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tts_xwing's Introduction

TTS_xwing

This is a project aiming to get the X-Wing miniatures game playable and enjoyable as a free, open, custom mod for Tabletop Simulator game by Berserk.

This code is built into the latest release of X-Wing Unified mod on Steam Workshop.
Start out with it: https://github.com/tjakubo2/TTS_xwing/wiki/Getting-started

Current features include:

  • Automation or assistance for most operations:
    • All movement options automated, including ship and obstacle overlap handling
    • Smart dials that indicate its owner and allow you to quickly take actions using simple buttons
    • Built in rulers for arc/range checking without manually aligning classic range ruler
    • Dropping bombs made easy - your tokens will stick to the desired position without manual alignment
    • Assistance on decloaks, base actuation after decloaks or barrel rolls etc.
    • And many more little features that let you focus on the game itself
  • Squad Building tray:
    • Import your equads from most popular online list builders (like xwing-builder.co.uk or Geordanr (YASB) builder) in just few clicks - all game components included
    • Quickly search for any existing upgrades/pilots/models by their name (or its part, or its shorthand) and spawn them with one click
    • Explore and browse game components freely - named, laid out by type and grouped in decks
  • Rules & Help tray:
    • Access latest FAQ and Rules Reference books and Quick Reference cards
    • Watch the official X-Wing tutorial video and acces Learn to Play booklet in-game
    • Browse this mod knowledgebase (https://github.com/tjakubo2/TTS_xwing/wiki)
  • And more:
    • No rules enforcement - play standard format, furballs, escalation, whatever you come up with
    • Every token, dice, card available on hand with infinite supply
    • All assistance/automation is optional - play the way you want to
    • Active developement focused on keeping the table up to date, stable and robust
  • Native TTS features (for any game you play on it):
    • Interact with objects freely - name, pick up, color, draw on, put decals, ....
    • Use voice comms or chat and visual/audio indicators to communicate as you prefer
    • Lock objects, adjust their position/orientation in great detail, no more accidentally knocking over things meant to be in place
    • Many other manipulation tools to make the game feel like a real tabletop... with some bonuses

All info can be found at its wiki: https://github.com/tjakubo2/TTS_xwing/wiki

Tabletop Simulator on Steam: http://store.steampowered.com/app/286160/

You can download and use the mod by subscribing to this item: http://steamcommunity.com/sharedfiles/filedetails/?id=862644552

tts_xwing's People

Contributors

tjakubo avatar

Stargazers

Hlynur Magnus Magnusson avatar  avatar  avatar Dan Bowling avatar Gilvan avatar Filipe Castilho avatar  avatar Dariusz Rybi avatar Juan Pablo Ramirez avatar Aldaran Moses avatar  avatar Kevin O'Mara avatar Andrew Nickell avatar  avatar KarateSnoopy avatar Sebastian Merten avatar Brett Taylor avatar  avatar  avatar  avatar Henning Roos avatar  avatar Emanuel avatar Michael R. Powell avatar SteveK avatar IronArthur avatar Paul Graffam avatar Toni Vicente avatar Jacob Negrei avatar Aoife Fahey avatar Siema avatar Guido Kessels avatar Doug Stone-Weaver avatar

Watchers

James Cloos avatar Emanuel avatar Hlynur Magnus Magnusson avatar Aoife Fahey avatar  avatar  avatar  avatar  avatar  avatar  avatar

Forkers

attrezzo goudsmit

tts_xwing's Issues

pastebin error

Hi,

Lately I've had problems loading the table.

The error, shown in the image below, happens as soon as the MOD is loaded.

Any clue why this has happened?

Thanks for the attention.

