Comments on QP's Scripts

463 comments

Comment on Travian QP Targets 3.9.0 made 21 hours ago:

Diego21

Thank you for all the work you put on this script QP!!! It's greatly appreaciated, really!!!

Comment on Travian QP Targets 3.9.0 made Oct 10, 2008:

Diego2002

Hi!

On the market (sending resources) page works nothing since v3.9.0, although I updated to this version from 3.7.0 (I think...).

I have firefox 2.0.0.17.

Any suggestion?

Comment on Travian QP Targets 3.9.0 made Oct 7, 2008:

Morenito88

Hi all


First congratz for this script, really very good!

I like to know in this pic:
Image Hosted by ImageShack.us


What is the mean of those times in the black circle?

And in this pic:
Image Hosted by ImageShack.us


How can i disable only the feature in the black circle (what script code i need to remove)?

Thanks

Comment on Travian QP Targets 3.9.0 made Oct 1, 2008:

redflames94

this script is awesome :o

Comment on Travian QP Targets 3.9.0 made Oct 1, 2008:

BmW

@QP

I know some C++ programming and i know when i typed programm with 800 lines i was lost, i had no idea wheres what, so comments are very usefull to write, even they take some time, but its much easyer to understand a programm with comments, so 8500+ is simply insane :D

Comment on Travian QP Targets 3.9.0 made Sep 28, 2008:

m4rtini

This is the script i was talking about: http://userscripts.org/scripts/show/13780

Comment on Travian QP Targets 3.9.0 made Sep 28, 2008:

QP

Hi all... still alive... and here is a new version... the 13x13 Map is no longer just an image without any interaction... it is fully working finally :)

Working on version 4 for a while but UserScripts has not yet even provided the correct way to publish scripts for GreaseMonkey 0.8 (using the require and resource).

For those who have looked a bit to the script, though I may have tried to keep it a bit tidy and organized... if you have ever programmed, you will know that 8500+ lines of code is impossible to maintain or develop upon in such a spaghetti code design: all in one single file, no context, no objects (no matter how little they mean in JS)... for those who don't really know: it is a nightmare to find something, there is no context.. even the editor was getting slowed down big time...

So version 4 should be a major overhaul of the script... I'm even hoping that the script itself will end up being faster (will need to take some measures of that also..)

Ok, so version 4 is coming... also I'm considering 2 things...

- making a real site for this script so that the instructions (and examples, etc) are much more organized and with images... please give me suggestions as to where to put the site (btw, the script would still be here, it would be simply a better place to show the script and it's features);

- lastly I'm considering changing the name of the script... this is not yet a final decision since a name change could mean most people wouldn't know the new name and might overlook it... but the script now does so many things that "Targets" might not be the most descriptive name...

Ok, now as usual... answers:

@BmW: Hi there... whatever that means :P

@guy6: ok, the "graphic pack" idea... this was basically that the script should try to not make extra requests to the server... this is true for most features and I to strive to make it that way the best as I can... but this does not qualify it as a graphic pack since the graphic packs are basically a collection of images to replace the original travian standard theme images to show a different theme... I'm adding information or showing it differently, so definitely not a graphic pack...

@NguyenTuVuong: After version 4, I'll try to go for that... it is really boring to have to destroy level by level...

@augustas: thanks :)

Well, I will not disable features per default, that makes no sense to me... I can mention a couple of reasons for it, like:

- some features have been introduced before on QP Targets than on beyond...

- some features are similar but a little different on both scripts...

- people might not want to use beyond (as I don't)...

... by the way, why don't you ask all of the beyond script modders to disable it on beyond? :P

The 13x13 map is working now... I added it as an image only (without interaction) when that part of the feature was ready... but only got the time to finish that feature now... enjoy :)

@BmW: Hello again... thankfully that post was already deleted...

@m4rtini: Just released version 3.9... didn't look to your comment previously... please post a link to the script you're mentioning... I'll try to take a look into it...

@bbob: Thanks.. well, that is doable, but i already have on the to do list something much more flexible than that.. configurable quick attacks...

