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COUNTER MOD 1.0

 
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COUNTER MOD 1.0 - 8/4/2009 3:11:15 PM   
Magpius


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After much pixel pushing, here is a very simple mod. Which pre-empts my 'old-skool' map mod.
all feedback considered for ongoing improvement...
thanks

Attachment (1)

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RE: COUNTER MOD 1.0 - 8/4/2009 3:51:58 PM   
doomtrader


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A screenie please,

and BTW: It's Wastelands

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RE: COUNTER MOD 1.0 - 8/4/2009 4:03:11 PM   
Magpius


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as requested...




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RE: COUNTER MOD 1.0 - 8/4/2009 4:04:56 PM   
Magpius


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From: Melbourne, Australia
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naval also...




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RE: COUNTER MOD 1.0 - 8/4/2009 5:22:24 PM   
doomtrader


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This is really nice modification

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RE: COUNTER MOD 1.0 - 8/4/2009 5:40:55 PM   
Tac2i


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Love the counters! The map shown in the screenshot, well, it just looks really old: don't like it. The map reminds me of The Russian Campaign by Avalon Hill (still have a copy too).

webZ

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RE: COUNTER MOD 1.0 - 8/4/2009 10:12:51 PM   
Uxbridge


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Very good!!  Even though I'm a bit concerned by the missing info, for the first time I can actually see the strength of the units directly on the counters. This was very difficult earlier because of my infernal LCD-screen. This new mod made gaming a lot easier.

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RE: COUNTER MOD 1.0 - 8/4/2009 10:48:59 PM   
Magpius


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Thank Webizen,
actually I'm working on 2 versions.
a black and white gray scale mod. (a nostalgic tactics II tribute) and a coloured version based on a strategy and tactics magazine game called 'cobra' which I played to death as a teen. (I've taken the map and scanned the colour palette directly), although I'm grabbing .png ideas from games I currently own.
I wanted a retrograde old style map, and I realise it wont be everyone's 'cup of tea'. I'll leave really amazing mods up to the pros like GJK and JMass.
@Uxbridge, I fretted for a while about taking info off the counters, (and could be convinced to put it back on), but given all the information is repeated in the GUI, I felt the counter information was a little redundant.
...and finally to bleck. could you tell me how to get reasonably good black counter text, or I fear we will all have unit mods with yellow text and black drop shadow! I've tried but the text is not too sharp.
keep the feedback rolling in.
-ta.



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RE: COUNTER MOD 1.0 - 8/4/2009 11:02:18 PM   
Uxbridge


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Couldn't you have the traffic lights at the right side, between the NATO-symbol and edge of the counter? That info were good.

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RE: COUNTER MOD 1.0 - 8/5/2009 12:17:47 AM   
Bleck


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quote:

ORIGINAL: Agent S
could you tell me how to get reasonably good black counter text

Not sure what you mean by that - what text and shadow RGBs are the best to get black text?

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RE: COUNTER MOD 1.0 - 8/5/2009 1:00:56 AM   
Wolfe1759


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Very nice counter mod, I can almost see the cardboard

I'm not sure if this is possible but could a way of displaying the trafic light info on the counters be done by having unit strength in white if the unit is under full strength and the AP number in white if the unit can no longer participate in a multi-hex attack.

Only other thing I'd like to see is the displayed unit strength as a non decimal rounded to the nearest full number.

Thanks again for the mod.

< Message edited by Wolfe -- 8/5/2009 1:47:57 AM >

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RE: COUNTER MOD 1.0 - 8/5/2009 2:42:17 AM   
Magpius


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Bleck,
from appearance.csv.
65;110;60;20;Arial;20;70;255;255;0;0;0;0;AP and Strength Text Dst and Font
okay
as I understand it...
all distances in pixels.
65; distance x horizontally left to right defining starting point of text.
110; distance y vertically top to bottom defining starting point of text
60; horizontal width of text display (like a cropping box if too small a value)
20; vertical height of text display (as above)
Arial; font name, can be anything as long as it's a defined font on machine
20; strength of character, how 'bold' to make text.
70;255;255 RGB(?) Colour definition of top character (in this case yellow)
0; -unknown
0;0;0 RGB(?) Colour definition of underlying (drop shadow) text. (in this case black).
questions.
1. Can the drop shadow text be 'removed' entirely so I only have 1 colour defined? or
2. Can the drop shadow text be located exactly under the top text to effectively hide it?
3 What is the unknown 0 that I can'y account for?
thanks.


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RE: COUNTER MOD 1.0 - 8/5/2009 2:45:28 AM   
Magpius


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to all,
when I have some more time
I'll add the supply indicators back in.
Will also change text from times roman to arial narrow


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RE: COUNTER MOD 1.0 - 8/5/2009 8:23:29 AM   
Bleck


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You messed it up
65;110;60;20;Arial;20;70;255;255;0;0;0;0;AP and Strength Text Dst and Font

Meaning (from another thread):
Left ; Top ; Width ; Height ; FontName ; FontSize ; FontWeight ; TextColorR ;TextColorG ;TextColorB ;ShadowColorR ;ShadowColorG ;ShadowColorB ; Description of this line

So in your description you forgot about FontSize (20), so correct RGB values are 255/255/0 not 70/255/255.

quote:

ORIGINAL: Agent S
1. Can the drop shadow text be 'removed' entirely so I only have 1 colour defined? or
2. Can the drop shadow text be located exactly under the top text to effectively hide it?
3 What is the unknown 0 that I can'y account for?