Dudu Urban

image

Little things to be done ATM

  • "Slave I" title spawning error
  • Ships not locking after assigning dials
  • Some kind of deleted dials handling?
  • Make expaned buttons set default on a dial
  • Wider slide button

Cannot remove range ruler with button

A "DEL" button appears whenever you spawn a ruler for a ship but clicking the button doesn't remove the ruler. You can right click and manually delete the ruler or trigger another "display ruler" (either with the manual "r" command on the ship or clicking the "R" button on a flipped auto dial) to remove the ruler. Interestingly enough, if multiple dials (from different ships) are visible, the "DEL" button works on all but the first one that was displayed.

PS: Just played a full multiplayer game and everything else worked flawlessly. Awesome job.

TTS crashes for connected client when "remove" buttons are clicked

First off, just want to say thanks for all your hard work with this mod. It's really impressive how much automation you've been able to build into this thing. Great job!

Just played a game with the latest TTS (v8.0) and had consistent crashes as the connected client (not host) whenever I tried to click a "remove" button on certain pieces. Movement dials were the most consistent. Every time I completed a movement and then clicked the "Delete" button, TTS would crash. If the host clicked the delete button, the movement piece would return to the auto-dials in my hidden zone but the buttons would still be on the movement piece. In every case after a crash I was able to reconnect and continue playing the game using manual movements and no auto-dials.

I also crashed a few times (although not every time) when the host clicked the remove button on some pieces. This one wasn't consistent so I wasn't able to determine a pattern but pretty sure it happened a handful of times when the host was trying to remove the range indicator.

Crash logs all reported the error as Write access violations. I've got error logs and crash dumps if those would help, just let me know.

CURRENTLY IN DEVELOPMENT

  • Wookie gunship expansion (FabioOtto doing his magics)
  • Hotkeys for revealing a dial, moving, performing actions and tasks (ruler, template etc)
  • Range 1, 2, 3 (separate) rulers for checking range (no arc lines)
  • Range rulers that only show ship arc (contextually spawned for ships that have specific arc types)
  • Full template-obstacle overlap detection
  • "Ready"/"Still planning" notification system (not mandatory to use)
  • (optional, not sure yet) Nubs collision detection
  • Ship to ship range check
  • (request) Kallus token

If you want to suggest specifics about these, feel free to chime in - for example which key combinations should do what (we only have 10 keys to assign to), how overlaps should be communicated to player etc.

There's no ETA on any of these. More complex things could take more than few weeks to figure out and even more time to flesh out. Please be patient (you can help to speed it up too!).

SSL errors

Hello.
Iam linux user and now i have ssl errors when models trying to load. Screanshot attached
286160_screenshots_20170212201948_1

Buttons on dials dispappearing at times

What happens:
Sometimes, one of the buttons on dial is not visible, usually A. Happens seemingly random, never for the host. Sometimes, it is visible for one player and not for another at the same time. Not a visual bug, player that can't see it can't click it, others can.

How to make this happen:

  1. Don't be a host
  2. Be unlucky when flipping your dial

Status:
Since buttons can't be created just for some players, this appears to be some weird de-sync, native TTS issue. I'm trying to mess with the code to see if maybe different button handling changes this but it's shooting blind. Also no idea why A and not others (it's not a special snowflake button).

Workaround:
Ask another player to click A for you (host sees it 100%) or just click delete and draw and flip a dial again.

IG-88A issue in Squad Builder

Super quick and easy fix, when loading a Scum squad from geordanr IG-AA Pilots are named using the syntax IG-88(a-d) And in the mod the syntax is IG88-(a-d) which returns an unrecognized pilot loading the squad. Manually changing the syntax in the notebook parse fixes it.

Movements are not accurate

Nice for a stright and koiogran movements.

Turn movements: Large base ships moves as little base ships when turn (at least 3 speed movements); and little base ships moves far as rule indicates, only a little but far than real...In 2 speed turns they are more accurate but not at all in large ships bases but the same for little ships bases. They moves good in speed 1 movements for large ships, not for little ships bases they displace their movements more to the direction where they must to turn (left or right).