Well, that's it for now... nice gaming to all

Comment on Travian QP Targets 3.9.0 made Sep 28, 2008:

bbob

Hey QP! Great script. Quick question.... How hard would it be to add in another attack/fake part? I'm willing to edit it and do it myself but I don't know to much about programming and wanted to see how much trouble it would be editing it and adding it in.

Expample: Sword 1: Fake: sends 1 maceman. Sword 2 (right next to sword 1): Fake: sends 2 maceman.

I know you can change it in the script itself from 1 maceman to 2 maceman but I was wondering if an TOTALLY different attack button can be added. This way you have an option to send 1 maceman or 2 maceman.

Thanks,

Bbob

Comment on Travian QP Market 2.3 made Sep 7, 2008:

Arandia

Hmmm, might be worth mentioning somewhere that to get RoundTripTime functionality, you have to visit your profile page first...? I know it already says to visit the "Send Troops" page, but doesn't mention the profile one... it needs to go there to learn your home village's location.

If you don't, you get 'NaN's poping up. I spent far too long tracing through the script trying to figure out where the hell these were coming from before finally getting what was wrong and clicking on my profile... talk about aggravating.

Other than that, however, great job on the script. The rest seems to work fine...

Comment on Travian QP Targets 3.9.0 made Aug 27, 2008:

m4rtini

version 3.8 conflicts with the script "Travian: search" on the marketplace page. Would be great if you could fix it.

Comment on Travian QP Targets 3.9.0 made Aug 21, 2008:

BmW

Nice :P

PS: LoL @ The Hot Spott

Comment on Travian QP Targets 3.9.0 made Aug 20, 2008:

augustas

this script is good with beyond, but they have some simalar functions, you should disable functions which is in beynd, also big map (like from trav. plus) is only image ... nothing good from it

Comment on Travian QP Targets 3.9.0 made Aug 19, 2008:

NguyenTuVuong

Hi, may you create a script help us demolish unnecessary building? Please

Comment on Travian QP Targets 3.9.0 made Aug 16, 2008:

guy6

QP thanks for pointing out that the lag was in my comp. i found the problem with it, and fixed it. as far as the graphics pack business, the graphics packs are scripts that the info runs through and everything is changed except the numbers. but no info is sent back to be updated by the server. the timers and troops send info require a partial update from the server, at least as far as i can see. the mh can not see the partial update unless he is really looking for it. but if the script could run without sending the partial update, then it would be a legal graphics pack that would do all the same things. just a thought. i think up totally impossible stuff all the time, that might work if i wasnt the one trying to do it.

Comment on Travian QP Targets 3.9.0 made Aug 10, 2008:

BmW

Krneki spat ;)

Comment on Travian QP Targets 3.9.0 made Aug 10, 2008:

QP

Hello all, work and holidays... but here go some answers for now...

@justass: I'm using and seeing it, so it is probably script conflict. I think this happened to me once while trying out a beyond version.

@krneki: Interesting beyond has that now... :) just go to the main function and comment out the line with this:

transformPageDorf2_addBuildingLevels();... come on... next time, search a little...

@Diego21: replies to your questions:

1) you can disable the timers on my script easily - use the config vars at the bottom of the script.

2) They can't be positioned there since they need to be _per resource type_. I don't even understand the beyond numbers anyway.. they seem random, so I'd suggest disabling that on beyond... somewhere. Can do that... thought what I think would be more useful would be the complete time until the mercs return, which is not shown when they are still going away.

3) I can look into that, though I don't really care about that notepad... (is it the game's notepad? or is it a local version that saves on graesemonkey's preferences?)

Feature Request: Unsure... the troops in village are "just below" in the 1st table, which is original from the game... and this script doesn't add more tables, so that is the only feature that makes sense there... I think a little site to show with images, the features of the script would be helpful there. Can anyone suggest where to make such a site? Which server to use? (the idea would be to keep the script also here, but have more information and visual information, simpler to see what are really the features, and the feel of the script...).

