Matrix Games Forums

To End All Wars: Artillery Battle Academy 2: Eastern Front - End of Early Access Space Program Manager unveils its multiplayer modes Another update for Commander: The Great War!Distant Worlds: Universe gets a new updateDeal of the Week: Eagle Day to Bombing the Reich Advanced Tactics Gold is coming to SteamMatrix Games now speaks German!A little bit of history with To End All WarsBattle Academy 2 gets a release date!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Classic Wargame Mod (now awailable to download)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Design and Modding >> Classic Wargame Mod (now awailable to download) Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Classic Wargame Mod (now awailable to download) - 3/22/2012 4:02:15 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Started from the excellent work of Agent S (Skin TOW), I am working on this mod (it's just the beginning)

Sceen :


http://www.leqg.org/forum/download/file.php?id=940






In addition, I have downloaded the demo of "Storm over the Pacific", to try it. If the game enjoys me, I will do the same kind of mod for the Pacific Theater of war, so, wargamers who like the "classic wargame look" for their games will be able to play the 2 with their preferences.



Attachment (1)

< Message edited by welk -- 3/31/2012 11:15:28 PM >
Post #: 1
RE: Classic Wargame Mod - 3/22/2012 6:39:41 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Work in progress (some little problems to be worked)
quote:

Work in progress (some little problemms to be worked)

The map is now more clear




Attachment (1)

(in reply to welk)
Post #: 2
RE: Classic Wargame Mod - 3/22/2012 6:48:33 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
looks interesting

(in reply to welk)
Post #: 3
RE: Classic Wargame Mod - 3/23/2012 12:10:38 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Other experimentation, with a old excellent material I founded in the Storm over Pacific Matrix forum. I will probbaly do a mixte between Skin TOW Agent S and this second mod, to continue the work









Attachment (1)

(in reply to doomtrader)
Post #: 4
RE: Classic Wargame Mod - 3/23/2012 11:44:12 AM   
Agent S


Posts: 1289
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
nice mod, looking very TOAW III (which is a good thing).
I'm working on a couple of new ones also.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to welk)
Post #: 5
RE: Classic Wargame Mod - 3/23/2012 2:51:58 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Sorry, I have no more material or stuffs, and the site where all files were stocked is now closed (Imperialism France). I had made a entire world map and some other things, with other modders.

Now, you have just the right to answer my questions of newbe : one is here
http://www.matrixgames.com/forums/tm.asp?m=3066314&mpage=1?

After my ToF actual work, I will adapt it for Storm over Pacific, to allow interrested players to use the 2 games with a classic boardgames look (interface, map and counters)

< Message edited by welk -- 3/23/2012 2:54:48 PM >

(in reply to Agent S)
Post #: 6
RE: Classic Wargame Mod - 3/23/2012 5:50:06 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
The new interface is now fixed.





The next step will be the terrains. Terrains on this screen are not mines, they comes a old mod made by a specialist named Uxbriddge, terrain files used by a french moddeur in his "boardgame mod" for ToW (I founded the zip file in the ToW forum, searching materiels and stuffs).




Attachment (1)

(in reply to welk)
Post #: 7
RE: Classic Wargame Mod - 3/23/2012 10:50:03 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
The new terrains are now fixed :
2 joined screens (Max zoom level ; minimal zoom level)






Attachment (1)

(in reply to welk)
Post #: 8
RE: Classic Wargame Mod - 3/23/2012 10:51:37 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Max zoom




Attachment (1)

(in reply to welk)
Post #: 9
RE: Classic Wargame Mod - 3/23/2012 10:54:06 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Credits : The terrains files comes from Agent S mods and from a mod of Uxbridge (founded in matrix forum ToW), and a little miwed/reworked. The interface comes from a guy named Welk

(in reply to welk)
Post #: 10
RE: Classic Wargame Mod - 3/24/2012 2:15:33 AM   
gwgardner

 

Posts: 3395
Joined: 4/7/2006
Status: offline
I especially like your new buttons. Much cleaner and taking less space. Why not make them somewhat translucent?

(in reply to welk)
Post #: 11
RE: Classic Wargame Mod - 3/24/2012 11:06:55 AM   
Rasputitsa


Posts: 1686
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline

quote:

ORIGINAL: gwgardner
I especially like your new buttons. Much cleaner and taking less space. Why not make them somewhat translucent?


The colours may have to change for different maps options, but the buttons look good.


_____________________________

"We have to go from where we are, not from where we would like to be" - me

(in reply to gwgardner)
Post #: 12
RE: Classic Wargame Mod - 3/24/2012 5:30:53 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
I tried transprent buttons, but did not love that (you have to use "flashy "colors to see something, and it is bad). In fact, this special interface will be only made for the "classic wargame mod" (colors are adapted for this mod, not for others mods)

(in reply to Rasputitsa)
Post #: 13
RE: Classic Wargame Mod - 3/24/2012 5:47:55 PM   
Rasputitsa


Posts: 1686
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline

quote:

ORIGINAL: welk
I tried transprent buttons, but did not love that (you have to use "flashy "colors to see something, and it is bad). In fact, this special interface will be only made for the "classic wargame mod" (colors are adapted for this mod, not for others mods)


Hoping to see how you did it and if any other colour options could be modded.


