Poll

SWF Version 1.1 feed back poll!

Five Stars! - Works perfectly, little to no changes needed; few to no bugs.
Four Stars! - Works well, a few changes needed; few bugs.
Three Stars - Works O.K., defanatly needs work
Two Stars - Lots of changes and bug fixes needed.
One Star - Is anywhere from a pice of S***, does not work at all or is pointless or usless.
I prefer Beta v.0.5.2 over v.1.1

Author Topic: Soldat Weapon Factory 1.1  (Read 22448 times)

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Offline vehicledestroyer

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Soldat Weapon Factory 1.1
« on: August 31, 2010, 05:58:07 pm »
UPDATED! 1/27/11.

SWF VERSION 1.1.
Notice that new simulator button?? more info here!





Purpose

There have been many weapon.ini readers/editors But I have found that they offer nothing. SWF (Soldat Weapon Factory) uses the weapon.ini and it's values to generate powerful statistics to aid you in editing and modification production. With this you can create the weapon you 'envision'. It gives you the information you need to work faster and more accurately, without the need to constantly test out your weapons.



v.0.5.2 - v.1.1 Change log:
-Updated text files
-Added bullet trajectory simulator

Download SWF version 1.1.


Download Soldat Weapon Factory 1.1 Source Code!
« Last Edit: March 10, 2011, 10:43:32 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #1 on: September 12, 2010, 01:44:11 am »
Wow. Not one reply. Unfortunate, yet it gave me the "Kick" to just code it my self. I'm not very good and I'd really like some help, the more I code the more errors and crashes I'm getting. I've gotten a few things working and I've found some problems with my original formulas, so some things above have been updated. If you want to take my ideas and start working on something let me know. If you have suggestions I'd love to hear them. If you find some thing wrong with my outline by all means tell me I need to know. I had a lot of mistakes the first time and I know I'll find more.

-Vehicle Destroyer-
« Last Edit: September 12, 2010, 01:57:14 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #2 on: September 12, 2010, 02:16:53 am »
I'll help you code it, if you like. I presume, looking at the screenie, that you're coding it in a form of Visual Basic.

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #3 on: September 13, 2010, 10:05:29 pm »
I'll help you code it, if you like. I presume, looking at the screenie, that you're coding it in a form of Visual Basic.
Thanks Teolant. That's right, Visual Basic Express 2010. I could send you what I have so you don't have to remake it; basically the form vb.  I don't know how long this download will last so let me know if it gets deleted. Thanks again Teolant, I was getting worried no one would use my ideas.
 

-Vehicle Destroyer-

EDIT: Fixed download link.

Download Project These are all of my project files of what I designed in the picture above along with my amateur attempts of coding it  :P .
« Last Edit: September 15, 2010, 02:22:10 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #4 on: September 17, 2010, 07:04:07 pm »
I have one slight problem; I don't have Visual Studio 2010, I have Visual Studio 2008.

Having looked through Google, and even attempting a manual conversion for your file, I find I am unable to actually use your project.
There are two paths to take;

1) I can remake what you want, from scratch, in Visual Studio 2008. When I send it over to you, VS 2010 will apparently automatically convert it to a VS 2010 file.
Alternatively, I can simply copy the files over to a new project opened in 2008 and fix code errors as necessary, but that returns to the need to convert it back to a VS 2010 file when I send it to you.

2) You can wait for someone else, who has VS 2010, to help you.

It's entirely up to you, whether or not you're prepared to convert the files in 2010 (I don't know if this actually happens and how much effort it is on your part).
« Last Edit: September 17, 2010, 07:08:10 pm by Teolant »

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #5 on: September 17, 2010, 09:45:10 pm »
I have one slight problem; I don't have Visual Studio 2010, I have Visual Studio 2008.

Having looked through Google, and even attempting a manual conversion for your file, I find I am unable to actually use your project.
There are two paths to take;

1) I can remake what you want, from scratch, in Visual Studio 2008. When I send it over to you, VS 2010 will apparently automatically convert it to a VS 2010 file.
Alternatively, I can simply copy the files over to a new project opened in 2008 and fix code errors as necessary, but that returns to the need to convert it back to a VS 2010 file when I send it to you.

2) You can wait for someone else, who has VS 2010, to help you.

It's entirely up to you, whether or not you're prepared to convert the files in 2010 (I don't know if this actually happens and how much effort it is on your part).

You can download an "evaluation" version of 2010 for free, that's what I have (only 13 days left to register!). I only have 2 hours of code done and none of it works well (no errors). Starting from scratch would not be a big deal it may actually be better. The truth I don't NEED the project files back. I would just need the finished .exe to test be for public release. I sent you the project files so you could jump right in to coding and not HAVE to copy the picture above. As you can see I have not much support for this request so I'm not waiting for someone else xD.  Thanks again for your help.

-Vehicle Destroyer-
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #6 on: September 23, 2010, 12:58:06 am »
I've hit a snag.

