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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

 
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/17/2015 5:55:47 PM   
Rake

 

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quote:

ORIGINAL: berto

No longer useless, in ME 1.01, under Extreme FOW, they will show almost as much info as non Extreme FOW:



In the screenshot, the Jordanian M48A1 Patton unit in the hot spot hex (yellow hex outline) has just fired at the Unknown Israeli tank platoon to its south. The Damage Report says

quote:

Unknown
Reduced Disrupted

because this is Extreme FOW. Under non Extreme FOW, also no FOW, the Damage Report box would instead say

quote:

Unknown
Reduced by 1 Disrupted

for example (might instead say "by 2" or ...). So under Extreme FOW, you will know there is force loss, just not exactly how much.

Likewise, the Damage Report box, under all FOW types (also no FOW at all) will report things like Eliminated, Retreated, Disrupted, Defenders overrun, No effect, etc.


Excellent I think this is solid middle-ground between omniscience and knowing nothing at all


(in reply to berto)
Post #: 61
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/18/2015 4:59:02 PM   
berto


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Let's see if I can make Crossroads' day ...





That's up to 6 counters max showing in 2D. Before the max was 4.

In the screenshot above, 2D Zoom-In (hot key 4) mode, with Alternate Counters, Graphical Unit Icons, Black Highlight Colors (where the black highlights in the screenshot show units that have moved).

In the screenshot following, 2D Zoom-In (hot key 4) mode, with Standard Counters, NATO Icons, Black Highlight Colors.



In the screenshot following, 2D Normal (hot key 5) mode.



In the screenshot following, 2D Zoom-Out (hot key 6) mode.



In the screenshot following, 2D Extreme Zoom-Out (hot key 7) mode.



In the screenshot following, Black Highlight Colors, highlighting units that have moved.



In the screenshot following, Orange Highlight Colors, highlighting HQ units.



Available in the forthcoming ME 1.01.

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Post #: 62
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/18/2015 5:12:41 PM   
Crossroads


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quote:

ORIGINAL: berto


Let's see if I can make Crossroads' day ...






The reason he hates to do what I ask is that I give him a big wet kiss on his cheek everytime he complies



I may need to start buying him beer instead!






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Post #: 63
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/18/2015 5:15:22 PM   
Crossroads


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Or how about I buy you a t-shirt instead


quote:

ORIGINAL: Crossroads


quote:

ORIGINAL: Crossroads


quote:

ORIGINAL: sPzAbt653

When are you going to start selling the T-Shirts with the Wreck markers on them ? I'd like to pre-order 5 of them in X-Large, black shirt with white graphic please.


What a splendid idea! We need to do this !!!











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Post #: 64
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/18/2015 5:23:50 PM   
Crossroads


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So what's the fuzz, then? This was an old legacy limit, only displaying max 4 counters on a hex, albeit the game allowing 6 units at one time in a hex (while at the same time monitoring the 24SP max limit too).

So what if there'd be several full (as how it was) stacks on 2D map, but one them would be having say a HQ at the bottom of the stack. A priority target for sure, but if you don't see it you can't shoot it.



Now, you'd see the stack there with the telling grey HQ unit type bar in the counter, identifying the target very nicely.

That's yet one wish lish item off our very long list. Yay berto!

< Message edited by Crossroads -- 10/18/2015 6:24:59 PM >


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Post #: 65
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/18/2015 5:29:39 PM   
berto


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quote:

ORIGINAL: Crossroads

quote:

ORIGINAL: berto

Let's see if I can make Crossroads' day ...


The reason he hates to do what I ask is that I give him a big wet kiss on his cheek everytime he complies





quote:

I may need to start buying him beer instead!




quote:




quote:

ORIGINAL: Crossroads

Or how about I buy you a t-shirt instead






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Post #: 66
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/20/2015 2:01:08 PM   
Crossroads


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Some experimental Field and Vineyard graphics on display. Fields are changed to more rectangular, with some variety, while vineyards are now hex shaped.



