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ethereal-faf-client's Issues

Additional map information

Add approximate information about reclaim, map size and mexs/hydro counter from map files where is possible. And button to download map for detailed information.

Requires new MapService

Client wont launch as single file

Faulting application name: Ethereal.FAF.UI.Client.exe, version: 1.0.0.0, time stamp: 0x62ffea72 Faulting module name: KERNELBASE.dll, version: 10.0.22621.317, time stamp: 0x2da5b269 Exception code: 0xe0434352 Fault offset: 0x000000000008fa7c Faulting process id: 0x0x4830 Faulting application start time: 0x0x1D8DC1ADEDD2BF5 Faulting application path: C:\Users\Eternal\source\repos\Ethereal-FAF-Client\Ethereal.FAF.UI.Client\bin\Release\net6.0-windows10.0.17763.0\publish\win-x64\Ethereal.FAF.UI.Client.exe Faulting module path: C:\Windows\System32\KERNELBASE.dll Report Id: 91ee44cc-597b-4467-8991-c7565a368593 Faulting package full name: Faulting package-relative application ID:

Application: Ethereal.FAF.UI.Client.exe CoreCLR Version: 6.0.922.41905 .NET Version: 6.0.9 Description: The process was terminated due to an unhandled exception. Exception Info: System.NullReferenceException: Object reference not set to an instance of an object. at Ethereal.FAF.UI.Client.App.Application_DispatcherUnhandledException(Object sender, DispatcherUnhandledExceptionEventArgs e) in C:\Users\Eternal\source\repos\Ethereal-FAF-Client\Ethereal.FAF.UI.Client\App.xaml.cs:line 178 at System.Windows.Threading.Dispatcher.CatchException(Exception e) at System.Windows.Threading.Dispatcher.CatchExceptionStatic(Object source, Exception e) at System.Windows.Threading.ExceptionWrapper.CatchException(Object source, Exception e, Delegate catchHandler) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.Run() at System.Windows.Application.RunDispatcher(Object ignore) at System.Windows.Application.RunInternal(Window window) at System.Windows.Application.Run() at Ethereal.FAF.UI.Client.App.Main()

Playerd Card / Show winrate for last 10/25/50/100 games

By LightBearer

A banner above their ranks that displays a preset trash talk type message that is based on their last 10 games. As an example, if they are 0-10 it could say "YOU'RE SCREWED" If they are 10-0 "Man, I'm good at this!" Doesn't have to be the game taunts, it just came to me as I was writing and think its meme cool but if a guy is 7-3 it could Say “He’s heating up!” naaaaaaa it should be the taunts and say “Run while you can”

Option to output one of a few "numbers" to the desktop/tray icon

by Valki

Option to output one of a few "numbers" to the desktop icon like so:

4fb0828e-d634-406d-ae7b-8b7243010cf3-image.png

You could choose to show here:

  • TMM currently in queue (highest / 1v1 / 2v2 / 4v4)
  • Number of custom games (matching current search filter if available)
  • Number of friends online

Possibly also an option for a windows notification tied to this number:

  • Ping when highlighted number > 8

[Anonymous] Custom editable social list

Добавить в свой клиент функцию списка, который сохраняется у каждого лично
И к примеру список может обозначать "С кем рекомендовано играть"

Player card / Most used units by player

By LightBearer

On the player card have an emblem depicting what role they play, kind of like a class rating for a soldier. If I have most of my kills with Air vehicles then I have an emblem with an ASF (or whatever air unit) Naval gets a Battleship and Land gets a Chicken (because they are the best T4 land unit) Could even have a different emblem for how high the ratio between their kill types is. For example, someone who has 50% kills with land 25% with air and 25% with naval has a Tank emblem but say after time they go to 70-xx-xx so they get a T3 Bot and at 80-xx-xx they now get a Chicken. Conversely, if that same player who was land maybe started playing navy then their emblem would eventually downgrade and then upgrade to a navy class rating. Perhaps a player could have the ability to reset this feature too so that it would begin reassessing your style. So if you have high games played and never play navy anymore but are stuck with a navy emblem then you could reset and get your air emblem because you are an air guy now.

Player Card / color based on played maps history

By LightBearer

A letter designation system beside the player rank that shows what kind of player they are. Base it on their lifetime rank and last 100 games rank separately. For instance, a 1000 rank with 1000 games and 900 of them are Astro is an A-1000. G-1000 for any Gap maps such as you_shall_not_pass or Gap of Rohan. S for Setons, DG for DualGap, L for Ladder, MG for mapgen, and OW for players with most games played in the more open world type maps such as hilly plateau and pyramid. The thinking here is that if a level 1000 joins a 1000+ mapgen lobby then the host can better balance the game as well as just other players being able to know who their opponents are. So then a DG-1000 could easily be an MG- 1200 on their last 100 rank (or even an MG-600 for that matter to reflect the learning curve that comes when switching playstyles in which case a host may have him vs a 600 and not against an 1100) Conversely in a Dual Gap game the host can balance slots according to thier rank and experience level in that setting too. Some people will be proud to be an A-1800 and that's fine if that's how they enjoy this game but when they join a 1500+ lobby and everyone in there is a L, MG or OW then this A is maybe kicked or maybe there is a G in there that the host would put him against.

[SubCon] Option to hide moded games

Option to hide moded games, especially due to the fact that the client does not support them anyway.
The error you get: "SIM modes not supported"

Ice adapter not redirecting output

image

System.InvalidOperationException: StandardError has not been redirected. at System.Diagnostics.Process.BeginErrorReadLine() at beta.Models.Ice.IceAdapterProcess..ctor(String playerId, String playerLogin, Int32 RpcPort, Int32 GpgNetPort) in C:\Users\Eternal\source\repos\Ethereal-FAF-Client\beta\Models\Ice\IceAdapterProcess.cs:line 46 at beta.Models.Ice.IceAdapterClient..ctor(String playerId, String playerLogin) in C:\Users\Eternal\source\repos\Ethereal-FAF-Client\beta\Models\Ice\IceAdapterClient.cs:line 123 at beta.Infrastructure.Services.GameSessionService.RunGame(GameLaunchData e) in C:\Users\Eternal\source\repos\Ethereal-FAF-Client\beta\Infrastructure\Services\GameSessionService.cs:line 233

by SpikeyNoob

Patches / Patch storage

by SPL

Everytime after I watched an old replay I have to redownload the actual patch and it always takes about 5-10 minutes. That's sucks.

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