Releases: controllerface/CMDR-J
On-Foot Map Enhancements
Attempting to make on foot map scale a little easier to interpret, and some minor bug fixes
Ground Navigation Fix+
Among other small updates, this change finally fixes the ground GPS feature so the planet side co-ordinate distances will be accurate now. Worth noting, the in game UI seems to track your fixed point in space slightly differently than what to journal data outputs for co-ordinates. It appears the center point of the ship is used in the Journal data. Because of this the CMDR-J values for distance and the values in the game UI may be off by a small amount.
Key updates:
Navigation->Planetary GPSfixes- distances shown in the GPS UI are now calculated accurately
- map scale slider still needs some work
- fixed bug in mission processing that would cause rewards to be double counted
- fixed bug in backpack tracking that would cause contents to be written multiple times in the UI
- radius of nearest body is now saved in the player's DB
- once known, a body radius can be looked up in gamestate
- even if an event doesn't contain the radius, now the event processing code can still consider it if the body name is known
- Soldier and Exobiologist ranks are now tracked (Odyssey)
- Modifiers for on foot gear now listed in loadout panel
- small empty/full squares for mod slots added to the UI
- *** still has bugs due to incomplete list of
enumvalues for all possible mods
SuitUpgradeEvent now processed- *** still has bugs due to incomplete list of
enumvalues for all possible mods
- *** still has bugs due to incomplete list of
- Consumable items now have their type data sent properly, allowing for icons to be set by type
- currently, they all use placeholder icons, actual icons to come later
- Fixed bug with new Odyssey Timestamp format in journal file names
- Unlocking requirements for some engineers are now trackable tasks
- only applies to engineers that have trackable commodities/materials
- can't account for bounty vouchers or other data not exposed in the journal API
- Add new Engineers
- Baltanos
- Eleanor Bresa
- Rosa Dayette
- Yi Shen
Multi-Function Limpet Support
This update includes support for the newly released multi-function limpet controllers
UI Adjustments
- Updated the tab elements to be proper web components, and made them more flexible. The Main category tabs now run vertically down the left side of the UI, with sub tabs stacking horizontally above the tab's content, which is more similar to how it was before, though this configuration only applies to the sub-tabs instead of all tabs.
- Material inventory lists now hide materials for which you have no stock. Category headers for empty categories are still present, so it can look a little odd when you don't have any materials from an entire category, but will work on making this a but more elegant. For now, I just wanted to cut down on less helpful info, and what materials you don't have tends to be less useful when trying to figure out what things you want to sell, and similar activities.
- Material inventory lists now contain a count of known uses for that particular material, and clicking he material name now opens a drop down listing all known uses. note: some of the newer mods and upgrade recipes may still be slightly off, so this data may not be 100% accurate just yet
Odyssey Support Update
Change Notes:
-
The inventory tab was updated to include the
Storagetab, representing the storage locker of your ship. -
Adds tasks to the task catalog for
Personal WeaponandSuitmodifications, as well as the grade 2 through 5Upgradesthat can be done for each suit and weapon. Note that for some tasks, the exact details are not fully known, for example credit costs. In these cases I set thee cost to 0 so it would not effect the bill of materials. There are also DPS stats, etc. for weapons that may not be correct. These will be updated as I get more game data. -
New engineers that specialize in personal weapons and suits have been added to the supported engineers in the engineers panel. tasks in the catalog will reflect these engineers and their distances are calculated on the
Engineerstab. Note that there are more engineers that don't have all data publicly available so are not supported yet. -
There are 4 new tabs,
Assets,Goods,Data, andConsumables. Assets is categorized to match the game withChemicals,Tech, andCircuitssections. Goods and Data are organized alphabetically, and Consumables functions identically to the Cargo tab. -
The inventory tab has been moved from the ship tab, to the commander tab. Materials are tied to the player anyway and are simply accessed via a ship. The new micro-materials work in much the same way and as such are treated similarly, though as there are more categories now, the UI is slightly different.
-
The
Planetary GPStab has had some slight modifications to make it workable with on-foot missions. However, it is a known issue that the map scale is not quite large enough to allow for zooming in all the way on some planets. I will be correcting this in a future update, but I want to do some analysis on the geography to figure out if this scale can be determined dynamically and/or if the scale can be calculated and displayed.
2x Engineered Module Task Available
Some minor bugs fixes since last build, but the main visible change is the new 2x Engineered modules (FSD and Seeker Missile Rack)are now available as tracked tasks in the task catalog. Some testing will still be needed to ensure that the tasks automatically get marked completed when the corresponding unlock event is fired, but the tracking of materials needed should work as expected.
New Implementation: Client-Server
This is the first release of the new Client-Server implementation of the app. I still consider the app to be in an "alpha" state because there's a few more features I plan to add before I consider it "feature complete" and there's a few small things from the old code I have ported over. Some of the older logic I may not pull into the new codebase at all, but several of the trade suggestion elements and the modules purchase/modify/experiment options I do plan on bringing in.
For anyone checking this out for the first time, the main gist is that I originally implemented this app as a JavaFX desktop application. While JavaFX is itself pretty decent, I could never quite get what I wanted out of the UI compared to what I can achieve in a web browser. As such, I have ditched the JavaFX code and re-written the UI as standalone web server. When started, the server spins up at http://localhost:9000 and serves the UI to the user form there.
In addition to having access to all the modern Web APIs, this new configuration allows for the UI to easily be accessed from a separate computer or tablet device if that device is on the same network as the system where the game is being played. Doing so only requires a simple inbound rule on the host system, and does not requiring opening access to the internet (I plan on making a guide for this in the near future). With this feature alone, I have a newfound interest in development and have added several new features on top of what the old app had.
Note that this project is the product of a hobbyist endeavor, primarily used as test-bed for ideas I have revolving around web applications and front-end development in particular. As such I am open to feedback, but can't guarantee I'll make changes other than those that strike me as interesting. That said, hope you find it useful or at least educational in some way :-)
Exploration Bug Fixes
Mostly just fixed some bugs with exploration related events, also moved some classes around to make them located in more sensible places.
POI Work, Preliminary Route Support
The POI feature now has edit support in both the current system and galaxy views. You can edit a POI by double clicking the notes. If you change a note and then click anywhere else, it will save. You can press the esc key to abort and edit and restore the original text.
I have also started commander route data, and am experimenting with a 3D galaxy map. It currently works, but due to the the sheer size of the galaxy, the output is less than useful without some tweaks. I will iterate on this in the coming weeks, alongside the offense panel work.
POI Iteration
POI Feature still in development, but I have nailed down the data model, so am comfortable making a new release as future ones should not result in database structure changes.
New:
- POIs can now be edited for the current system by double clicking their notes from the sub-tab
- POIs for the galaxy are displayed
Next:
- Edit POIs from the Galactic list
- Clean up the UI so it conforms to other tabs
- Add tagging feature
- will support hash tagging (
#pre-pended to alpha numeric sequence) - use within a note and will be auto parsed when notes are saved or updated
- add a
Tagssub-tab to allow querying using the tags
- will support hash tagging (