I don't understand this;

Quote
Kills/sec.> Bullets/sec.* Damage % Head/Torso/Legs

Kills/Clip> Ammo* Damage % Head/Torso/Legs

Bullets to kill> 100/Damage % Head/Torso/Legs

According to the formula above, the kills per second, for say the head, is Kill/sec (Head) = Bullets/sec * Damage % Head. Using the data provided by your image;
Kill/sec (Head) = 10 * 15.069
Kill/sec (Head) = 150.69

Yet, your image states "1.5" for that value.
Am I missing something? Either the image is wrong, or the formula provided is wrong.
Could you please clarify the formula for these statistics.

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #7 on: September 23, 2010, 01:50:41 pm »
Code: [Select]
KillsperSecHead.Text = BulletsPerSec.Text * DamagePHead.Text / 100
KillsPerSecTorso.Text = BulletsPerSec.Text * DamagePTorso.Text / 100
KillsPerSecLegs.Text = BulletsPerSec.Text * DamagePLegs.Text / 100

BulletsPerSec is calculated from Fire Interval. I used the BulletsPerSec.Text to give me Kills per Second because it was easier. I didn't have this coded so I was doing all my calculations with a calculator, and ticks were complicating my formulas. My code above may not help you. A lot of the formulas above are like this, were they make it simple for me and you to do the math but it makes the program go around in circles when it could go straight. The reason for this was that while coding I found that the program would only "calculate" when ANYTHING_TextChanged. So my outline is a bit, weird.

Looks like we have some work to do.

-Vehicle Destroyer-
« Last Edit: September 23, 2010, 02:00:53 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #8 on: September 24, 2010, 11:55:03 pm »
Quote
Code: [Select]
KillsperSecHead.Text = BulletsPerSec.Text * DamagePHead.Text / 100
KillsPerSecTorso.Text = BulletsPerSec.Text * DamagePTorso.Text / 100
KillsPerSecLegs.Text = BulletsPerSec.Text * DamagePLegs.Text / 100
Ah, thanks.

Quote
The reason for this was that while coding I found that the program would only "calculate" when ANYTHING_TextChanged.

There's a very good reason for that;
You have code assigned to a textbox, which will only run when a certain event occurs to the textbox. In a vast majority of cases, that will be when the text changes, in a word when ANYTHING_TextChanged.

I'm currently doing really well with this, and you can expect it in the next few days, at worst, in a weeks time. I've also added some extra functionality;
- The ability to edit Recoil
- An image of the weapon will pop up next to the Weapons combo box, and yes, if you open up the weapons.ini file for a mod, it will find and use the Interface Graphics for that mod (if they have them - otherwise, it's set to Soldat's defaults)
- The weapon names in the combo box will change to whatever is custom set, if you open up the weapons.ini file for a mod (takes it from the mods weaponnames.txt file) (if they have them - otherwise, it's set to Soldat's defaults)
- The textboxes will go red if the entered characters are not digits, or there is nothing in there (more on what that means later)
« Last Edit: September 24, 2010, 11:59:14 pm by Teolant »

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #9 on: September 29, 2010, 02:35:25 pm »
- The ability to edit Recoil
- An image of the weapon will pop up next to the Weapons combo box, and yes, if you open up the weapons.ini file for a mod, it will find and use the Interface Graphics for that mod (if they have them - otherwise, it's set to Soldat's defaults)
- The weapon names in the combo box will change to whatever is custom set, if you open up the weapons.ini file for a mod (takes it from the mods weaponnames.txt file) (if they have them - otherwise, it's set to Soldat's defaults)
- The textboxes will go red if the entered characters are not digits, or there is nothing in there (more on what that means later)
Great Stuff! I can't believe I forgot recoil...
« Last Edit: September 30, 2010, 02:15:38 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Stuffy

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Re: [Request] Weapon "MAKER".
« Reply #10 on: September 30, 2010, 04:03:19 am »
Good idea. I'll try to do it. Should not be so hard, the weapons.ini has some good delimiters in it.
The truth is out there? Does anyone know the URL?
The URL is here

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #11 on: September 30, 2010, 04:40:14 pm »
Good idea. I'll try to do it. Should not be so hard, the weapons.ini has some good delimiters in it.

Thanks Stuffy, but Teolant and I have it pretty much covered. I've received the first build and the second should be ready in 2-3 days. If you would like I could send this (build  2) to you. A close Alpha test just for commenting on my thread ;) . If you have any ideas to add post them here or shoot me a personal message.

-Vehicle Destroyer-
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Stuffy

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Re: [Request] Weapon "MAKER".
« Reply #12 on: October 01, 2010, 08:12:51 am »
What language did you use? Visual Basic? I'd like to do it in c#, just for fun.
The truth is out there? Does anyone know the URL?
The URL is here

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #13 on: October 01, 2010, 01:11:41 pm »
I'd like to do it in c#, just for fun.

If you plan on doing this just for fun it will have to be that and only that. You won't be able to release it. Like I said, help Teolant and I. At the moment I'm uploading some icons for Teolant and am starting on some secret graphics  ;D  :o Thanks again guys!

-Vehicle Destroyer-

Edit: Here are the icons. Icons.zip
« Last Edit: October 01, 2010, 01:36:53 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #14 on: October 01, 2010, 05:30:19 pm »
Quote
What language did you use? Visual Basic?
VB .NET

Quote
I'd like to do it in c#, just for fun.
Go right ahead.

