FSGModding / FSG_Mod_Assistant

Farming Simulator 22 Mod Manager.
https://fsgmodding.github.io/FSG_Mod_Assistant/
ISC License
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[VERSION TRACK] v3.3.0 Known Issues & Bugs #198

Closed jtsage closed 6 months ago

jtsage commented 7 months ago

Known Bugs - v3.3.0

This issue is an umbrella issue to keep track of bugs in the current version. You can reply directly here, but opening a new issue would make life easier for us.

Issue List

vitalii2011 commented 6 months ago

I really liked the new feature in 3.4.0-RC3. Thank you!

jtsage commented 6 months ago

Thanks for the feedback!

1.) I sort of knew about this one, I don't think I ever really used it though. I know I kind of borrowed the idea from someone else, but it wasn't this interface, I'll have to dig through my downloads some day and figure out which one it was exactly

2.) I can do the wikipedia one easily. MA is using bootstrap-icons (https://icons.getbootstrap.com/) - anything on that page is simple, rolling my own would require some changes to how the gettext/translator functions work in MA

3.) Yeah, totally. Lemme see what I can work up for a UI for a compare feature - I'm thinking something like what you showed, but pressing the compare button opens up a new window with a "spreadsheet" view of the current item, and pressing that same button on anything item adds it as another column in the compare window.

Thanks again

jtsage commented 6 months ago

Something like this? 2024-01-12 16_41_34-Greenshot

jtsage commented 6 months ago

There's a button on the detail page of mods to add those to the compare window as well.

2024-01-12 17_11_57-Greenshot

vitalii2011 commented 6 months ago
jtsage commented 6 months ago
  • In general, yes. But without engine power options/variants (at least the “min/max” line), an important characteristic is missing.

oh, good point on the min/max - i'll see what I can do with that - I don't know that I calculate that right now, other than for the graph, it would seem I should.

  • Maybe the table is more convenient: you can compare 4-5 objects and rearrange the presentation according to the “min/max” indicators of the characteristic of interest?

Sortable would be nice, huh? It's not actually a table right now, because dynamically adding a column to a table is a hassle - tacking on another column of a list is much simpler. But any way I do it, reordering should be reasonably simple.

vitalii2011 commented 6 months ago

For example: https://worldoftanks.eu/ru/tankopedia/#wot&w_m=cmp&w_vc=289(),47873(),4897(),59665()

jtsage commented 6 months ago

oh. flip it. I see. yeah, that makes a lot more sense, huh?

Ok - probably tomorrow I'll have time to work on this some more. Unless I get real restless tonight.

Thanks

vitalii2011 commented 6 months ago

If a hobby begins to bother you, then it’s better to do something else for a while. ) The less you work, the more time you have for rest. ))

jtsage commented 6 months ago

Part 1, engine power spans (least - most)

2024-01-12 22_08_16-FSG Mod Assistant

I think I am doing the calculation they way they did in the base game stuff. The low numbers seem to match up anyway.

jtsage commented 6 months ago

So, more like this?

2024-01-12 23_12_38-Greenshot

Motor with chevron down is the worst engine power, reverse for chevron up

vitalii2011 commented 6 months ago

Great! Thank you very much. Maybe it makes sense to add the “Add to comparison” option from this window without opening a window with details for each? 0014

vitalii2011 commented 6 months ago

Now it is possible to add the same object to the comparison several times: 0015 is it possible to prevent this by notifying with a pop-up message: “This object has already been added to comparison”? Or changing the color of the add button when adding: 0016

jtsage commented 6 months ago

I can probably silently eat duplicates - passing a message back is probably possible. Changing the color of the buttons likely is not possible (just because of how I am passing that data)

As to adding the button up one level like pictured, yes, absolutly.

vitalii2011 commented 6 months ago

https://github.com/FSGModding/FSG_Mod_Assistant/assets/41552153/b1d7872e-a93a-4a14-875b-899edd0c49fa

jtsage commented 6 months ago

Hah! It took me the better part of 10 minutes to recreate what you were showing in the video - yep. That's a scroll issue for sure - I suspect that's what happens when you mess with the anchoring image up there. This will be fixed shortly.

vitalii2011 commented 6 months ago

Just wondering: why isn't this icon ($data/vehicles/newHolland/varifeed41/store_varifeed41.png) showing? 0010

jtsage commented 6 months ago

Hmm. that's a good point. The short answer is because it references a base game icon, and MA isn't that smart - up until very recently, it didn't have that data. Lemme go back and see if I can add a pointer record in the basegame stuff I am loading anyway to have those available at that end.

vitalii2011 commented 6 months ago
jtsage commented 6 months ago

Ok. first, copy/paste - that's easy, I'll add it in a minute.

Next, that particular implement - so, it's not "real" in the data files - it's actually a copy of case terraflex - and the way they do it, parsing those changes are going to be a complete nightmare - but, I found a sort of compromise:

2024-01-23 16_05_33-basegame html

So, it's gonna pull the right name, brand, and image - but the data for it is actually from the "parent" unit, so it might be a little off - and clicking on it is going to bring up the parent info instead. It's the best I can do without spending probably another 2 weeks on a handful of items. (for items this is true of, that little warning triangle gets superimposed on the background)

jtsage commented 6 months ago

Oh, and as a side effect, because I'm not willing to commit to a deep tree search at this point - those aren't going to show up in the attachments / fill unit list either.

jtsage commented 6 months ago

Ok, I can fix the basegame icon on combinations and store items - if a mod uses a base game file as a modIcon, I can't catch that early enough (I'm not even sure it actually works)

2024-01-23 16_59_05-FSG Mod Assistant

jtsage commented 6 months ago

moving to #210 for new things