Bank movements: The same for banked movements but little base ships move shorter than the related speed and a bit too much to the direction of the movement. In 2 bank speed moves the right speed but a bit too much to the direction of the bank (for little and big base ships). In bank 1 speed large base ships moves shorter and a bit too much to the opposite direction of the movement (bank left to the right and bank right to the left), in little base ships the movement is shorter than the speed and displacement a bit too much to the direction of the bank.

I don't try special movements like segnor or tallon.

Clicking "move" and "undo" too quickly breaks things.

On a dial, if you click move then undo quickly, the dial will be back in the "Move" state, but the ship will not go back to it's original position. This leaves your ship and dial in a "broken" state.

A possible solution might be to disable "undo" until "move" in completed.

Can't see most ship models

Hi, I'm new to TTS and the X-wing mod. I am having a problem with ship models showing up. I have subscribed to recommended content, and pasted the chest set up files into the TTS folder on my Mac, but every time I try to spectate or play a game, I get a ton of errors and almost none of the ship models show up . I see cards for pilots, etc, just no ships - with the exception of TIE fighters; they seem to show up. Any ideas?

Barrel rolling into ships is not prevented

The table allows you to do a barrel roll action into another ship, causing you to land on top of the other ship. However if you try to boost into another ship the table will cause you to "bump" the other ship.

Dials dissapear

Hi all,
In many games some dials dissapear i don't know what cause the dissapearing but i seen at least 4 times in 4 different games.

Switch back to old collision on ship bases?

I usually play X Wing on TTS without any automated movement and lining up movement templates is harder with the new collision affecting nubs.

Is it possible to add a command to switch the ship collider back to the old box shaped version?

List from Yet Another X Wing Squad Builder fails to load

The given squad fails to load from the squad spawner

Squad should load from the squad spawn

  1. Load game
  2. Press Squad Builder
    3.Press Initialize
  3. Paste list in the spawn me note card

[b]Poe Dameron (PS9) (33)[/b]
[i]Push the Limit (3)[/i]
[i]BB-8 (2)[/i]
[i]Primed Thrusters (1)[/i]
[i]Integrated Astromech (0)[/i]
[i]Black One (1)[/i]

[b]Biggs Darklighter (25)[/b]
[i]R2-D2 (4)[/i]
[i]Integrated Astromech (0)[/i]

[b]Jess Pava (25)[/b]
[i]M9-G8 (3)[/i]
[i]Pattern Analyzer (2)[/i]
[i]Integrated Astromech (0)[/i]

[b][i]Total: 99[/i][/b]

5.Press Spawn it
6. Put it in the notebook
7.Press parse notebook
8. Message "Ship model 'Push the Limit' not found... Stop
Does this still occur after saving & loading game:
Yes

no 'storedials' command that shows the range 1 circle

I personally liked the range 1 circle for when I missed a dial or two when doing 'sd'. The range circle helped my know how to adjust the placement of my ship to get all the dials in the circle.

I wouldd consider this a 'nice to have', and not a major bug.

Approx movement not close enough on large base + tight turns

Overview: http://imgur.com/a/iTXEr

Cause: Movements follow ship center point over templates with linear angle change when going center-over-move-template. This is not 100% in line with "proper" X-Wing movement and ranges from almost indistinguishable on small ships going over high speed banks/turns to pretty severe on large bases going over tight moves.

Solution: Generate accurate trajectories over each template and each base size and replace current ones with them.

Report by Snowgust,

Fail to load images

When I start the module, there are several error messages when loading images. I can not see the damage mallets at first. When loading squadrons some are blank, both pilots and dials. Improvements and talents included.

I have tried to restart the program and delete / add the module several times without solution

Squad Builder Not Spawning Units

I got a success message when I copy/pasted form x-wingbuilder.co.uk but nothing spawned.

My squad was suppose to spawn but did not.

20170710221930_1
20170710221935_1

Still occurs after saving, reloading, etc

Issue spawning Tarn Mison

I get the following error when trying to spawn Tarn Mison using the Squad Builder.

