Comments on QP's Scripts
463 comments
| Comment on Travian QP Targets 3.9.0 made 21 hours ago: | |
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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: | |
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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: | |
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Morenito88 |
Hi all What is the mean of those times in the black circle? 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: | |
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redflames94 |
this script is awesome :o |
| Comment on Travian QP Targets 3.9.0 made Oct 1, 2008: | |
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BmW |
@QP
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| Comment on Travian QP Targets 3.9.0 made Sep 28, 2008: | |
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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: | |
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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...
Ok, now as usual... answers:
@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 :)
@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: | |
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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,
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| Comment on Travian QP Market 2.3 made Sep 7, 2008: | |
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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: | |
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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: | |
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BmW |
Nice :P PS: LoL @ The Hot Spott |
| Comment on Travian QP Targets 3.9.0 made Aug 20, 2008: | |
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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: | |
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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: | |
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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: | |
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BmW |
Krneki spat ;) |
| Comment on Travian QP Targets 3.9.0 made Aug 10, 2008: | |
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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:
@Diego21: replies to your questions:
@al_13: Another one... next time please try a little to find it... comment out this line: @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.
Nice gaming to all. PS: Hope next version will be out sill this month... |
| Comment on Travian QP Pub made Aug 10, 2008: | |
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QP |
Been away for a while... work, holidays... here goes.. @BmW: Some travian servers have PUB / adds / advertisement / banners / ...
@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: | |
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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: | |
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al_13 |
@BInLadi: for disable numbers in dorf2.php --> //transformPageDorf2_addBuildingLevels(); |
| Comment on Travian QP Targets 3.9.0 made Jul 27, 2008: | |
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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: | |
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Metador |
all german servers have got ads
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| Comment on Travian QP Pub made Jul 27, 2008: | |
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Metador |
You have to change the include url from
Regards
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| Comment on Travian QP Pub made Jul 27, 2008: | |
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BmW |
I dont know what does this do :P |
| Comment on Travian QP Targets 3.9.0 made Jul 23, 2008: | |
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al_13 |
Hello,
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| Comment on Travian QP Targets 3.9.0 made Jul 19, 2008: | |
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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:
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!! |