Quote
I'm uploading some icons for Teolant and am starting on some secret graphics
Secret graphics? for what?
Oh, right, they're a secret. Nevermind.

Quote
Edit: Here are the icons.
Ah, thank you. Expect the latest version some time today.

Offline VirtualTT

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Re: [Request] Weapon "MAKER".
« Reply #15 on: October 02, 2010, 12:42:27 am »
VB.NET is definitely not something i would suggest to use in this case. But anyway current UI is completely messed up. These recommendations might be helpful.

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #16 on: October 02, 2010, 01:39:42 am »
VB.NET is definitely not something i would suggest to use in this case.

I would know anything about this, and that is why this is a [Request]. This is all on Teolant. xD

But anyway current UI is completely messed up. These recommendations might be helpful.
I truly thank you. Criticism, strong criticism, what a wonderful thing. For this you are also worthy for an alpha test build (build 2). For being the first to give Criticism! Reading the link you gave, I am taking particular note of: Visual hierarchy, Using screen space effectively, Spacing and Control sizing, Resizable windows and most importantly Flow and Grids. This information will be VERY helpful, in this project and any of my next.

I just received build 2 today, and not 10 mins ago sent Teolant a new list (a big list...) of what we need to do next. So this may get pushed back. Who knows how much work this revision of possibly the WHOLE UI will be.

Stuffy and VirtualTT, I have sent you Alpha test builds. Be sure to read the FAQ, Manual and such. And get back to us with as soon as possible!

I am!
-Vehicle Destroyer-
« Last Edit: October 24, 2010, 02:51:36 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #17 on: October 02, 2010, 05:32:35 am »
Quote
VB.NET is definitely not something i would suggest to use in this case.
Why not? What language would be more beneficial to write it in and why?

Quote
But anyway current UI is completely messed up. These recommendations might be helpful.
Thanks, I'll probably go about redesigning it.

Offline VirtualTT

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Re: [Request] Weapon "MAKER".
« Reply #18 on: October 02, 2010, 02:09:55 pm »
If i was going to develop such a tool i would definitely choose C++ / WinAPI. Such a simple application doesn't require all those .NET runtime features and right now it consumes over 45 Mb of RAM - it's way too much.
some testing experience tips:
~show current file name as the window title instead of useless text box
~windows should have fixed dimensions
~toolbar instead of menu would be better since it's kinda unbalanced - only file submenu contains complete set of items
~the rest of window controls probably should be rearranged and properly grouped as well, a simple combobox for weapons and bullet styles instead of both textboxs and lists

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #19 on: October 02, 2010, 06:09:44 pm »
Quote
If i was going to develop such a tool i would definitely choose C++ / WinAPI. Such a simple application doesn't require all those .NET runtime features and right now it consumes over 45 Mb of RAM - it's way too much.
Two questions;
1) Why wouldn't I, instead of doing it in C++, go straight to C#?

2) Aren't C++ (and, by extension C#) .NET anyway? So wouldn't they also include all of those runtime features?

Quote
~show current file name as the window title instead of useless text box
~windows should have fixed dimensions
~toolbar instead of menu would be better since it's kinda unbalanced - only file submenu contains complete set of items
~the rest of window controls probably should be rearranged and properly grouped as well, a simple combobox for weapons and bullet styles instead of both textboxs and lists
Duly noted.

Offline Garciat

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Re: [Request] Weapon "MAKER".
« Reply #20 on: October 02, 2010, 10:22:37 pm »
I say you make it a web app. There really is no need to make a user download something this simple.

I can help you, if you decide to take that path.
« Last Edit: October 02, 2010, 10:47:30 pm by Garciat »

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #21 on: October 02, 2010, 11:17:26 pm »
I say you make it a web app.

Never even considered THAT. You are right though, about it being simple and making people download something. But I don't know how the community would take it. Which would they prefer? Every other (pointless) weapon.ini has been a download/program. At this point I just don''t know.

~show current file name as the window title instead of useless text box
I was thinking the same thing!

Quote
~windows should have fixed dimensions
Already on it.

Quote
~a simple combobox for weapons and bullet styles instead of both textboxs and lists
couldn't agree more. Their size is really unnecessary...

Quote
right now it consumes over 45 Mb of RAM - it's way too much.
Speechless. This is just wrong! Is there anyway to save/fix what we have, with having to start ALL over again?

Thanks for the support, suggestions, and help everyone! Special shout out to Teolant for being an awesome programmer!

-Vehicle Destroyer-

P.S. Woot for page two!
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #22 on: October 03, 2010, 01:02:36 am »
Quote
I say you make it a web app. There really is no need to make a user download something this simple.
Describe this process; what (in general) are the steps involved?

Quote
Is there anyway to save/fix what we have, with having to start ALL over again?
I'd rather not start over again, especially not in a language I don't know (C++/C#).

Offline Garciat

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Re: [Request] Weapon "MAKER".
« Reply #23 on: October 03, 2010, 01:57:28 am »
@vehicledestroyer: If it were to be a web app, it'd be usable by anyone with [almost] any web browser on any OS. It's definitely a step up from compiled code.

