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 Post subject: UGMT update
PostPosted: Mon Oct 01, 2007 4:12 am 
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Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
The UGMT is close to completion, I expect only bugfixes and new data sections to come over time. Functionality additions should be small from now on. Please go to http://www.phantasia.org/miju/rpg/UGMT and the following pages to get an overview of the UGMT. (Note: the pages for the UGMT need to be reworked as well.) Here I only would like to announce the most recent additions, the one I consider the most important is bold face.

- All.zip doesn't contain Examples.zip anymore
- Irkhar Kyg
- Townhouse A, Herebin, Small caves, Trading post, Hebon
- Upper East Side, Will in the Way, Medarsin
- Bastard Bailiff, Sleeping Heir, Aleath notes, Zaurial Townhouse, Sirion
- Torture Skill as specialty of Physician
- Harnlist spell compilation
- Bugs fixed
- Restructure
- make travel colors more specific than atlas
- borders across atlases
- export visual as screenshot (works only, if 3D image is locally displayed as well!)
- clone combatant
- clone equipment
- select combatant from map
- index may start external pdf (viewer; not used)
- abstract Harnmap, e.g. for autotravel (all routes included) or submap browsing
- print an index page
- distortion parameter for auto heightfields in visual (in properties)
- Global backup option on close
- continue autotravel after interrupt
- stop for encounters in travel

This update includes all improvements suggested at Harncon V.

Michael


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 Post subject: Re: UGMT update
PostPosted: Sun Dec 28, 2008 11:02 pm 
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Half Villein
Half Villein

Joined: Wed Feb 12, 2003 8:57 pm
Posts: 49
Location: Copenhagen, Denmark
Hi Michael

What is the status of UGMT? Is development still being done - or planned?

/Peter


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 Post subject: Re: UGMT update
PostPosted: Mon Dec 29, 2008 9:55 am 
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Reeve
Reeve
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Joined: Sat Oct 09, 2004 11:36 am
Posts: 471
Location: Sydney, Australia
G'day Michael.

I saw the post regarding the upcoming work on Campaign Manager and was wondering if you had put any thought into the importing of files from UGMT into the Campaign Manager files.

In particular the weather generator.

I use both UGMT and Campaign Manager whilst I GM but I have found the UGMT to have a reduced function when the weather data is not inline with the Campaign Manager.


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 Post subject: Re: UGMT update
PostPosted: Wed Dec 31, 2008 7:00 am 
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Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
Hi,

work on the UGMT is very slow these days. Anybody is welcomed to join and speed things up (and add feature requests). I have a few minor changes in the queue, I can release. Maybe next year.

Regarding the specific request: Import of UGMT files into the Campaign manager is the Campaign manager's job, I can't do that. UGMT formats are public, so it shouldn't be a technical issue.

I've tried importing characters from the CGI tool (character manager?) but that wasn't met with success as I couldn't understand the format yet.


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 Post subject: Re: UGMT update
PostPosted: Wed Dec 31, 2008 7:29 am 
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Yeoman
Yeoman
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Joined: Wed Mar 06, 2002 8:02 pm
Posts: 525
Location: Lund, Sweden
Irisi Flimsi wrote:
Hi,

work on the UGMT is very slow these days. Anybody is welcomed to join and speed things up (and add feature requests). I have a few minor changes in the queue, I can release. Maybe next year.

Regarding the specific request: Import of UGMT files into the Campaign manager is the Campaign manager's job, I can't do that. UGMT formats are public, so it shouldn't be a technical issue.

I've tried importing characters from the CGI tool (character manager?) but that wasn't met with success as I couldn't understand the format yet.


Hi,
I'll have a look at importing the UGMT files into CM when I starting working on CM2 in the end of January.

Best regards /Mikael


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 Post subject: Re: UGMT update
PostPosted: Thu Mar 19, 2009 8:31 am 
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Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
At http://www.phantasia.org/miju/rpg/UGMT you will find a UGMT update.

New features:
- Burrdan (James Watson)
- Avertu (Sophia Tribad)
- Silver Way Inn (Neil Thompson)
- Nick Lowson's maps (Nick Lowson)
- precision in visual adaptable
- random maps (requires internet access)
- incremental search for maps
- save skill group/skill selection
- Fyvria Expansion spells and Harnlore 3
- Move on calendar
- Jedes, Dyriza, Emete, Menekod, Minilaous (Neil Thompson)
- Obew (Huxuth/Bwaft Environment)

Bugs fixed:
- fix in FFF 3 & 4 NPCs
- parsing for certain equipment item
- certain cases of map quick info (tool tip) corrected
- Backup under windows without ":" in name
- Orbaal link in Monthel
- SVG problems
- Harnlist spell references corrected
- Incremental search in maps fixed
- Abriel links

Affected downloads:
- UGMT.zip
- Kaldor.zip
- Other.zip
- FFF.zip (marginal; spelling errors only)
- Lowson.zip
- Orbaal.zip
- Harn.zip

Michael


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 Post subject: Re: UGMT update
PostPosted: Sun Mar 22, 2009 3:09 am 
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Reeve
Reeve
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Joined: Tue Feb 03, 2009 8:46 pm
Posts: 388
Location: Saarschleife, Saarland, Germany, EU
thank you for your excellent work!