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Post #: 67
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/20/2015 11:27:18 PM   
Nicholas Bell

 

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Not to be disagreeable, because in general I really like the terrain graphics, but the diagonal fields I have always found unnatural and visually distracting. Likewise for hex shaped terrain of any sort. I prefer the irregular nature of the woods quite nice. I normally edit my fields to use a double "ll" symbol (yeah, I know it's supposed to be meadow, but we don't have meadow terrain) and "$" for vineyards. Both used on Soviet topo maps.

I really like the elevation color gradations. Don't care for the really bold, dark colors (which obscure the terrain and units)on other series games.

(in reply to Crossroads)
Post #: 68
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 10/21/2015 6:27:04 AM   
Crossroads


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quote:

ORIGINAL: Nicholas Bell

Not to be disagreeable, because in general I really like the terrain graphics, but the diagonal fields I have always found unnatural and visually distracting. Likewise for hex shaped terrain of any sort. I prefer the irregular nature of the woods quite nice. I normally edit my fields to use a double "ll" symbol (yeah, I know it's supposed to be meadow, but we don't have meadow terrain) and "$" for vineyards. Both used on Soviet topo maps.


Our terrain tiles typically come in six variations. For Fields, there's two horizontal and two vertical variations, and one clockwise and one counter-clockwise tile. I believe they would be easy to mod out should you so prefer. Same for the "11" and "$" symbols, they'd go there.

EDIT: One way to rid of the diagonal fields would be to open the map in question with Map Editor. There's a tool there for rotating these variants per hex, so that'd be one way to do it, to change them into horizontal / vertical there. This would be per map method of course, so for global change you'd be better of modding the Vegetation#d.bmp files instead.

I started a topic on modding terrain. It is still way incomplete, but Vegetation tiles are covered there. Have a look, I think what you'd like to see would be very easy to accomplish. Please show us your mod should you try it out

quote:

ORIGINAL: Nicholas Bell

I really like the elevation color gradations. Don't care for the really bold, dark colors (which obscure the terrain and units)on other series games.


Thank you! That is how we like them as well. Counters should be the star here, while terrain hopefully a pleasantly subtle background to them, for that classic Boardgame feel.

< Message edited by Crossroads -- 10/21/2015 10:29:42 AM >


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Post #: 69
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:01:06 PM   
Crossroads


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It's been a bit quiet on our behalf, but that's because everyone's been uber busy with putting the 1.01 together.

At the 2D Graphics Dept it's meant that now the 2D Normal View together with 2D Zoom-out and Extreme Zoom-Out View are getting the TLC treatment they so fully deserve.

2D Zoom-In View


2D Normal View


2D Zoom-Out View


2D Extreme Zoom-Out View


Work-in-progress still, but worth a couple of sneak peeks regardless methinks

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Post #: 70
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:13:27 PM   
Crossroads


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The counters, or Alt Counters to be precise, are tweaked to better house the new Counter Stats, available as of CS:ME 1.01.

Top row: Strength, Morale. Bottom Row: Assault, Defense. Not showing Thermometers, which continue to be available to report Action Points, as I mostly prefer to use them.




Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:16:49 PM   
Crossroads


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quote:

ORIGINAL: Crossroads

The counters, or Alt Counters to be precise, are tweaked to better house the new Counter Stats, available as of CS:ME 1.01.


Comparison to current ones:



Borders are pushed 1px towards the counter edges, for instance. Also, border colors are tweaked here and there, Israel and Jordan included as visible here.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:21:05 PM   
Crossroads


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With Unit Profiles, instead of NATO icons:




Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:26:36 PM   
Crossroads


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quote:

ORIGINAL: Crossroads

With Unit Profiles, instead of NATO icons:


The same, but with NATO icons and Std Counters. The new Counter Stats fit here quite nicely as well. Israeli counters will be a brighter blue with 1.01. Other nations remain the same, with some changes to border colors with Alt Counters the only change if any.





Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 4:34:28 PM   
harry_vdk

 

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Nice job.

Looks great and make starting for a newbie better.