@Teolant: It's quite simple.
1) Design
  1a) System design (functionality, Database scheme, URL scheme)
  1b) Graphic design (Colors, structure)
    1bI) UI (User interface)
    1bII) UX (User experience)
2) Code
  2a) Front-end (HTML, CSS)
  2b) Back-end (PHP+CodeIgniter/Python, MySQL/MongoDB)
  2c) Front-end + Back-end (JavaScript, templating)
3) Public/Private Beta
4) Publish

Nothing too far off from developing a compiled program.
« Last Edit: October 03, 2010, 02:01:54 am by Garciat »

Offline VirtualTT

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Re: [Request] Weapon "MAKER".
« Reply #24 on: October 03, 2010, 02:25:48 am »
There really is no need to make a user download something this simple.
If it were to be a web app, it'd be usable by anyone with [almost] any web browser on any OS. It's definitely a step up from compiled code.
If you make it a web app users will need to download it every time they want to edit something. Also nobody will be able to use it without internet connection of if the server goes down.

Don't mess c++ and c#
.NET framework provides huge set of various abstractions and components to work with all kinds of stuff and every time you launch any .NET application all this is being loaded into RAM even though your application is going to use only few things.
Clean C++ is almost as fast and light as assembly. And you can make it use only stuff your program really needs.

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #25 on: October 03, 2010, 02:59:20 am »
Quote
Nothing too far off from developing a compiled program.
Would it require building it up from scratch?

Also, I'd like to hear your response from VirtualTT's point;
Quote
If you make it a web app users will need to download it every time they want to edit something. Also nobody will be able to use it without internet connection of if the server goes down.

Quote
Clean C++ is almost as fast and light as assembly. And you can make it use only stuff your program really needs.
Is it free?
I'm also not to sure about it in a new language anyway; because I don't know C++, which means I'd be learning it as I make the program and I wouldn't be able to guarantee any sort of quality.

Offline jrgp

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Re: [Request] Weapon "MAKER".
« Reply #26 on: October 03, 2010, 08:45:17 am »
Is it free?
I'm also not to sure about it in a new language anyway; because I don't know C++, which means I'd be learning it as I make the program and I wouldn't be able to guarantee any sort of quality.

Yes, C++ is free. It isn't maintained by any one company (it was created in the 80s, for Unix and later other platforms adopted support for it, like with C). There are thousands of free libraries for you to use with it, not just the Windows API (which is what VTT swears by)

In general, C++ requires much more skill and thought than C#, but the end result is better and you'll feel more satisfied with your work.
Careful with that axe, Eugene.

Offline Garciat

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Re: [Request] Weapon "MAKER".
« Reply #27 on: October 03, 2010, 11:19:08 am »
@VirtualITT: How's that even an argument? If you play Soldat, you have an internet connection (what's the point of playing on your own?). Also, there's new caching APIs that allow you to download your whole application's front-end (server-side functionality can be ported to the client-side) to the client's PC so that it acts like a 'real' app.

Server downtime isn't a feasible argument either. Nowadays, server uptime is of about 99.9%. Even if the server were to be down, caching APIs would kick in and keep the app usable (offline, of course. But when the connection is recovered, changes can be uploaded to the server).

@Teloant: Yes, it would require building it from scratch. But the development process is far more simple (no compiling, etc.). On top of that, OS portability is a great advantage.

@Everyone: By making it a web app, the project will gain great community-related features such as commenting, rating, user-conversion (someone who doesn't necessarily frequent these forums or play Soldat could end up on our web app. after all, it IS a website. meaning that anyone can access it, any time), feedback, etc. The possibilities are endless.

Compiled programming, in my opinion, should always be the second option when developing software packages.

Offline VirtualTT

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Re: [Request] Weapon "MAKER".
« Reply #28 on: October 03, 2010, 12:18:09 pm »
Garciat: Nope, it won't act like a real app - it will be just cashed web page with some interactivity. And i don't know what kind of community-related features are actually necessary. This program will be probably used by ppl who are working on some soldat mods or messing with default balance. All they need is to edit weapons.ini quickly and try new changes in game. And then publish it somewhere or just use on their server. Take a look at TMS - just like modding mapmaking is mostly solo activity so even though sharing/rating discussing maps is quite common there is not so much life there :\ There are already places where you can share your mods. And making some kind of weapon balance modding portal doesn't make any sense.
Compiled programming, in my opinion, should always be the second option when developing software packages.
This makes me do facepalm. What are you talking about? There is no examples of any proper complete web-app software so far. Everything is "compiled". All the attempts to make something beyond web page with some interactivity fail hard (RIP Google wave). Some widgets to show weather or analog clock is the only thing they good for.

« Last Edit: October 03, 2010, 12:21:00 pm by VirtualTT »

Offline jrgp

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Re: [Request] Weapon "MAKER".
« Reply #29 on: October 03, 2010, 12:44:15 pm »
Garciat: Nope, it won't act like a real app - it will be just cashed web page with some interactivity.
To elaborate, what garcy's describing is website (I really, really hate using the word 'app' for web pages) that's entirely written in highly compressed and optimized JavaScript that sits in your cache so it's usable without an Internet connection. This sort of thing is spotty at best since it all disappears when you clear your cache.

@VirtualITT: How's that even an argument? If you play Soldat, you have an internet connection (what's the point of playing on your own?).
Most great mappers are great because they were stuck for long periods of time without Internet. They played against bots for a really long time and learned to take a closer look at maps. Soldat definitely is not a game that requires Internet access to be fun.

