posted Jul 21, 2010 4:57 PM by Justin Bengtson
SSWLib needs some major work to support all the other units you can construct under the Battletech rules. What this means is a lot of work. You may not see a new version for quite some time if we can help it (minor issues may be swept under the rug for a time). Regardless, keep sending in bugs and requests and we'll keep fixing them. We hope you enjoy the new version! |
posted Jun 28, 2010 5:01 PM by Justin Bengtson
Heading to Mendocino to hang out with the GF's family and see her brother (fresh back from Afghanistan). Regardless of my thoughts on war I want to thank Elliot for his service!
Oh yeah, the program... Somewhere in the inevitable idiocy that is 4th of July in Mendo I'm sure to find some time to get programming. We'll be coming home early because she has to work, so that also gives me another day. This is a good thing because I broke SSW adding in some support for Combat Vees; my new "action item". Not to mention work, which has been so busy what with new clients, old clients, corporate asking unreasonable things like they always do, etc...
Seyla. Here's some humor for the day: |
posted Jun 3, 2010 12:20 PM by Justin Bengtson
It was nice to get some time off this year but it's time to get back to work. Lots of bugs piled up and I need to finish adding in the TW and TO equipment. New version out as soon as I can. |
posted Feb 15, 2010 4:05 PM by Justin Bengtson
What I thought was going to be an absolute nightmare turned into a neat thought-experiment. Granted, it took about 18 hours of (admittedly lazy) programming over three days but Patchwork Armor (from Tactical Operations) should see the light of day in the next version.
Now, some people wanted other equipment, and I apologize for that, but the way I figure it I might as well get the toughest job out of the way while I had some time off from work. The time seems to have been well-spent. Most of the other items left to program shouldn't take more than a few hours each and don't require a good chunk of concentration to complete.
In the meantime I'm waiting on some clarification from the Catalyst Game Lab's "Powers That Be" over how to handle turrets on OmniMechs, plus there's the current laundry list I compiled while on vacation. So I'm hoping we can get SSW out of "beta" within the next month. SSW itself being past the beta stage doesn't mean we'll stop working on it; there's still lots to do. But, with all the Tac Ops equipment in we can concentrate almost full-time on new editors, which can make use of any new stuff we put into SSW anyway. 'Mechs are the most complicated units to construct under the Battletech rules, so I'm glad they're nearing completion. |
posted Jan 26, 2010 11:21 AM by Justin Bengtson
Because we have bigger fish to fry. The HTML Fluff Editor was a nice experiment, but the way Java handles HTML is just downright idiotic. It doesn't work well for the exports we're doing to an existing HTML document.
Once that's been stripped from SSW (it will remain in BFB) I'm getting down to turrets and some other missing equipment for the next build. |
posted Jan 4, 2010 9:09 AM by Justin Bengtson
and I've had a good long sanity break. Time to get back to programming. |
posted Nov 20, 2009 2:00 PM by Justin Bengtson
From the earlier posts, I have completed two of my "personal tasks", with the help of Skyhigh. The Fluff panel has its much needed update and we have moved as much as possible into the new SSWLib (which was used in the last update.) So, that only leaves the TacOps equipment before we can get started on SAW. In fact, it looks like Skyhigh will preempt me and get started on SAW early, which is nice for you guys. We'll hopefully put out a new update fairly soon. |
posted Oct 23, 2009 11:15 AM by Justin Bengtson
Well, we've finished moving most of SSW into a Java library, which will allow us to consolidate a lot of code. I've also created a bunch of dummy classes for the rest of the units currently available for construction within the Battletech rules. This will allow us to deal with some basic functionality without a lot of future rewrite; believe me, this will cut down future headaches immensely. So, the next SSW build that you see will include SSW itself, the Battletech Force Builder by Skyhigh, and the binary converter tool (as well as the spreadsheet for it) that contains weapon and ammunition data. These three tools will appear in every SSW build from now on, and expand on our suite.
Future editors, such as Solaris Armor Werks, will slide right into place in this framework. While we'll allow a separate download for each program, they (will be able to) can all be plopped right into the same directory and use the same routines, cutting down on disk and download size. |
posted Oct 19, 2009 4:10 PM by Justin Bengtson
In the interests of finishing SSW (or at least our stated goals) we will not be fielding feature requests for the foreseeable future.
At the moment, my own personal tasks are as follows: 1. Get SSWLib up and running. We want a central repository of sorts that all our programs can hook into. This will facilitate features like "Custom Weapons" and will also make it much easier to write additional programs in the SSW line. 2. Finish off the TacOps equipment. I've put this off for too long. 3. Fix the Fluff tab. I've been wanting RTF controls (of a sorts) that can be used by the Text and HTML exporters for a very long time, and some of our earliest users have wanted this as well. It's been put off too long. 4. Get started on Solaris Armor Werks and lay out Solaris Toad Werks. Since Vehicles and Battle Armor were the top requested new programs asked of us, I want to get started on them ASAP.
Once all of this is done and we have some groundwork laid on SAW and STW, I'll get back to the random requests on SSW itself. Right now, aside from the TacOps equipment, I'm pretty happy with what we have in it. |
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