_____________________________

"We have to go from where we are, not from where we would like to be" - me

(in reply to welk)
Post #: 14
RE: Classic Wargame Mod - 3/24/2012 7:23:55 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
I just edited the gui file in Gfx folder with gimp. Everybody who uses Gimp will be able to change my graphs in the GUI file.

Concerning the counters, I have a question : in the COMBINATION COUNTER MOD (included in the game) there are 2 point on the counters (1 is yellow, one is blue). What is their signification, please ? (cf attached image)

The more I play this funny game, the more I thank Doom to have given to us this game




Attachment (1)

< Message edited by welk -- 3/24/2012 7:28:32 PM >

(in reply to Rasputitsa)
Post #: 15
RE: Classic Wargame Mod - 3/24/2012 7:52:12 PM   
Rasputitsa


Posts: 1686
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline
See this link.

http://www.slitherine.com/forum/viewtopic.php?t=21532

_____________________________

"We have to go from where we are, not from where we would like to be" - me

(in reply to welk)
Post #: 16
RE: Classic Wargame Mod - 3/24/2012 7:54:27 PM   
Rasputitsa


Posts: 1686
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline

quote:

ORIGINAL: welk
I just edited the gui file in Gfx folder with gimp. Everybody who uses Gimp will be able to change my graphs in the GUI file.


OK, thanks, I may try and play with the colours if the originals don't match the map I am using.


_____________________________

"We have to go from where we are, not from where we would like to be" - me

(in reply to welk)
Post #: 17
RE: Classic Wargame Mod - 3/25/2012 4:51:18 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Working on my mod, I noticed that the commander symbol in units are sometime grey, sometimes white. Any explanation ? (or is it a little "modding bug" ?)




Attachment (1)

(in reply to Rasputitsa)
Post #: 18
RE: Classic Wargame Mod - 3/25/2012 5:00:56 PM   
Razz


Posts: 2522
Joined: 10/21/2007
From: CaLiForNia
Status: offline
No.
Black in White is the commander.

Grey = unit under commanders range. Click on icon to see your leader.

(in reply to welk)
Post #: 19
RE: Classic Wargame Mod - 3/26/2012 9:20:02 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Ok, thanks Rasputtisa & Razz for informations. The work on mod continues, I have founded a way to higlight reco, air attacks, etc without masking the map, it's better for look (same for range move, etc) : map stays more clear and visible. This game is crazy fun (the only little pb with the game is that the editor seems be a very capricious tool, very oft you receive windowed error messages ("error exception", with informatic report, etc) and it's a little frustrating beaause the game is very good. But Ini and Csv files may be edited very easy, so it is not so bad except for map modifications : I am worry to do any modification on map in the editor, because the lenght game is 400 turns and if I had a map bug after 200 turns due to the modifications, it would be a pity)

(in reply to Razz)
Post #: 20
RE: Classic Wargame Mod - 3/26/2012 10:25:12 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
Any errors made on the map, will came up with the first time launching the scenario that the map is modified.

(in reply to welk)
Post #: 21
RE: Classic Wargame Mod - 3/26/2012 10:32:18 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Ouf ! Thanks, very good new I wanted to add some islands in Dodecanese, etc, as I did for CEAW


Here are some screens of new look for something in the game (my obsession is to have a more clear and visible map during game)

RANGE MOVE FOR UNITS= green hex




Attachment (1)

(in reply to doomtrader)
Post #: 22
RE: Classic Wargame Mod - 3/26/2012 10:34:35 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
RANGE NAVAL AND AIR RECO FOR AIR UNITS




Attachment (1)

(in reply to welk)
Post #: 23
RE: Classic Wargame Mod - 3/26/2012 10:36:26 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
I will do the same for range air attack ( no awilable screen, because in work)

RANGE STRATEGIC MOVE FOR UNITS




Attachment (1)

(in reply to welk)
Post #: 24
RE: Classic Wargame Mod - 3/26/2012 10:38:57 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Suppressed all "grey inactive buttons in the interface" : only apper active and usable buttons. A button that may not be used has nothing to do in my ship !

More visible naval zones for fleet move (at high zoom level)




Attachment (1)

(in reply to welk)
Post #: 25
RE: Classic Wargame Mod - 3/26/2012 10:40:39 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Changed aspect of naval zone symbol and the higlight of naval zones






Attachment (1)

(in reply to welk)
Post #: 26
RE: Classic Wargame Mod - 3/26/2012 10:45:35 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Less intrusive naval info windows




And some others things now in work : I will give the aircrafts a wargame look (dont' like circles), with a way to distinguish very quick bombers, etc

The more I play this game the night, the less I sleep




Attachment (1)

(in reply to welk)
Post #: 27
RE: Classic Wargame Mod - 3/26/2012 10:50:01 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
This game is monster.

Immersible and friendly for modders. The more time you spent with it, the longer you wish to play.

< Message edited by doomtrader -- 3/26/2012 10:57:33 AM >

(in reply to welk)
Post #: 28
RE: Classic Wargame Mod - 3/26/2012 10:58:26 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
Are you also planning to change the action buttons?

(in reply to doomtrader)
Post #: 29
RE: Classic Wargame Mod - 3/26/2012 10:59:01 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
But the faster you will lose your wife and your cat

(in reply to doomtrader)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Design and Modding >> Classic Wargame Mod (now awailable to download) Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.113