will suffice since no one wanted to keep warclub
  • QA Team + TripleA Release Process

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    LaFayetteL
    Perhaps when we get closer to a release (as we happen to be now), the spreadsheet will be useful for coordination to hone in on a stable version
  • PbF/PbEM Changes - Your opinion counts

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    RoiEXR
    The biggest problem with using a "global email" is that if we did that without any authentication, one could use our service to spam another ones email account and create something like a dos attack. So in any case we'd need authentication, which might defeat its purpose already.
  • Website Improvements

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    Thank You Triplea Couldn't find the previous thank you thread so...been a while and just wanted to say I really appreciate what redrum, Roix, Dan Van Atta, ssloff ( haven't seen you in a while hope all is good ). You guys been kicking ass. Thanks to prastle, panther, cernel, hepps and well... there's a whole bunch of you Thanks for making triplea cool. It makes a few people happy and they then make more people happy Peace Out Rock On TripleA
  • Updating Initial Screens and game hosting screen

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    LaFayetteL
    @hepps I would say no on holding off on future re-designs. What I'm proposing is a next step that is almost required before we can do a larger redesign. Most of the changes are in the code. Meanwhile, it's pretty trivial and very easy now to alter the screen and which buttons are where, so I can incorporate feedback on that quite readily : )

Recent Posts

  • @TheDog said:

    My natural style is terse and some may interpret it as rude.

    lol

    rightarm.png

    🙂

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  • @Cernel i think you could make the argument either wae all im saying here is if there room for all of those primary options why bury any of them? they are distinct modes of play

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  • @ubernaut said:

    @Cernel i believe if we wer to bury the various network game options under a group button the correct terminology would be network or online game vs local game, not multiplayer vs local

    his current layout would seem to have room for those additional buttons so i would argue no reason to bury them in the first place

    I assume under the understanding that Play-by-Email and Play-by-Forum are local game (not network / online game)?

    Anyway, my suggestion remains having the trichotomy Play Online, Play by Message and Play Offline.

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  • @Cernel i believe if we wer to bury the various network game options under a group button the correct terminology would be network or online game vs local game, not multiplayer vs local

    his current layout would seem to have room for those additional buttons so i would argue no reason to bury them in the first place

    read more