(in reply to Crossroads)
Post #: 75
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 8:39:02 PM   
Crossroads


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quote:

ORIGINAL: harry_vdk

Nice job.

Looks great and make starting for a newbie better.


Thanks harry

Here's a couple of mods to be included as well. First, using the revised NATO icon sheet with white background to replace the color coded ones.




Attachment (1)

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Post #: 76
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/3/2015 8:41:10 PM   
Crossroads


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And as a new one the same but with no background at all, just the outlines on counters. This works quite nicely with the 2D Zoom-in View, less so with the more zoomed out views due to the fact scaling outlines is often a bit of a mess.




Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/12/2015 2:21:38 PM   
FroBodine


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Are you still on track for 1.01 to be released this month? I thought I read early November for the release, but I could be mistaken.

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Post #: 78
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/12/2015 3:56:28 PM   
berto


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We're on track to hand off to Matrix/Slitherine by the end of this month. They will then package and release to the public sometime in early December. That's The Plan.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/12/2015 5:27:00 PM   
FroBodine


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Excellent! The new work you guys are putting into the game looks fantastic!

(in reply to berto)
Post #: 80
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/19/2015 4:11:07 PM   
Crossroads


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quote:

ORIGINAL: jglazier

Excellent! The new work you guys are putting into the game looks fantastic!


Thank jglazier All I can say the 2D and 3D guys kept themselves busy, while Berto's been both ironing out persistent bugs and adding new features.

Here's a full screen view of the latest build. Listing some latest changes, the 1.01 change log keeps building up:

  • Auto Scroll as an option. When ON, map scrolls when mouse moved to or beyond edges (current version), or when OFF horizontal and vertical scroll bars come available. Handy for keeping that Game Manual open in the second monitor, for us double monitor set up owners.
  • 3D revisions to many nations
  • 2D revisions to terrain, vegetation, unit sheets and counters.
  • For resized unit sheets (2D Zoom in is the 100% version), the Normal and Zoom-Out versions should now appear crisper. Some work involved, as different parts of 2D units sheets are resized using different algorithms, but all worth it.



    The image is compressed into a jpg, so the screenshot has lost some of the details here.

    < Message edited by Crossroads -- 11/19/2015 5:11:57 PM >


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  • Post #: 81
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/19/2015 7:47:16 PM   
    berto


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    With bugs, often it's a coding flaw, but not always. Sometimes the problem is in the game data.

    Fortunately we have some powerful tools -- CSlint and others -- to help us sort through the issues.

    From a recent bug report exchange in the Dev Forum:

    quote:

    ORIGINAL: berto

    Using some advanced CSlint & Cygwin technique, let's see which helos in the game have their -fire flag set to XIndirectFire:



    Robert@roberto ~/cslint
    $ ./csflgrpt.pl -g me -fire XIndirectFire | egrep --text "P[[:digit:]]{2}6[567][[:digit:]]{2}"
    P226520 65536 0 8 4096 262160 Lahatut-500 MD Defender
    P226523 65536 0 8 4096 262160 AH-1Q Cobra/TOW
    P226524 65536 0 8 4096 262160 AH-1-S2-E Cobra/TOW
    P226525 65536 0 8 4096 262160 AH-1-S3-F Cobra/TOW
    P226526 65536 0 8 4096 262160 AH-1-S3-F Cobra
    P226519 65536 0 24 4096 16 Bell 205 Gunship Rockets
    P236510 65536 8 8 4096 262160 Mi-8 Hip Gunship
    P236511 65536 8 8 4096 262160 Mi-8 Hip Gunship
    P236512 65536 8 8 4096 262160 Mi-8 Hip Gunship

    P266511 65536 8 8 4096 24 Mi-8 Hip Escort
    P306513 65536 8 8 4096 262160 Mi-24A Hind A Gunship
    P306514 65536 8 8 4096 262160 Mi-24A Hind A Gunship
    P306515 65536 8 8 4096 262160 Mi-24D Hind D Gunship



    By means of a different CSlint utility, verifying:



    Robert@roberto ~/cslint
    $ ./csoobrpt.pl -g me -id -fireflags -name | egrep --text "P[[:digit:]]{2}6[567][[:digit:]]{2}" | egrep --text " 8 | 24 "
    P226520 8 Lahatut-500 MD Defender
    P226523 8 AH-1Q Cobra/TOW
    P226524 8 AH-1-S2-E Cobra/TOW
    P226525 8 AH-1-S3-F Cobra/TOW
    P226526 8 AH-1-S3-F Cobra
    P226519 24 Bell 205 Gunship Rockets
    P236510 8 Mi-8 Hip Gunship
    P236511 8 Mi-8 Hip Gunship
    P236512 8 Mi-8 Hip Gunship

    P266511 8 Mi-8 Hip Escort
    P306513 8 Mi-24A Hind A Gunship
    P306514 8 Mi-24A Hind A Gunship
    P306515 8 Mi-24D Hind D Gunship

    Leaving no stone unturned! (Or so we try.)

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/19/2015 11:17:01 PM   
    budd


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    How close are we to getting the AI to use Helos?

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/20/2015 5:52:31 AM   
    76mm


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    This all looks great. Please hurry up already!

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    Post #: 84
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 11/25/2015 9:23:13 PM   
    berto


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    quote:

    ORIGINAL: **budd**

    How close are we to getting the AI to use Helos?

    Not close for ME, not at all for ME 1.01.

    The A/I uses helos, sort of. The A/I will move helos around, have them fire, etc. What the A/I currently can't handle is Air Levels, helos moving up or down, taking off, landing, unloading passengers while at ground, etc. So A/I-guided helos will play through the game at the Air Level they initially start at. If they have passengers, too bad, because the A/I will never direct the helos to move to ground to unload them. (Under human player control, helos can do all these things, of course.)

    Only 1 in 5 ME scenarios have helos. And in most of those 20% of scenarios, helos are minor sideshows. For now, for the scenarios with significant helo presence, you will just have to solo play the side with the helos. For the scenarios with an insignificant number of helos, your playing one side or the other won't make much of a difference. (Of course, there's always PBEM etc., where the lack of a helo-aware A/I won't matter.)

    VN will be a different story. You can be sure we will have a fully developed helo-aware A/I ready for the Vietnam game. When we do, we will certainly back port it to ME also.

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/19/2015 11:08:10 AM   
    Crossroads


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    Time to replace the sniper's rifle sight graphic with something like this, for a new Artillery / Air Strike targeting marker?



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    Post #: 86
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/19/2015 11:12:19 AM   
    Crossroads


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    quote:

    ORIGINAL: Crossroads

    Time to replace the sniper's rifle sight graphic with something like this, for a new Artillery / Air Strike targeting marker?



    With Alt Counters:





    Attachment (1)

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    Post #: 87
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/19/2015 11:14:54 AM   
    berto


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    I much prefer that. The old-style crosshairs were quite unsightly.

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    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/19/2015 12:10:35 PM   
    76mm


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    I like them too, but could they be another color? Black is too hard to see.

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    Post #: 89
    RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 12/19/2015 12:31:49 PM   
    Crossroads


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    quote:

    ORIGINAL: 76mm

    I like them too, but could they be another color? Black is too hard to see.


    Well that's the thing, I put in the white effect for this very reason. I tried red and yellow markers, but they looked gawd awful imho:





    Early gray version, without the "frosting":



    And again, for comparison:



    Here's the icons files: https://dl.dropboxusercontent.com/u/82769465/CSME%20Stuff/_New%20Artillery%20Markers%20-%20Frosted%20Gray.zip

    Packaged as a JSGME mod, drop to the /Mods folder, then activate using JSGME. Included in the Zip:

  • icons7d.bmp (2D Zoom-In View Markers and NATO Symbols)
  • icons6d.bmp (2D Normal View Markers and NATO Symbols)
  • icons2d.bmp (2D Zoom-Out View Markers and NATO Symbols)


    Have a look, let me know if any of you guys come with a better alternative!

    < Message edited by Crossroads -- 12/19/2015 1:37:12 PM >


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