Compiled programming, in my opinion, should always be the second option when developing software packages.
This depends 100% on what it is you're developing.
Careful with that axe, Eugene.

Offline Garciat

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Re: [Request] Weapon "MAKER".
« Reply #30 on: October 03, 2010, 02:24:36 pm »
@VirtualITT & jrgp: On the cached 'app' system: it actually *will* (to a certain extent) work like a real app. You provide a manifest with the files that the browser needs to download from the server and store for offline use. Of course, there's no OS APIs, but it still works like an application.

@VirtualITT: I was wrong to assume the actual environment for weapon editing. My bad. I thought people created their own weapon sets to play on their own private/local servers (which is what I used to do when I played Soldat not so long ago). I found myself renaming weapons.ini to weapons-original.ini and then creating weapons-uber.ini, weapons-fast.ini, etc.. I then had to 'activate' each set manually by renaming the files. This then led me to making a small and simple site which allowed users to store their weapon sets online and then download their (and other people's too) sets to their local filesystem. This personal project is no longer available for use, however. Although I could revive it to show you how it worked (I still have the files).

Edit: Here's the the revived project: http://gbrlgrct.com/tools/soldat/
Note: I created this when I was not very experienced (ironically, not so long ago).

Now, as for my web>compiled statement: I probably went a bit too far there, but I still believe this wholeheartedly (although not to such extreme as you probably understood it). There really is no need to write native code to build something that doesn't use specific OS APIs such as filesystem access, multi-threaded processes, etc.. You can take TweetDeck as an example. It's built on Adobe AIR (HTML, CSS, JavaScript); this provides the software with OS portability (very important, IMO) and some OS APIs.

And there is a slew of 'proper complete web-app software' out there. Google: Mail, Calendar, Docs, Reader, Maps; Mint, Evernote, etc.

I will step down and say each one's got their fortes. We should instead focus on helping the OP. If you go with compiled code (I sense you will), I recommend you write it in C++.
« Last Edit: October 30, 2010, 05:40:52 pm by Garciat »

Offline Teolant

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Re: [Request] Weapon "MAKER".
« Reply #31 on: October 03, 2010, 05:12:54 pm »
Quote
Yes, C++ is free.
This is good.

Quote
In general, C++ requires much more skill and thought than C#, but the end result is better and you'll feel more satisfied with your work.
As I said, I don't know C++, and either I won't feel satisfied because I can't guarantee that it will be the best thing I can possibly produce with that programming language, or, I can take as long as I need to learn C++ in order to produce something of the same quality that I can make in VB.
I'll give this call to vehicledestroyer, it is his idea, after all.

Quote
If you go with compiled code (I sense you will), I recommend you write it in C++.
That'll be up to vehicledestroyer.

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #32 on: October 03, 2010, 09:18:54 pm »
That'll be up to vehicledestroyer.
I'll give this call to vehicledestroyer, it is his idea, after all.
We should instead focus on helping the OP. If you go with compiled code (I sense you will), I recommend you write it in C++.

Looks like I have some decision making to do. Right now I have know idea. Here's the way I see it:

Stay with VB .NET:
+ We (Teolant and I) are on the 4th build! We could be ready for public release in a week!
+ Teolant is an awesome programmer. He's like a robot, work work work!
- VB .NET is resource consuming for this simple program!
= As for the "Download argument" The .zip is only 46Kb. Checkmate!

Change to C++
+ Less resource hungry. Runs cleaner.
- Requires FULL rebuild. This will take more time.
- Teolant does not know C++ so I'll have to find a new programmer.
 
Quote
result is better and you'll feel more satisfied with your work
How so?

Web Application.
+ From the link what you have looks and woks great.
+ Design is great!
- I'll need a new programmer, I assume this will be Garciat. (The new programmer is the -. Not Garciat  xD)
- If we use what Garciat has it's about half a rebuild. If not a full rebuild. Still takes more time.
- I don't know how the mod making community will like it. Most of them don't use Weapon.ini editors and my program is made for them. I don't want to steer away my main clientèle.
= The whole online community idea is nice. But how big of a community could I build from a Soldat weapon.ini tool?

I need to think this over. I'll get back to you all tomorrow.

-Vehicle Destroyer-

P.S. VirtualITT. I liked Google wave. It looks like it has lots of potential. And what do you mean RIP? Did they drop the project?
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline jrgp

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Re: [Request] Weapon "MAKER".
« Reply #33 on: October 03, 2010, 10:49:56 pm »
Quote
result is better and you'll feel more satisfied with your work
How so?

The result is "better" as in, as you mentioned, less resource hungry and running cleaner with minimal dependencies.

As for the second part, if you actually enjoy programming and being satisfied with what you create, you'll probably enjoy looking at your C++ work over C#/VB since C#/VB pretty much does everything for you whereas you need to use your brain with C++ and put more effort in.
Careful with that axe, Eugene.

