Archive for category MektonHelper

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.

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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.

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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.

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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)

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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.

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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.

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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.

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Mekton Zeta Helper version 0.5 released

I’ve taken a bit of a break from this… but that just means I’m not adding features at quite the frantic pace I was before. So, you still get a weekly release!  This release covers splitting systems between multiple servos, Reflectors, Cockpit Controls(some of them, anyway) and Environmentals, along with a few bug fixes. I also added Weight Efficiency and Inefficiency to the Propulsion tab.

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More Mekton programs. Mekton Helper version 0.4 released.

Yes, getting to be a regular occurrence. Once again, I got a little bit more done than I’d scheduled, and added Shields and space tracking and weapon mounts and Binders to it. With Save/Load finished, this puts it pretty far along into the ‘usable’ category.

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Mekton Zeta Helper Program Version 0.3

That’s right, another week has gone by and… another update! I decided to skip Shields for now so I could add Cockpit and Sensors to this release, in addition to Ammo tracking. There are still a few known bugs I’m fixing here and there, but for the most part this should be a functional release. With the addition of Cockpit and Sensors, it is now possible to build a completely functional and legal Mekton with this program.

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