Error B12
(Unkown 'Tarn Mison' model ship type)

The model and the pilot reference card still spawn, but the shield tokens, ship reference card, and dials do not spawn. If you try to assign a dial, an error pops up:

Quick Assign: Some ship models in your zone have not been recognized. Make sure your models are sourced from squad building tray on this table and contact author if this issue persists

This error can be reproduced quite easily using this list (made using xwing-builder.co.uk):

Tarn Mison (23) 3 3 2 3 2

Squad building and http://xwing-builder.co.uk/ interaction

Squad building and http://xwing-builder.co.uk/ interaction.

I built a list using the xwing-builder page, and i followed the instructions provided in the mod to spawn the list ( xwing-builder page -> "Forum or email" -> Plain text (brief) ). The list that I try to spawn is detailed below. After clicking the "spawn it" button, no ships appear on the board. A new note appears with the following text:

Source bags ready
Input parsed
Recognized uk_Browse format
Core spawned
Core validated
Accesories spawned
Accesories validated
Miscellanous spawned
[b]Success![/b]

I tried with different lists and different ships, and different output formats that the xwing builder page offers (from plain text to bb code, either copying the whole thing, or only parts of it.). None of them seem to work, and the issue can be reproduced with any lists.

This would be an example list built on http://xwing-builder.co.uk/ using the plain text brief format, and cropped to only include pilots and upgrades:

Access to list:
http://xwing-builder.co.uk/view/693235/reypoebb8

Rey [Push the Limit, Kanan Jarrus, Finn, Millennium Falcon (Segnor's Loop Version), Engine Upgrade] (61)
Poe Dameron (PS9 Version) [Black One, BB-8, Push the Limit, Integrated Astromech] (39)

The example squad with Poe and Hello Asty given in the mod spawns perfectly. However, I cannot seem to get any lists spawned using any of the http://xwing-builder.co.uk/ outputs.

HTH to reproduce the bug, otherwise I'm happy to help either in-game, or to give more details.

Adding automove/autobump/list spawning events to the timeline

Hi, I recently created a timeline of X-wing tech, had a couple entries in there for you, but am missing some of your bigger milestones. Do you have the dates and a short blurb of each milestone handy?

https://cdn.knightlab.com/libs/timeline3/latest/embed/index.html?source=16EjZfL8d_J6fCYb2w0ekyAaVzgv-xBIpp4SlW87N4Ro&font=Default&lang=en&initial_zoom=2&height=650

There's a google sheet I'll add them too that powers the timeline.

Nice work on TTS!!
--sozin

CURRENT ROADMAP

Main features (order matters):

  • Move zone objects checks to Physics.cast
  • Better handling for 6+ ships assignment
  • Move token handling to Physics.cast checks
  • UI: Indicators for tokens assigned to ship (toggleable)
  • Hotkeys system
  • UI: PS order in sidenote (toggleable)
  • UI: Planning phase state (toggleable)
    (more later)

Side features & requests (order doesn't matter):

  • Kallus token
  • Deleted dials handling
  • Bomb range ruler overhaul
  • Ship deploy token similiar to bomb drop

Feel free to request features here.

Problems with Macbook Pro

Hi,

I'm having this error with mac

"error: 14077438:ssl routines:SSL23_GET_SERVER_HELLO:tlsv1 alert internal error"

I cannot see the ships and the computer heats a lot.

Thank you.

Firing Arcs

What happened:
Some people with ships such as the Defender,when clicking the Arc button, they get their firing arc facing out the rear

What was supposed to happen:
Firing arc from the front.

How to make the issue happen:
Unsure. Only seems to happen to the visitor, not the host.

Does this still occur after saving & loading game:
Have not trried that yet.

Obstacles too thin

When overlapping an obstacle, the ship is almost completely flat on the board. On close calls, due to the limited camera, it's pretty hard to check if the ship is overlapping the obstacle.