Offline VirtualTT

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Re: [Request] Weapon "MAKER".
« Reply #34 on: October 04, 2010, 04:12:56 pm »
This discussion made me write few lines of code, result looks like this:

« Last Edit: October 04, 2010, 04:20:49 pm by VirtualTT »

Offline jrgp

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Re: [Request] Weapon "MAKER".
« Reply #35 on: October 04, 2010, 04:38:03 pm »
This discussion made me write few lines of code, result looks like this:


Just finish the job so this unnecessarily long conversation can end already. You posting that teaser shot will do nothing but make vehicledestroyer cream his pants in anticipation. If a clunky ajax interface gets picked over 7's glowy opaqueness he'll be pissed.
« Last Edit: October 04, 2010, 04:40:55 pm by jrgp »
Careful with that axe, Eugene.

Offline vehicledestroyer

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Re: [Request] Weapon "MAKER".
« Reply #36 on: October 05, 2010, 02:15:48 pm »
Thanks for all your suggestions everyone! Sorry to disappoint anyone, but Teolant and I are almost finished and we're going to finish the project in VB .NET. Keep an eye out, we'll be releasing this soon!

Quote
....make vehicledestroyer cream his pants in anticipation.
:o  ???

-Vehicle Destroyer-
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline SimeyJDude

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Re: [Request] Soldat Weapon Factory.
« Reply #37 on: October 14, 2010, 05:16:06 pm »
when's it gona be released?  ???

Offline vehicledestroyer

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Re: [Request] Soldat Weapon Factory.
« Reply #38 on: October 18, 2010, 02:01:09 am »
when's it gona be released?  ???

Sorry for the late reply. We're trying to be ready by the time 1.5.1 (or will it be called 1.6?) is released. And at this time there is no definite release date for 1.5.1. Before release, there will be a close beta and it's only open to Mod makers (and a select few). Keep a look out and check back for new, more frequent updates here, and on the first page (My post) of this thread. Remember, we are still taking ideas and suggestions. So... give them...

-The Soldat Weapon Factory Team-
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline vehicledestroyer

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Re: [Request] Soldat Weapon Factory.
« Reply #39 on: October 25, 2010, 03:53:01 pm »


Soldat Weapon Factory Beta version 0.5.1 is now open to all!

You must request a download link by posting a reply. As a beta tester we would would greatly appreciate your feed back, good or bad we'll take it. The poll has been rest, be sure to vote! Remember! We need ideas from YOU too post them here!! NOW!! 

!!- Important -!!

You will NEED the latest .NET update on your computer (.NET Framework 4) in order to run SWF. .NET updates can be big downloads, to download the smallest possible (only what you need) visit www.hanselman.com/smallestdotnet .NET is an important part of your computer, and will improve general functionality as a whole. (It fixed some Google chrome bugs for me  :D )

-The SWF Team-

P.S. Bullet Trajectory
« Last Edit: October 28, 2010, 02:08:42 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline vehicledestroyer

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Re: Soldat Weapon Factory (Beta)
« Reply #40 on: October 31, 2010, 08:04:33 pm »
Soldat Weapon Factory Beta version 0.5.1 is still open!

Due to overwhelming success of the 0.5.1 beta you no longer need to request a download! You can download the beta on the first page, my original post of this thread.

-Soldat Weapon Factory Team-
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline machina

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Re: Soldat Weapon Factory (Beta)
« Reply #41 on: November 04, 2010, 05:06:44 pm »
Interface looks great, i'm gonna see more...  ;D

Offline vehicledestroyer

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Soldat Weapon Factory Update!
« Reply #42 on: November 26, 2010, 12:38:29 am »


We've updated our Beta! If you have not tried Soldat Weapon Factory try it now. And for those of you who used the 0.5.1 Beta you'll love the improvements we've made. For the full change log see the first post of this tread.

Download SWF Beta version 0.5.1!

Download SWF Beta version 0.5.2 fix!

Enjoy!
-Vehicle Destroyer-

P.S.

Thanks to all that tried the 0.5.1 Beta, and for voting. The poll has been rest; ready for Beta 2 feed back. Be sure to come back after you've tried Beta 2. Here are the results for the quick feed back poll (old poll for beta v. 0.5.1):

Question: Quick Beta feed back.
Four Stars! - Works well, a few changes needed; few bugs.    6 (60%)
One Star - Is anywhere from a pice of S***, does not work at all or is pointless or usless.    2 (20%)
Five Stars! - Works perfectly, little to no changes needed; few to no bugs.    1 (10%)
Two Stars - Lots of changes and bug fixes needed.    1 (10%)
Three Stars - Works O.K. for a beta, defanatly needs work    0 (0%)


Update 17/12/10
Seems like we had a text placement error in the 0.5.2 beta. The fix has replaced the old download and is available now.
« Last Edit: December 17, 2010, 03:45:41 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
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A community appeal
GTA II Mod

Offline Monsteri

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Re: [Beta 2!] Soldat Weapon Factory
« Reply #43 on: January 11, 2011, 02:12:17 am »
There should be default hurtings somewhere. And this idea requires skills, but there could be a ''test'' what opens a little soldat screen, where example boogie man stands and you can try that weapon to him.
Sorry if I'm insolent.

Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #44 on: January 27, 2011, 05:43:46 am »
We're finally done! Yes, version 1.1 is here. While this is our last update we are releasing the SC very soon. This update adds the bullet trajectory simulator! It's an amazing tool that lets you not only SEE the path of a bullet but KNOW the damage it will deal and any distance along the way.

