Finally!

So after about two years of mulling over how to do a specific tricky problem in MektonHelper, I finally have a solution. Unfortunately it will require rewriting a large portion of it, so I won’t do it until Version 2. But with that out of the way(and a new PC to work with after the old one died) I can hopefully resume work.

No Comments

Status Update

Just a quick informative update. I got a new job, and I’ve managed to slide out from the debt of being unemployed, and I’m enjoying it. Unfortunately my main development machine died. The parts for the new one should be in today.

No Comments

Small Update

If you’ve been wondering where I’ve been, I apologize. I got a new job, and the transition has kept me pretty busy. It will smooth out.

No Comments

MektonHelper 0.7 finally released

Told you I hadn’t given up on it!

This release actually posed several problems, notably with Weapon Mating. Thanks to that, I had to push back Booster Packs and Command Armor indefinitely. I’d rather get printing and scaling done, anyway. So, for this release:

  • Transformations! I’ve included a configurable Transformations file, which is currently undocumented but not TOO hard to figure out. It doesn’t have every transformation in the book, nor can it support some of the odder ones like Ship or Gun, but I can post a more complete forms XML file at a later date.
  • Weapon Mating. Although the code supports arbitrary mating of components, this release only supports Weapons. This is due to save file compatibility and some other concerns. I may fix this later(breaking save file compatibility) or I may wait until MektonHelper 2, which does have a raw design being worked on.
  • Better Drone capability.
  • ACE and Cloaking support.
  • All tabs are resizable, which should help on lower-resolution screens.
  • Fixed some bugs with ammo tracking, weight efficiency on loading, crashing on linked weapon removal, and an odd problem with Blast Radius on ammo.

Feel free to email me using the Contact form if you encounter any bugs, and I’ll see what I can do. For faster response, put in the subject: BUG: MektonHelper.

Currently this release is Windows-only, but a Mac release will be forthcoming after it’s been recompiled, tested, and tweaked under the Mac.

,

No Comments

Grey Lotus – Toward Version 2

It’s been a long, long time since I did any serious update concerning Grey Lotus, but I have good reasons. I won’t go into all of them here, but suffice to say that it’s been a rough road. Apparent lack of interest is another factor, of course. Recently I found two torrents distributing it, though, so I figured I may as well put a bit more effort into it once MektonHelper is taken care of.

The biggest problem, though, is the sheer scope of the changes. I thought I should toss out some of the changes underway to both explain why it’s such a big revision, and to see if anyone had any actual opinions on what I’m doing.

Read the rest of this entry »

2 Comments

Christmas Vacation

I have a new version I could make a build for, if I had a PC to build it on. I’m on vacation at my mom’s house, and I only have my laptop and a G5 iMac to work with. So, patience… I’ll post another MektonHelper soon. I’ve fixed a couple minor bugs while adding some small features, too.

, ,

No Comments

MektonHelpter 0.6.2(Mac Version)

No big changes here, none at all in the Windows version. This is just an update to post the Mac version of MektonHelper, in fact. The Mac version has a few tweaks to make it easier to run on smaller monitors and laptops, plus a couple of very minor bugfixes. These will all be rolled into 0.7 for the next Windows release, but in a more complete form(scrollviews for every tab, etc)

, ,

No Comments

MektonHelper v0.6.1

Bugfix release. I’ve started using this program in earnest to get my game going, so I’m noticing bugs. This fixes:

  • Spaces not updating when Ammo table is updated.
  • Ammo doesn’t track for handheld weapons correctly.
  • Energy Pool tab not always updating correctly on load.
  • Propulsion tab sometimes(heh… usually) crashes when clicked after a load.

Hopefully this will take care of the must-fixes before the next release.

, ,

No Comments

Mekton Zeta Helper Program v0.6 finally released

Bit of a gap here, mostly due to some coding burnout.  In fact, this release doesn’t even have Weapon Mating, which I’d originally planned on adding this time.  Not to say it doesn’t have some improvements: bug fixes galore, ECM/ECCM, Energy Pools, Weapon Linkage, Remotes(though missing remote adding… that’s next release), more multiplier systems, and a little addition that adds flavor text to weapons as tooltips, though that requires redoing spec files. Old spec files will work fine, they just won’t have the flavor text.

I’ve set the next release for about 2 weeks away, due to holidays and travel. I hope to have at least a simple Transformations tab by then, but it’s a more complex problem.  Also, I might do a Mac version then.

, ,

No Comments

Mekton Helper release delayed

I didn’t feel too good this past weekend, so the next release of MektonHelper will be delayed until sometime later this week, whenever the code itch comes back.  This release is mostly finished, though, so it shouldn’t take too long. Features in this release include Hydraulics, Power Plant modifiers, Weapon Linkage, Energy Pools, and maybe Weapon Mating if I get around to it. Energy Pools and Remotes are almost finished as of now, though the interface is still a bit clunky. Weapon Mating is the only thing that I haven’t really started yet.

, ,

No Comments