1. No
2. No
3. Explained above

If you want black text, you can try white shadow:
65;110;60;20;Arial;20;70;0;0;0;255;255;255;AP and Strength Text Dst and Font
or gray (all shadow R, G and B equal, higher value=brighter color):
65;110;60;20;Arial;20;70;0;0;0;150;150;150;AP and Strength Text Dst and Font

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RE: COUNTER MOD 1.0 - 8/5/2009 10:18:16 AM   
Magpius


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Thanks B.,
that will help tweak them nicely.
I have used the gray drop shadow approach, and it gives the numbers an embossed look. Quite acceptable.
I appreciate your help here.
-A.


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RE: COUNTER MOD 1.0 - 8/5/2009 6:17:41 PM   
RandomAttack


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Agent S,
Really like the counters!  And I LOVE the map--it DOES look just like AH The Russian Campaign.  Is it available for download yet??

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RE: COUNTER MOD 1.0 - 8/6/2009 1:55:13 AM   
Magpius


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thanks...
...soon

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MAP & COUNTER MOD 1.1 - 8/6/2009 1:58:25 PM   
Magpius


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Time to play more than mod...
zip contains
upgraded counters & interim 'cobra' coloured map.


Attachment (1)

< Message edited by Agent S -- 8/6/2009 2:00:11 PM >


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RE: MAP & COUNTER MOD 1.1 - 8/6/2009 2:00:53 PM   
Magpius


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screen grab for above.






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< Message edited by Agent S -- 8/6/2009 2:01:27 PM >


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RE: MAP & COUNTER MOD 1.1 - 8/6/2009 2:17:13 PM   
Anraz

 

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Wow it  has its own magick!

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RE: MAP & COUNTER MOD 1.1 - 8/6/2009 3:16:29 PM   
Haplo_Patryn

 

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Nice. Very nice. Great work, i like it!

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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 9:11:08 AM   
Magpius


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unit tweaks to follow.
-improved level graphic (akin to swatters')
-fixed number cropping issue of big numbers.
will upload next 24 hours. any other requests?...
hope all this work is worth the effort.
- when is patch due out gents?


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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 9:14:36 AM   
Anraz

 

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Patch will be ready within 3 or 4 weeks.

< Message edited by Anraz -- 8/10/2009 9:16:36 AM >


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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 12:30:23 PM   
Bleck


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quote:

ORIGINAL: Agent S
hope all this work is worth the effort.


Soon I will describe changes you need to do if you want your mod to work with patch ;)

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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 5:57:35 PM   
Uxbridge


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You're really giving us both soul and body with this game, guys. And it's really incredible how modable it is. I was playing around a bit with Agent S's map variant. He likes it rather clean and also strives towards a likeness with the old SPI maps, a field where he has succeeded very well.

I myself prefer a little more colour (I probably started gaming a little later when the boardgame maps were more colourfull) and I sometimes think that hexes with only colour in them can be difficult to tell apart. I therefore added some crude hill and mountain illustrations and also added weather effects.

The map below is very much the same situation as in Agent S's version above, but there's the above mentioned extra terrain features and mud in the form of a vague "dotting" of the hexes concerned.






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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 6:01:05 PM   
Uxbridge


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Here's another shot, this time showing USSR in full winter mode. Plain hexes are now white and the forests has snow making their branches heavier.






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RE: MAP & COUNTER MOD 1.1 - 8/10/2009 6:06:28 PM   
Uxbridge


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This last screenie shows Balkan in the spring, where there's a plethoria of different terrain types and weather effects. Note the different colouring of the woods for fair, mud and snow.

Thanks, Agent S, for giving me a good blueprint, and thanks Wasteland, for giving us more ways of modding.






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< Message edited by Uxbridge -- 8/10/2009 6:09:16 PM >

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counters 1.2 - 8/11/2009 1:10:30 AM   
Magpius


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great stuff Uxbridge.
Nostalgia can be a dangerous thing. I went to the garage and dug up all my old boardgames, AH's D-day, afrika korps, tactics II (squares not hexes), etc... and the graphics were...well crap.
So I think I'm trying to come up with a hybrid.
find attached the improved unit graphics.
I went with arial narrow instead of yellow times roman. Let me know what you think.
-A
as for further work. I'll wait for the patch.


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RE: counters 1.2 - 8/11/2009 1:43:04 AM   
JFalk68


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what is the red/white checker board on top of some of the units?

Thanks
John

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RE: counters 1.2 - 8/11/2009 8:00:43 AM   
Anraz

 

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Seeing this screens I also feel nostalgia...but not going to search for my board games as this would ruin this feeling :)   Great work :)

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