And thanks :))

@al_13: Another one... next time please try a little to find it... comment out this line: transformPageMap_addPlusMapLink();, you're welcome.

@BInLadi: Just answered that to krneki... please llok for stuff before asking them...

@al_13: Hey you found that one :) that's it... thanks for helping out.

@guy6: About the servers finding the script: that is definitely not the way that a script can be noticed. That extra lag you notice is your browser processing the script and changing the page so that the features in the script are shown. This means that, that lag was done only on the client side... on your computer.

About making the script look more like a graphic pack... I don't really know what you mean about that.. but please go ahead and explain... it might be an interesting idea.

Nice gaming to all.

PS: Hope next version will be out sill this month...

Comment on Travian QP Pub made Aug 10, 2008:

QP

Been away for a while... work, holidays... here goes..

@BmW: Some travian servers have PUB / adds / advertisement / banners / ...

Those are really annoying and take up space at the top of the page.. all width and about 200 pixels height, and then those adds sometimes are animated flash stuff, etc etc...

So this script removes that part of the page... if you play multiple servers, tabbing between servers is much cleaner now... but even if you don't the page is much cleaner and the adds are probably not even requested by the page lowering the bandwidth (though I didn't test that)

@Metador: Yeah, including params (the last asterisk) I had noticed but didn't get around to post the fix. Thanks anyway.

@Metador: Thanks for the new servers.

Nice gaming to all.

Comment on Travian QP Targets 3.9.0 made Aug 5, 2008:

guy6

i have noticed that with this script turned on in s7, that there is some lag. that server is not very steady right now but when it does get steady, that lag is going to be how they find this script. anyway that we can make it look even more like a graphics pack?

Comment on Travian QP Targets 3.9.0 made Aug 4, 2008:

al_13

@BInLadi: for disable numbers in dorf2.php --> //transformPageDorf2_addBuildingLevels();

Comment on Travian QP Targets 3.9.0 made Jul 27, 2008:

BInLadi

could you tell me, how can I disable numbers in dorf2.php (levels of buildings)? They are overlapped if I use travian beyond simultaneously.

Comment on Travian QP Pub made Jul 27, 2008:

Metador

all german servers have got ads

http://speed.travian.de/*.php*

http://welt*.travian.de/*.php*

Comment on Travian QP Pub made Jul 27, 2008:

Metador

You have to change the include url from

http://www.travian.org/*.php

to

http://www.travian.org/*.php*

Regards

Metador

Comment on Travian QP Pub made Jul 27, 2008:

BmW

I dont know what does this do :P

Comment on Travian QP Targets 3.9.0 made Jul 23, 2008:

al_13

Hello,

Please, if possible, add the parameter - show or hide Travian Plus Map

Thank you

Comment on Travian QP Targets 3.9.0 made Jul 19, 2008:

Diego21

@krneki: I also have Travian Beyond (2.6c I will add, just in case yours is a version-specific error) and I see the QP levels of buildings alright... Are you sure that your problem is an incompatibility between them?

I do have some suggestions regarding a clearer molding together of Travian Beyond and QP Targets though... I'm still new at QP, but I've come to see a couple of things that could be fixed for them both to work better together...

1) Depletion timing in all pages is repeated above and below each resources' amount

2) The market 0x 2x 5x links dissappear overlapped by the 500 750 1000 option of the beyond.... This options only appear after sending at least 1 merchant somewhere first... Maybe they could be better positioned in the space below, i.e. next to the "0 = 0 (0)" place?

Additionally, as an extra feauture request: QP, can you add coordinates and distance (the same as in the Rally Point) to the villages that I'm exchanging resources with at the market?

3) The Delete buttons below the reports page overlaps (in fact, takes out) the notepad of beyond (no real loosing here, I prefer these buttons so I don't care :P)

Finally, another feauture request:

To avoid confusions some sort of title to the total troops display (in+out of the village) in the Rally Point would be appreciated... Or at least put just below that one the display for the troops that are actually IN the village...

Sorry if I didn't make myself perfectly clear, English is not my native language... :P

Very good script, and very much appreciated!!!!!! Great work QP!!