Here is speed at 100:


That's not far enough so here it is after some testing, 189:


I dragged the Bullet position in arc bar over to the middle to see how the gun with damage players and mid-long rang. Notice the change:


TEST IT OUT YOURSELF!

Download SWF version 1.1.


Download Soldat Weapon Factory 1.1 Source Code!
« Last Edit: January 28, 2011, 06:17:29 am by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
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A community appeal
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Offline Illuminatus

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Re: Soldat Weapon Factory 1.1
« Reply #45 on: January 27, 2011, 02:59:09 pm »
Nice! It would be cool if you could add some screenshot of a Soldatmap to the simulator. In the background. To understand the proportion better. Maybe even allow us to choose our own screenshot.
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Offline Monsteri

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Re: Soldat Weapon Factory 1.1
« Reply #46 on: January 27, 2011, 03:40:35 pm »
What Illuminatus said. And add also a gostek for that weapon, for now it was uber hard to guess, how long actually bullet travels before hitting ground. But good job, I can see that you have fixed few problems too. Now add a poll for this 1.1 .

But say: Who ``we´´?
« Last Edit: January 27, 2011, 03:42:30 pm by Monsteri »
Sorry if I'm insolent.

Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #47 on: January 27, 2011, 08:45:09 pm »
What Illuminatus said. And add also a gostek for that weapon, for now it was uber hard to guess, how long actually bullet travels before hitting ground. But good job, I can see that you have fixed few problems too. Now add a poll for this 1.1 .

But say: Who ``we´´?

Glad to hear you like it. 'We' are myself and Teolant. I came up with everything and Teolant programed everything. We are not making new updates any more but Teolant is currently heavily commenting the source code. You can add anything you want when the source code is uploaded.

P.S. poll reset.
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
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Offline duz

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Re: Soldat Weapon Factory 1.1
« Reply #48 on: January 27, 2011, 09:26:48 pm »
Nice job man!
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Offline Monsteri

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Re: Soldat Weapon Factory 1.1
« Reply #49 on: January 28, 2011, 01:13:45 am »
Please, before you stop, make this thing!
Quote
Nice! It would be cool if you could add some screenshot of a Soldatmap to the simulator. In the background. To understand the proportion better. Maybe even allow us to choose our own screenshot.
And also, that you don't need to modify all of the weapons. For an example: Person wants to modify just desert eagle. So, but if he isn't clever enough and doesn't load default weapons.ini, he has to modify all of the weapons. Those what were not modified, has to stay as they are in default weapons.ini.

But great job you both.
Sorry if I'm insolent.

Offline Teolant

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Re: Soldat Weapon Factory 1.1
« Reply #50 on: January 28, 2011, 01:48:40 am »
Quote
Nice! It would be cool if you could add some screenshot of a Soldatmap to the simulator. In the background. To understand the proportion better. Maybe even allow us to choose our own screenshot.
Well, I've given the source code to Vehicledestroyer, it's officially his now. When he releases it (and I have no reason to expect that he wouldn't), then you can add that in yourself.

Quote
And add also a gostek for that weapon
There's a reason I opted just to draw the weapon in the Simulator and not the whole Gostek. Well two.

1) It's not entirely necessary. If you know where the weapon is, and what angle it's on, then you've got all the information you *need* from the Simulator. The gostek then becomes more of an extra thing if someone else wants to add it.

2) It won't be easy.

3) I lied, there are three reasons. Thirdly, Vehicledestroyer, Garciat and I have been working on this for God knows how long. We're kind of done with it, to be frank.

Quote
how long actually bullet travels before hitting ground
How do you determine where the ground is?
You can't assume it's always the player is standing, because every Soldat map has a dip, or a drop, or something like that. I also don't think that's really a pressing concern to begin with, but that's just my opinion.

Quote
And also, that you don't need to modify all of the weapons. For an example: Person wants to modify just desert eagle. So, but if he isn't clever enough and doesn't load default weapons.ini, he has to modify all of the weapons. Those what were not modified, has to stay as they are in default weapons.ini.
Unmodified weapon values remain the exact same as they were when you open file; this already happens.

Offline Monsteri

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Re: Soldat Weapon Factory 1.1
« Reply #51 on: January 28, 2011, 05:23:43 am »
Quote
I lied
LIER
Sorry if I'm insolent.

Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #52 on: January 28, 2011, 06:17:50 am »
Quote
I lied
LIER

Yeah, shame on you!

I would add this if I knew how... I could look into it but my PC that had MS VB is no longer in existence. I'll have to download it again and spend some time going though code I've only seen twice. Like Teolant said, this has been a long project and now we're done. But I'm really glad you like SWF so much, maybe you can add this or someone else will when the SC is posted....

With out feather delay!!! The Soldat Weapon Factory 1.1 source code!

Download Soldat Weapon Factory 1.1 Source Code!
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline Mighty

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Re: Soldat Weapon Factory 1.1
« Reply #53 on: March 07, 2011, 09:39:42 am »
I'd love to see gravity changing support in the simulator. Possible that you would add it or not really?