_________________
everybodyTHINKShimselfSOwellSUPPLIEDwithCOMMONsenseTHATevenTHOSEmostDIFFICULTto PLEASEneverDESIREmoreOFitTHANtheyALREADYhave. RENEdescartes.


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 Post subject: Re: UGMT update
PostPosted: Sun Apr 05, 2009 8:48 pm 
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Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
Are there any objections on moving the UGMT from Java 1.4 to Java 1.6?
(Java is the framework that needs to be installed for the UGMT to work. Since it has an semi-automatic upgrade, I assume most people already have Java 1.6 on their macines.)


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 Post subject: Re: UGMT update
PostPosted: Mon May 24, 2010 3:08 am 
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Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
At http://www.phantasia.org/miju/rpg/UGMT you will find a UGMT update.

News:
- Fog of War in combat plugin (UGMT.zip)
- FFF 11 (FFF.zip)

Fog of war is somewhat experimental. It will not work on colored maps (it will behave in a rather weird way) and for B&W maps it will guess. The clearer the difference, the better. FOW effects are also included in the export for browsing.

Affected downloads:
- UGMT.zip
- FFF.zip
- All.zip

I believe I forgot to announce the last update here from April last year:

(Old) News:
- stability for non-plugin directories (UGMT.zip)
- FFF 10 (FFF.zip)
- Wool Merchant (Kerry Mould) (Other.zip)
- WoW map editions, Clothing, Queen Arelora Inn (Neil Thompson)
(Other.zip)
- Dureve (Kerry Mould) (Other.zip)

Bugs fixed:
- Edit command-line scripts corrected
- incorrect special PC rule rolls in "chars"


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 Post subject: Re: UGMT update
PostPosted: Tue May 25, 2010 2:17 pm 
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Reeve
Reeve
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Joined: Sun Jun 01, 2008 11:22 am
Posts: 411
Location: Mangamahu, Rural New Zealand
I downloaded this and brought the app up, but cannot make hide nor hair of it. I unzipped the Orbaal.zip file into the ugmt directory I set up and I cannot see anything in maps, or anywhere else.


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 Post subject: Re: UGMT update
PostPosted: Tue May 25, 2010 2:22 pm 
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Knight
Knight
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Joined: Sun May 05, 2002 2:25 am
Posts: 1697
Location: The Gates of Ushet
BrianSmaller wrote:
I downloaded this and brought the app up, but cannot make hide nor hair of it. I unzipped the Orbaal.zip file into the ugmt directory I set up and I cannot see anything in maps, or anywhere else.


ditto. I could not get it to work, but then I'm a windows point and click kind of guy. Anything more than unzipping, clicking run and having an icon on the desk top to click to start, is beyond me. :roll:

_________________
Ok, let me get this straight. These guys come in, trash the place, slap Agrik & Larani around, and the most intelligible thing they said was "Zog!"?


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 Post subject: Re: UGMT update
PostPosted: Wed May 26, 2010 6:40 am 
Offline
Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
Gothmog wrote:
BrianSmaller wrote:
I downloaded this and brought the app up, but cannot make hide nor hair of it. I unzipped the Orbaal.zip file into the ugmt directory I set up and I cannot see anything in maps, or anywhere else.


ditto. I could not get it to work, but then I'm a windows point and click kind of guy. Anything more than unzipping, clicking run and having an icon on the desk top to click to start, is beyond me. :roll:


But you did read the "General information" section where you downloaded the stuff? It is not long. Inside the UGMT directory, where you unzipped the archive, there is a UGMT.bat, which you execute by double-clicking it.
=> A black box would open ("DOS box")
=> Then a splash screen will appear
=> After some startup time your screen should be filled with lots of tabs and buttons and ...
(=> Create a desktop shortcut, if you wish. Not done automatically.)

Brian, any reason you picked Orbaal? Only Orbaal? You always need UGMT.zip.
Did you make sure about the java installation? (Again - general information.) You can check by running "cmd" in that "execute..." entry in the start-menue and then enter "java -version<return>". If it says something sensible, you are good to go. "Command not found" is not sensible :-)

If you did all that, where did it fail?


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 Post subject: Re: UGMT update
PostPosted: Wed May 26, 2010 12:46 pm 
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Reeve
Reeve
User avatar

Joined: Sun Jun 01, 2008 11:22 am
Posts: 411
Location: Mangamahu, Rural New Zealand
Hi Irisi

It didn't fail. The app comes up fine. . I just couldn't work out how to load the Orbaal.zip file contents into ugmt to view/use them.


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 Post subject: Re: UGMT update
PostPosted: Thu May 27, 2010 7:51 am 
Offline
Woodward
Woodward

Joined: Thu Mar 24, 2005 7:43 am
Posts: 142
BrianSmaller wrote:
It didn't fail. The app comes up fine. . I just couldn't work out how to load the Orbaal.zip file contents into ugmt to view/use them.


You don't see the contents separately, they are interwoven with the rest. In the map tree view you will find Mercin and Thoen (local and interior) that wouldn't have been there before. More of what I call area maps (Leriel, Lorkin, Obew, Marby, Sherwyn), stuff on the scale between local and regional. Crossreferences and index entries for the aforementioned maps.


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