If the obstacles token were a little bit thicker, just a few milimeters, the overlapping would be more obvious and easily spotted.

If you sclae the asteroid on the proper axis manualy, you can check for overlaps easily, but it wouldnt be necessary if the obstacles where a little thicker, no more than a 1/5 of the shp's base height..

Issue with rulers when not the host. (Also reloading the game issue)

Not sure if this has happened to other people before but it seems to be a lot more common recently.

Whenever I'm in someone else's game the toggle rulers button seems to spawn rulers that bug out and not display correctly. Only 4 of the 8 rulers during obstacle placement are positioned right and the other 4 are incorrectly shown parallel to the others. It also happens with the place forces rulers as the side ones are also horizontal. It is a lot more common in higher ping rooms but even with green ping it happens more often then not recently. It doesn't seem to be shown from the hosts point of view either as it happened to someone else in a game I was hosting and they were all shown correctly on my computer.

Its not a big deal seeing as you can easily guess where the other rulers should be based on the ones that are correct and most of the time they can be fixed by locking and unlocking them but its an issue none the less.

As a side note another thing happens when reloading the game in another persons server where the mats don't appear and it can usually be fixed by rejoining.

All this seems to be on the latest release.

Millenium Falcon Title Segnor Loop Card Missing

There are two Millenium Falcon title cards, one for evade action and one for Segnor Loop. When you load a squad with the Segnor Loop title it loads the evade title and dial does not include the Segnor Loop. http://xwing-miniatures.wikia.com/wiki/Millennium_Falcon_(HOR)

What was supposed to happen:
List should load and maybe give an option for both titles(much like the pilot cards), or load correct card

How to make this happen:
Programming magic fingers

Does this still occur after saving & loading game:
N/A

Infinite looping error when typing some dial commands incorrectly.

Some dial commands when typed with a space before or a space after spams an error message:

Error in Script (Global) function : chunk_1:(2122,8-41): attempt to concatenate a nil value

This particular message occurs when attempting to type "r" in a ship description to see range with a space before or after it. The numbers withing the parenthesis change depending on which command is being used. Not all commands are affected by a space placed after but most seem to show the errors with a space placed before.

Mobile Arc token conflicts with Assign Dial button

When Spawning any pilot for the Lancer Pursuit Craft, the ship comes with the Mobile Arc Token on its base.

When you put the ship on the secret area to set the dials and press the Assign Dials button, the Mobile Arc Token will prevent the dials to be set..
Is there a way to make the Assign Dials button ignore the Mobile Arc Token?

Collection out of date

As of now, "Collection" option in the builder suffers from being implemented in a very lazy way. Some models/cards are outdated, some are simply absent.

It is to be updated so it pulls from the same source Builder/Browser does, but for now it's just a standing issue.

As a temporary solution to that, simply use Browser to find the item you're looking for or use Builder spawning a squad with it. These are up to date.

Dials disappearing after clicking delete button.

What happened:
Miranda's dials turned invisible after clicking the "Delete" button on the dial. They were still present and could be moused over and interacted with. After flipping the dial twice, it would become visible again.

What was supposed to happen:
Miranda's dials stay visible the whole time.

How to make this happen:
It happened every time I created a new set of dials in this lobby, but I haven't had time to go back and see if I can reproduce it yet.

Does this still occur after saving & loading game:
Don't know.

To-do ATM

  • - Dials for Fang Fighter
  • -- Update spawner with these
  • - Make main table indifferent to http/https in the links
  • - Update spawner picture guide with Fab's generator
  • - Clean up and include spawner in repo
  • - Include Rigged Cargo Chute debris in the main table
  • - Make some sort of arc indicator and include it

Actions prior to moving.

Some pilots such as Sabine allow you to boost or barrel roll prior to revealing your manoeuvre. Is this something that can be programmed in to the diel prior to flipping it over?

Cheers.

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