From: March 07, 2011, 03:55:20 pm
Anyway, looks like there's a bug:

When the "Version" textbox is not an integer (I mean, it's 1.1 for example), i can save the file, but can't open it later. That's why I can't even open default weapons.ini.

Quote
Conversion from string "1.5" to type 'Integer' is not valid.

« Last Edit: March 07, 2011, 03:55:20 pm by Mighty »
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Offline M[a]nny

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Re: Soldat Weapon Factory 1.1
« Reply #54 on: March 09, 2011, 04:15:55 am »
That bug is because of loading File version as integer. And because "1.5.1" isn't valid integer, you get an error. Solution: change "Version=1.5.1" to "Version=1.51" or wait until somebody fix it.

Offline machina

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Re: Soldat Weapon Factory 1.1
« Reply #55 on: October 14, 2011, 06:03:34 am »
It have to be recoded cause it doesn't work with 1.6.1...

Picture attached... Here are details of bug:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "1.6.1" to type 'Integer' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
   at Soldat_WeaponFactory.frmSWF.mnutolOpen_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Soldat Weapon Factory
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///D:/Damian%20Paweł%20Narcissus/Soldat%20Balance%20Mod%20Report%20by%20machina/SWF/Soldat%20Weapon%20Factory.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #56 on: October 14, 2011, 03:09:39 pm »
It have to be recoded cause it doesn't work with 1.6.1...

Picture attached... Here are details of bug:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "1.6.1" to type 'Integer' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToInteger(String Value)
   at Soldat_WeaponFactory.frmSWF.mnutolOpen_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Soldat Weapon Factory
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///D:/Damian%20Paweł%20Narcissus/Soldat%20Balance%20Mod%20Report%20by%20machina/SWF/Soldat%20Weapon%20Factory.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Quote
That bug is because of loading File version as integer. And because "1.5.1" isn't valid integer, you get an error. Solution: change "Version=1.5.1" to "Version=1.51" or wait until somebody fix it.

I've looked into fixing it but I have no clue how. Version text does not think 1.5.1 or 1.6.1 is a real number because.. it's not. Version text is declared to be a integer; a number. I cant declared to be a Char(acter)  or string because it's sorted in an array. I don't understand arrays at all.

So the fix for now is to, open the weapon.ini in notepad and change Version=1.5.1 or Version=1.6.1 to Version=1.51 or Version=1.61 then save. Swf will work fine then.

I'd love to re-re start SWF development. But I don't feel many people downloaded or even use SFW. I'm just too unmotivated, even though this project still interests me. But, I do have an updated ver. of SWF that I never released.. If someone downloads the source code and can and help let me know. If I can get this bug fix into a new ver. I'll update it. But for now this is something I can't even start to figure out.
« Last Edit: October 14, 2011, 03:16:43 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline machina

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Re: Soldat Weapon Factory 1.1
« Reply #57 on: October 15, 2011, 05:09:56 am »
So the fix for now is to, open the weapon.ini in notepad and change Version=1.5.1 or Version=1.6.1 to Version=1.51 or Version=1.61 then save. Swf will work fine then.

I'd love to re-re start SWF development. But I don't feel many people downloaded or even use SFW. I'm just too unmotivated, even though this project still interests me. But, I do have an updated ver. of SWF that I never released.. If someone downloads the source code and can and help let me know. If I can get this bug fix into a new ver. I'll update it. But for now this is something I can't even start to figure out.
Can't SWF copy weapon.ini to it's own folder... Then it would change all text into string... Then it would find a dot in "Version=1.6.2 and SWF would delete it... Then SWF would save that file and run... Isn't it possible?

Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #58 on: October 15, 2011, 11:39:44 pm »
So the fix for now is to, open the weapon.ini in notepad and change Version=1.5.1 or Version=1.6.1 to Version=1.51 or Version=1.61 then save. Swf will work fine then.

I'd love to re-re start SWF development. But I don't feel many people downloaded or even use SFW. I'm just too unmotivated, even though this project still interests me. But, I do have an updated ver. of SWF that I never released.. If someone downloads the source code and can and help let me know. If I can get this bug fix into a new ver. I'll update it. But for now this is something I can't even start to figure out.
Can't SWF copy weapon.ini to it's own folder... Then it would change all text into string... Then it would find a dot in "Version=1.6.2 and SWF would delete it... Then SWF would save that file and run... Isn't it possible?

....  .... OK I'll try this really soon.
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline machina

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Re: Soldat Weapon Factory 1.1
« Reply #59 on: October 16, 2011, 04:56:57 am »
Good luck with it :P

Offline ginn

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Re: Soldat Weapon Factory 1.1
« Reply #60 on: March 24, 2012, 05:30:31 pm »
Noticed the Seconds per kill/kills per second counts with the first fire interval, as the first bullet isn't delay, the first fire interval shouldn't be counted

Offline vehicledestroyer

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Re: Soldat Weapon Factory 1.1
« Reply #61 on: March 26, 2012, 11:09:24 pm »
Noticed the Seconds per kill/kills per second counts with the first fire interval, as the first bullet isn't delay, the first fire interval shouldn't be counted

I noticed this with weapons like the rugger and especially the Barret, but then I'm sure I adjusted how the stats are calculated then...
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod