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Topic: WWII- Europe Status

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4 OCT 2011 at 10:14pm

Ron Dockal

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@lupi,

 

The WWIIE Campaign scenario (and all other scenarios) game can be played against the computer opponent (solo).

Was that your question?

 

Let me know,

Ron 


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5 OCT 2011 at 9:56am

lupi

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Originally Posted By Ron Dockal

@lupi,

 

The WWIIE Campaign scenario (and all other scenarios) game can be played against the computer opponent (solo).

Was that your question?

 

Let me know,

Ron 

 

 

Yes, while I’ve played through RGW a couple of times I haven’t given AGW more than a couple turns. Even though it has several refined and improved features, inability to solo the campaign is a critical hindrance for me.



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5 OCT 2011 at 7:15pm

Ron Dockal

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@lupi,

 

Understand.  I don't have all of the answers on this one currently, but I know I have to solve it.  WWIIE has several Campaign scenarios.  East Front, Africa, the West and a Full WWII. 

 

One of the key concepts is activation of units in countries into the conflict.  I am looking at a concept where every hex has a specified country.  Incursion of an enemy unit into a country will be a declaration of war, and the conflict is on.  This allows Germany to choose the order of invasion, without fear of another country entering the conflict.  I am also looking at the ability to form alliances.  e.g. A German attack on Poland activates England and France.  historically this alliance was in place, but no real action from England and France occurred except preparation for the next steps. 

 

What problems did you see on RGW and AGW in the Campaign scenarios?  Were they primarily computer opponent issues?  Did you try a head-to-head between two human players, or play against yourself?

 

Ron


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10 OCT 2011 at 9:20am

Ron Dockal

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Status for the weekend:

 

1. I filled in column 200 of the terrain array so I can use it to develop code.  All information about a hex will display in the command panel just by hovering over the hex and depressing the CTRL key.  Includes xy coordinates, country name, city name/points/control, supply information, terrain features (forests, swamps, ports, rivers, elevation, etc), weather zone, etc.

 

2. Changing some final bugs in the scroll and pan/zoom at all levels. Plan to continue this for today.  Low level maps are working perfectly.  Testing and analyzing Mid and High levels to make sure all combinations of movement work seamlessly together.

 

3. If time permits, I plan to fill in a few more columns of the terrain array.  This will be a background task from now until Playtest #1.

 

Ron


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10 OCT 2011 at 9:50am

spelk

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It all sounds good Ron. Will there be a facility to see persistant City Control points on the map, while you are moving your units? Say a coloured outline around the hex to flag it up as an important objective? 

 

I've got about 500 of the locations entered in the database, with co-ords. It's taking a little longer than I expected to be honest - I rushed ahead, but entered a lot of the names as pure ASCII without any accents, umlauts etc, so I've been going back through the locations entered so far and putting in the appropriate characters. Also tying up the city with the appropriate BMP tile, just for entry reference. I hope to get some more entered this week. Do you have a deadline when you need the city XY database to be ready for?



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11 OCT 2011 at 8:37pm

Ron Dockal

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Currently city points can be viewed by hovering over the hex, or by selecting the city point display attribute.  Frequently there is an enemy unit in the cities, so the hovering is the best method of displaying the information.  You also get name (based on your data!), owner, and supply information.

 

Looking forward to getting a copy of your data.  No specific deadline, I'm just pleased that you are doing that since it is allowing me to focus on code and other wargame development items.

 

Thanks,

Ron


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11 OCT 2011 at 8:40pm

Ron Dockal

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Question to the community on display sizes.  The standard display size has become 1600 x 900 or greater.  Should I take advantage of the extra width in WWIIE, or should I be driven by the 1024 x 768 (4 x 3 ratio) displays?

 

I welcome all comments.  Would be interested in an informal poll of what screen sizes are being used by the community.

 

Ron


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11 OCT 2011 at 8:59pm

Philippe

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My monitor uses 4x3, and when I eventually replace it I'll try my darndest to find one that can use that ratio.  And by then the current manufacturing gimmick will probably be something other than the wide screen currently in use.

 

If I were producing a game right now, if I were interested in any kind of longevity I'd build in a configuration program that lets you fit what appears on the screen to any ratio a particular uses feels he needs.  There are several games out there that already do this, and it spares you the headache of guessing where the monitor ratio lemmings will try to run in the future.


  

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History is a bad joke played by the living on the dead.

 

 


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11 OCT 2011 at 9:39pm

Ned72

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Originally Posted By Ron Dockal

Question to the community on display sizes.  The standard display size has become 1600 x 900 or greater.  Should I take advantage of the extra width in WWIIE, or should I be driven by the 1024 x 768 (4 x 3 ratio) displays?

 

I welcome all comments.  Would be interested in an informal poll of what screen sizes are being used by the community.

 

Ron

 

You should try to include as many resolutions as possible as I am sure people will be playing it for a LONG LONG time like RGW and AGW. I currently have 1900 x 1200 and would love to use all that for WWIIE. Others may only have 1024 x 768 and WWIIE should use all of that as well.



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14 OCT 2011 at 5:31am

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Widescreen is standard.

I've run AGW and MDE on

ASUS eeepc @1200x600

Lenovo Z560 (replacing the above) 1366x768

also cabled it to my 41" Samsung television for a massive res experience.

1024x768 is an antiquated ratio IMO.

I've said it before, and repeat it here. What sets Schwerpunkt apart from other games is the fantastic amount of map we get on the screen. Information while still readily available is not stuck permanently on a frame of information panels, diminishing the 'game board'.


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17 OCT 2011 at 9:32pm

Ron Dockal

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WWIIE Status for the weekend:

 

1. Found and fixed several bugs in the map scrolling, boundary conditions, and operations at all map levels.  All operations can now be performed at both high and mid levels.  Many ops can be performed at WWIIE and high levels also.  Regression testing in this area is complete, with no further bugs on it.  I can't break it.... 

 

2. Decided to reward myself by starting the development of scenario #42. East Front - Blitzkrieg 41. Developed the text file, and input Army Group North.  One of my favorite parts of wargame development is the creaion of the OOB, and the development of a scenario.  Especially this battle.  And, it HAS been several years since I was on the East Front.....

 

Ron


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17 OCT 2011 at 10:12pm

Ron Dockal

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I probably should communicate my question on display resolution better.  First, let me thank each of you who commented.

 

WWIIE will display the maps fully on whatever resolution your screen supports, regardless of the aspect ration (4 x 3 or 16 x 9 or whatever).  Current code would support a display resolution of 4620 x 5280 pels, so I think I am covered......

 

My dilemna is not high/mid/low level map related, but relates to some of the the screens which cover one page.  For example, the WWII Europe map should be displayed fully on one screen so that the player can zoom into any area using the mousewheel without having to resize or scroll.  Should the minimum vertical resolution be 600, 768, or 900? Same question for the OOB screens, combat results screen, terrain legend, counter legend, lead-in screens, and reports.  The vertical resolution of the reports only sets how many items can be displayed on one screen, all of them have the ability to go to the next page.

 

BTW, the minimum vertical screen resolution for RGW, AGW and MDE is 600 pels.  In my opinion, the minimum vertical resolution for WWIIE should be at least 768, and I could really take advantage if it was 900...  But, 768 probably is the minimum standard for now.

 

So, my questions:

1. Is anyone still using a display with 800 x 600 pel resolution?

2. Should the minimum vertical display resolution for WWIIE be 768 or 900?

 

Thanks in advance for your comments.  Please be assured that regardless of the resolution, the windows can be sized.

 

Ron


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18 OCT 2011 at 2:05am

Kutnezov

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Originally Posted By Ron Dockal

 

BTW, the minimum vertical screen resolution for RGW, AGW and MDE is 600 pels.  In my opinion, the minimum vertical resolution for WWIIE should be at least 768, and I could really take advantage if it was 900...  But, 768 probably is the minimum standard for now.

 

So, my questions:

1. Is anyone still using a display with 800 x 600 pel resolution?

2. Should the minimum vertical display resolution for WWIIE be 768 or 900?

 

Thanks in advance for your comments.  Please be assured that regardless of the resolution, the windows can be sized.

 

 

Hi Ron,

 

1. Nope, I don't use 800x600 resolution (mine is 1280x800), but a lot of small netbooks doesn't have more resolution than 1024x600. And netbooks are a good market.

2. I think that you should go for 768 as still there a lot of 1024x768 screens around. You already have a design philosophy, and this is very good, so I think that you should keep on that: Keep the computer system's configuration requirements minimal to allow wargamer's with older computers to play the games without upgrades  

 

Regards,

 

Emilio 


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24 OCT 2011 at 8:20pm

Ron Dockal

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WWII-Europe development status for last weekend:

 

Implemented a right click options menu that allows the player to:

1. Undo the last op

2. Center the screen within the viewing memory for scrolling in any direction

3. City selection for display

4. Display attribute selection

5. Display the Comand Panel on the left side of the screen

6. Display the Command Panel on the right side of the screen

7. Turn the Command Panel off

8. Turn the Command Panel on

9. Save a bitmap screenshot

10. Cancel any op

 

Also continued to build the Blitzkrieg 1941 East Front scenarios.

 

Implemented the WWIIE map in a format that fits the 768 pels vertically.  Changed the jump map to be consistent with it.

 

Completed writing out the requirements & features for the game. 

ocumented several items in the Software Design Notebook.

 

Ron


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1 NOV 2011 at 7:30pm

Ron Dockal

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WWII-Europe development status for last weekend:

 

1. Improved the "Highlight OOB"  operation.  Op now causes the HQ unit selected to have a white border around the unit, parent unit a yellow border, peer units a blue border, child units a green border, and grandchild units a purple border.  When selecting an Army HQ, the corp, and their combat units are highlighted.  Works at mid and low level maps.

2. Implemented and tested code that displays and manages fatigued units.  After five straight attacks, one per turn, the unit is marked as fatigued and cannot attack for one urn. Number 5 may vary pending playtests.

3. Found and fixed bug that did not shift commander and unit text when the player performed a Tab-click unit stack re-ordering.

4. Continued building of Scenario #42, East Front Blitzkrieg 41.  Interesting how many major German commanders started the conflict leading a division or corps.

 

Ron


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8 NOV 2011 at 7:06pm

Ron Dockal

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WWIIE Status for last weekend:

 

1. Completed data entry of all Axis units for Scenario #42, East Front Blitzkrieg 41.  Started data entry of Allied (Russian) units.

2. Changed code to display a better graphical icon for naval units .

3. Continued development of the terrain array.

 

To complete the list of code changes for WWIIE, I am developing a full scenario (chose #42), and enough of the terrain array for testing.  In particular, I need this to develop and test marking of each hex with respect to supply and side control.

 

Ron 


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14 NOV 2011 at 6:36pm

Ron Dockal

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WWII-Europe development status for Veteran's Day weekend:

 

1. Completed entry of Russian units on the map for Scenario #42 East Front Blitzkrieg 41.  Started entry of reinforcements.

2. Coded and tested a better method of displaying status and error messages.  Some messages were being over written before seen by the player.

3. Contemplated reinforcements.....  See thread requesting for opinions.

 

Looking forward to Thanksgiving Week, as I have some time off.  My plans include terrain array and battle development. 


Ron

 


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29 NOV 2011 at 10:04pm

Ron Dockal

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Status for last week:

 

1. Three scenarios now built (#2 Poland, #15 Cyrenaica and #42 East Front Blitzkrieg).  This should be enough for my testing purposes.

2. Added toolbar.

3. Added progress bars for supply checking.

4. Solved font problem.  WWIIE now display fonts from 1024 x 768 to 1600 x 900 (and greater up to 6k x 5k).

5. Added color background to dialog boxes.

6. Added resume ops selection for Display Attribute and City Selection.

7. Coded and tested mechanized breakthrough units (5 to 1 odds attacks) capability

8. Improved software design notebook.

 

Ron


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4 DEC 2011 at 6:58pm

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Ron,

are all the colour and font options hard coded?

as a casual modder, I'd like some bits to be 'tweakable'.

regards

A.


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4 DEC 2011 at 9:47pm

Ron Dockal

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The color of all units is decided by the scenario text file that is supplied with the game.  Players can change them.  Just change the RGB values and use the scenario builder to change the unit colors. 

 

Fonts are hard coded, since they require a call to a Win 32 API to create, and they must fit within the unit display.  They use the fonts supplied with the OS, but proportionally change the size of the fonts.  I use either Arial or Lucido sans serif, as they can most easily be read on the displays, units and reports.

 

Ron


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19 DEC 2011 at 9:17am

Ron Dockal

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With MDE Patch v12 now in playtest, I can turn my focus back to WWIIE.  If Schwerpunkt awarded medals, then I would have to give spelk several of them for his work on the cities.  Yesterday he sent me a file with the city names and converted xy coordinates, and it loaded perfectly into the game first time.  I used Scenario #42 to test it.  Along with the columns of terrain information that I have been able to enter, it was enough to test the CTRL key operations.  Mouse movement across the maps with the CTRL key depressed now displays information on the Command Panel about the hex.  City name, country, city points, owner, supply information, terrain information, and weather zone are all displayed.  If the hex was a defender combat hex, then attackers, defenders, odds, die roll, and combat results (losses, retreats) are also displayed.

 

So no mouse clicks to get full unit information, and depress one key to get full terrain and combat information.  WWIIE is shaping up....

 

Ron


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19 DEC 2011 at 10:38am

spelk

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I'd wear the medals with pride, Ron! - I'm glad I could help out,  even if just a little bit.

 

I like the sound of the unit and terrain information mechanism, looking forward to seeing how WWIIE progresses in the future.



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25 DEC 2011 at 2:10pm

Ron Dockal

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Merry Christmas!

Happy Wargaming!

 

Ron


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25 DEC 2011 at 4:39pm

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+1

 


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4 JAN 2012 at 7:12pm

Ron Dockal

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Over the holidays, we made quite a lot of progress on WWIIE development.  Below is a summary of the key items:

 

1. 45 out of 434 columns of information in the terrain array have been encoded.

2. The map graphics of the area east and south of Leningrad have been completed.

3. The development of half of Scenario #43 Approach to Leningrad is done.

4. City array is complete for the AGW map area.

5. Combat Analysis function was added.  Allows player to select defenders and attackers, and get the odds and combat detail information.  Losses are not allocated, and retreats are not made.   Basically a combat estimator.  Good suggestion, Agent Smith!

6. Scenario boundary line has been added for WWE, mid and low level maps.  High level boundary to be done.

 

Focus for the coming weeks will be to encode more of the terrain array, so that development and testing of supply concepts can be done.  And I want to finish Scenario #43.  Note that I use scenario building as a reward for doing the tedious terrain array encoding work!

 

Ron


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