Autospawn with squad URL + say "set" button + launch time reduced from minutes to mere seconds https://xwvassal.wordpress.com/2018/11/28/x-wing-vassal-module-8-2-5-quick-launch-and-fixes/
Complete list of changes:
@Mu0n:
New features:
- ‘Say “set”’ button in the player window that outputs “set” to chat with a timestamp, player name and player number
- add reported text for when hull, shield, force and charge are changed on a ship. Concerns about even more slowdowns here.
- 3rd autospawn method: interpret shared URLs from the official FFG builder and YASB2 url work
Cleanup and Optimizations:
- Launching the module could take anything between 30 seconds to 5 minutes, since every element (pilot and upgrade card, ships, dials, etc) were verified against the online depots I have set up online. It would stop the scan whenever the first missing element in the list was found. Therefore, a player having everything was punished by having the scan run the whole length. A massive overhaul of this system was remade and local files are kept on hand whenever feasible and a simple version number is compared online to a local copy. The launching time is cut down to mere seconds instead. This was pretty hard to do with the vassal engine limitations and OS write permissions. 2 local files will be created in the same folder as your module. Make sure you have writing permissions in that folder (it should be automatic, since you did put your module in that place…)
- The Pieces window no longer carries 1.0 ships. Those pieces were not used directly by the 1.0 Squad Spawn anyway, they were deprecated relics.
- All epic 1.0 ships have been regrouped in the Pieces/Epic 1.0 tab
- Clicking on another player’s ‘2.0 Spawn’ button will no longer cause a delay (related to fetching the remote data) before telling you you can’t spawn for another player.
Autospawn Bugs Squashed:
- Dial Mask images are back. A new type of dial will arrive in the module at some point, but for now, old school dials will be used. When hidden, the dials (for most ships) will no longer disappear and only display the dial text tag. This is just a quick, hackjob patch and wave 2-3 ships won’t have proper dials if we ever get to being able to play with them without the next dial type in place.
- A ship type can now make tokens appear during autospawn (e.g. quadrijet transfer spacetug all requiring a tractor token)
- Obstacles (asteroids and debris) now spawn with your list if your XWS has them listed (not available with the official builder, but YASB2.0 supports it)
- The text appearing on upgrade cards (the card title) only shows up if it’s a placeholder card
- Locks (from squad spawn 2.0) now carry the pilot’s name again in their tags
- Charge tokens no longer spawn in stacks of n tokens deep, where n = up to the number of pilots used in your squad.
- Squad Spawn 2.0 didn’t know what to do with a hardpoint upgrade (it only specifies one of three upgrade slots that’s made available on the ship but isn’t an upgrade itself) since it expected cards of that new type. This is now ignored by the module while it fetches the pieces for your list.
- Shortened name tags are now used (as they were in 1.0) on small ship bases, as well as on their corresponding lock tokens
- The first upgrade card is no longer weirdly under the pilot card, too far to the left
Ship Pieces Bugs Squashed:
- The bank barrel rolls are now visible right click menu options (they worked nevertheless in the last 8.2.0 version, but they just weren’t visible).
- The hull value is now able to go up to 13 (deci + hull upg) for Ahri Kim
- Ship tokens are now hull and shield adjusted in case there’s the +1 hull or +1 shield upgrade card
- Cargo Drop functionality is back for small, medium and large (CTRL-ALT-SHIFT-C)
- Barrel rolls and decloaks now report “This *pilot name* has repositioned” in the chat window
Misc Bugs Squashed:
- Structural damage is not supposed to be repairable. The card is now fixed (new version provided by Ablazoned, who made the 2.0 deck art images)
- Both Loose Stabilizer critical cards used the Hull Breach art instead. This has been rectified.
- Autorange bug uncovered by evcameron: front or back autorange could sometimes miss a better shortest line depending on a specific combination of attacker and defender size. The problem was the criterium which was used to determine the “closest attacker arc edges” and the “closest defender corners”. More lines were added to the pool of lines up for consideration and the function which calculates the best (shortest) distance now picks the correct choice.
@MrMurph:
Tool:
- Made a standalone tool for adjusting the file images used for pilots and upgrades and destined for the over-the-air content auto-updater; this tool also detects missing files, mismatched entries between the community’s xwing-data2 data repo (managed by Guido Kessels), the module and the over-the-air repo, etc. Really useful for adding new content to the module and making the auto-updater shine even more than ever as well as reduce the stress of making mistakes while processing new content.
Bug Squash Help:
- Helped locate the bug about missing the pilot tag on the target lock tokens.