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  #21  
Old November 8th, 2007, 06:02 PM
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Default Re: GUI for probing turn status

Oh cool, I figured that much already but I reckon there is a specific way for windows to make this part of the program. I'll check this.

BTW, my efforts on source distribution are going surprisingly well considering my limited access to my dev env. Also the auto save is on its way and I reckon the all games summary screen will follow soon
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  #22  
Old November 8th, 2007, 06:35 PM
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Default Re: GUI for probing turn status

ok, some digging into tkinter manual has provided the answer of how to associate your icon with the program. Next version will not require you to do this manually.
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  #23  
Old November 18th, 2007, 07:14 AM
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Default Re: GUI for probing turn status

Major version 1.3 (probably last major version) is ready.
It adds auto save as well as single screen report for all games and many bug fixes.

The source distribution (using python distutils) has an issue that it doesn't package the programs depependencies (such as Tkinter). I'm working on this in the hopes of making the program available to MAC and Linux users as well.

Here are two screens, screen 1
screen2
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  #24  
Old November 18th, 2007, 01:12 PM

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Default Re: GUI for probing turn status

Sweet, I was looking forward to this!

Does it save the autosave-configuration, though? It seems to turn it off when I close the program.
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  #25  
Old November 18th, 2007, 01:30 PM
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Default Re: GUI for probing turn status

Good catch Jurri, I simply forgot to save the "auto save" configuration
I will fix this of course, but wait a bit before I upload a new version in the hopes of catching more bugs in the process (I haven't started using this version yet, only programming it and testing it according to test plan)
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  #26  
Old November 22nd, 2007, 12:21 PM
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Default Re: GUI for probing turn status

The bug is fixes in v 1.31.

Also, I have given up on creating an installer with dist utils because I have found out that it works well for either dumb installation or very complex ones, but for medium complex installation its just more bothersome than useful. So I have packaged the source code and dependencies in a way that it can be ran from a single directory (PyEyeSource in the first post attachment).

I have tested under Linux what I could (queries) but since I don't have a Linux with dominions installed I couldn't test the play and save functions. I could not test at all for MAC since I don't have access to one. In all these I'm counting on users inputs to determine what is broken so I can make fixes.

My next project will be a combat simulator. This can either be fairly simple or very complex depending on what exactly I'll try to do. When I'll start on it I'll open a thread for "design" because on this one I'll surely need help from the community here. My reference is Saber Cherry's sim which at the end turned out to be quite big.
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  #27  
Old November 22nd, 2007, 02:58 PM

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Default Re: GUI for probing turn status

Thank for your hard work!

Maybe I'm doing something wrong, but I can't get the autosave to work: the pull down menu has 'Auto save', but there's no longer an indication whether it's on or off as in the previous version. Clicking the menu-option seems to do nothing, and auto saving doesn't seem to happen.
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  #28  
Old November 22nd, 2007, 04:22 PM
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Default Re: GUI for probing turn status

Thank you for being so patient with my bugs

I'm sorry this one slipped through. I have tested this recently but made a small change today that broke it. I'll release a fix soon.
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  #29  
Old November 25th, 2007, 07:16 PM
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Default Re: GUI for probing turn status

The bug is already fixed but no time today to package and U/L it. I hope to get be able to do it soon, tomorrow preferably.
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  #30  
Old November 26th, 2007, 06:33 AM
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Default Re: GUI for probing turn status

Bug fixed, attached in first post.
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