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New Panel with pics (mock up)

 
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New Panel with pics (mock up) - 1/14/2019 3:53:09 PM   
gliz2

 

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1. Is there a way to force use of 3d model counters on 2d map?
The reason I'm asking I was thinking to use the 3d model slots to mod in 2d for more variety.

2. Can one hard code (with the silhouettes) color templates for 2d counters (e.g. assigning a set of green counters template to US and grey to Germans)?

This is what I would love to add as an extra panel (to already existing ones)
The lower space maybe could include the equipment info?



< Message edited by gliz2 -- 2/11/2019 5:16:34 PM >
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RE: Counters - 1/31/2019 2:49:19 PM   
gliz2

 

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Then maybe the background unit picture can be modded at least?




Attachment (1)

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RE: Counters - 1/31/2019 11:49:56 PM   
Cabido

 

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You can mod all elements in this picture, but you can't change where they are displayed. The use of the 3d units graphics in the 2d view isn't possible. In fact, looking at these 3d units, I've almost never seen soo much work put into something that was near to useless, even if someone can admire the work done into the 3d units graphics in isolation.

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RE: Counters - 2/5/2019 6:25:52 PM   
gliz2

 

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How about adding extra panel? That should be possible, right?
The lower space maybe could include the equipment info?




Please bear in mind this is a mock-up. I had a look at the panels and they are customizable. However what is missing is the link between the unit picture and the picture displayed.
My question to the developers is: is it possible to have the new panel without the railway button so it could display those now obsolete 3d pictures (which can be converted to be used as per above example)? It would mean adding extra panel (my understanding it is hard-coded).

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< Message edited by gliz2 -- 2/5/2019 6:41:21 PM >


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RE: Counters - 2/11/2019 3:10:23 PM   
gliz2

 

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1. How are the new panels coded?
They are nothing like panels in Football Manager right?
2. How can they be edited?

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RE: Counters - 2/23/2019 11:22:40 AM   
fulcrum28


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I think, me and Larry, and few others suggested to change the code slightly so the window you are talking about was left for users to add images or icons to help visualise the units. The answer was that we could google that information. In fact we can, and I do when I wish, but the tendency of the market is making the games easier to mod, which attract new users and costumers fueling new expansions. That is not the tendency for TOAW series. So do not expect any support from developers.

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RE: Counters - 2/23/2019 12:44:03 PM   
Lobster


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There are only a handful of things that can be done as far as making the game better able to mod. The games you are talking about are much much more recent than TOAW. To make it fully as capable to mod as newer games you would have to make an entirely new game. I don't know how likely that is. So to say that is not the tendency for TOAW series and do not expect support from developers is turning a blind eye on the limited capabilities of a very old game and an insult to those who have brought it this far.

To make a game fully capable of being modded it must first be designed in such a way to make that possible. That is not how TOAW was designed by Norm Koger and so not possible now without a full rewrite.

< Message edited by Lobster -- 2/23/2019 12:45:41 PM >


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RE: Counters - 2/24/2019 8:45:20 AM   
gliz2

 

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Fulcrum
Would you be so kind to post some links.
Either I'm searching wrong or I'm stupid but could not find how to do this

I wouldn't mind doing the manual stuff and I know (as Lobster wrote) that this was designed long time ago when modding was almost non-existing.

< Message edited by gliz2 -- 2/24/2019 8:47:22 AM >


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RE: Counters - 2/24/2019 3:39:36 PM   
Lobster


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To be able to make the game as seen in your mock up would be very nice indeed.

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RE: Counters - 2/24/2019 9:13:14 PM   
sPzAbt653


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I don't see what those mock ups add to the game that isn't already in the unit report, and I'm against any time being spent on the UI until the original UI has it's functionality restored. Not everybody uses that new age UI.

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RE: Counters - 2/24/2019 9:52:13 PM   
Lobster


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quote:

ORIGINAL: sPzAbt653

I don't see what those mock ups add to the game that isn't already in the unit report, and I'm against any time being spent on the UI until the original UI has it's functionality restored. Not everybody uses that new age UI.


It's still there. It has never gone away. A click of the mouse button is all it takes.

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RE: Counters - 2/25/2019 12:14:45 AM   
sPzAbt653


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It doesn't work the way it used to.

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RE: Counters - 2/25/2019 12:22:22 AM   
gliz2

 

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It would save few clicks for starters giving all the basic info without having to go to unit report.

But yes, in the end it is a graphical fancy.

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RE: Counters - 2/25/2019 12:24:49 AM   
gliz2

 

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Thanks Lobster,
From what I've gathered it should be possible. The problem is this is hard-coded.
The other issue is with the inventory list which is dynamic, therefore I gather the panel with inventory would have to be maxed out and for many units it would be half-empty.

I will continue with sets for Soviets and Germans for EF in hope that some day we will get this done :)

< Message edited by gliz2 -- 2/25/2019 10:59:40 AM >


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RE: Counters - 2/28/2019 5:39:07 PM   
gliz2

 

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Anyone has the explanation or code for the panels?

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RE: Counters - 2/28/2019 9:47:33 PM   
larryfulkerson

 

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Hey gliz2 dude: I checked out some of the
files in the graphics directory and discovered
the files that show up as the background on
some of the dialogs and panels.




Attachment (1)

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RE: Counters - 3/1/2019 11:57:14 AM   
gliz2

 

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Thanks Larry
But I need the code that describes the panels with references to files.
Normally the code is something like this:
<condition> X <then> <display> xxx

Simple in theory but in practice might be quite complicated.

< Message edited by gliz2 -- 3/1/2019 11:58:08 AM >


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RE: Counters - 3/1/2019 12:33:30 PM   
gliz2

 

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I think the code with the functionality is already there:

1.The panels have references to display the counters selected. And in 3d panels this are the 3d icons.
2. Parsing the code of 3d panel should allow for displaying any picture saved as icon in the refrences.
3. Which means there us a reference table maping eqyipment with those 3d icons. Hence there is a functionality for different counters and icons to be displayed.

The code will display anything it will be told so and the 3d icons pictures can be modified to whatever size. The only downside is 3d map would have to be disabled (probably otherwise the game would crash).

Of course all this is coding theory :)

I'm happy to do the above if the devs allow me to and make the code available.


< Message edited by gliz2 -- 3/1/2019 12:42:46 PM >


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RE: Counters - 3/1/2019 6:08:26 PM   
sPzAbt653


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quote:


I'm happy to do the above if the devs allow me to and make the code available.

lol. Not part of TOAW's Operating Procedure.

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RE: Counters - 3/1/2019 8:37:26 PM   
Lobster


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Not open source.

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RE: Counters - 3/4/2019 6:19:25 PM   
larryfulkerson

 

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quote:

I'm happy to do the above if the devs allow me to and make the code available.

Good luck getting your hands on the code....it's worth gold at this point.

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RE: Counters - 3/5/2019 6:49:31 AM   
gliz2

 

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I do not want the code of the game, only the code lines for panels/references for display.
I mean, since this was made available by John Tiller or Sega then I think the relevant code lines could be made available for a 20+ year old game.

PS. Theoretically one has the game engine and could decode it. It would just make a pretty much worthless effort.

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