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Question for developers - 12/1/2019 11:19:10 PM   
Gratch1111

 

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I think that you have the foundation of a really good game for a not very large but loyal player base. You also have, as far as I understand, limited resources. So my question is this, and this is based on the fact that I think that a lot of the players of this game are really knowledgable and dedicated to make this a really good game for years to come, look at WINSPMBT, its 23 years old and still played.

Can we help you in any way besides buying the game and DLCs?

Obviously we cant program, at least I cant, but can we do other stuff so you can focus on the programming?

Post #: 1
RE: Question for developers - 12/1/2019 11:40:27 PM   
demyansk


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Very good idea, this group of gamers are the best, very helpful.

(in reply to Gratch1111)
Post #: 2
RE: Question for developers - 12/2/2019 9:33:25 AM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
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quote:

ORIGINAL: Gratch1111

Can we help you in any way besides buying the game and DLCs?

Obviously we cant program, at least I cant, but can we do other stuff so you can focus on the programming?


Map making. That's where we could use helping hands. The process of cleaning up a map is very laborious.


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Post #: 3
RE: Question for developers - 12/2/2019 2:46:53 PM   
Gratch1111

 

Posts: 117
Joined: 12/21/2010
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So a map we could produce that you could use in the game, correct?

So by risk of this being a spoiler, which terrain?



< Message edited by Gratch1111 -- 12/2/2019 4:30:19 PM >

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Post #: 4
RE: Question for developers - 12/2/2019 4:52:55 PM   
exsonic01

 

Posts: 1041
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
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quote:

ORIGINAL: Veitikka
Map making. That's where we could use helping hands. The process of cleaning up a map is very laborious.

I heard that adjustable transparency option for preview for map-editing mode will be installed in next patch. Is this true? That will be really helpful for map cleaning using AB map-editing mode!! I mean, right now we all have to switch back and forth the preview and game-view inside map-editing mode, but overlapping with transparency will help us to draw map inside AB easier.

< Message edited by exsonic01 -- 12/2/2019 4:58:05 PM >

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Post #: 5
RE: Question for developers - 12/2/2019 5:00:19 PM   
exsonic01

 

Posts: 1041
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From: Somewhere deep in appalachian valley in PA
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quote:

ORIGINAL: Gratch1111
So a map we could produce that you could use in the game, correct?

So by risk of this being a spoiler, which terrain?

Hello, I'm making a map for Korea, the southern approach of city of Pyongyang more precisely (Of course as a modding project, not official AB DLC ). I'm targeting 60km x 60km but I will just try to finish the first 30km x 30km and will see the next one. If you are interested, please let me know, any helping hand will be greatly appreciated.

But please don't feel burden, you can start your own map project for any place you want. There were several discussions in this forum and mod forum for next possible region for AB. Map making manual of this game is very well written, you can just follow to make a good map for your own area of interest.

< Message edited by exsonic01 -- 12/2/2019 9:38:42 PM >

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Post #: 6
RE: Question for developers - 12/2/2019 9:13:06 PM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
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quote:

ORIGINAL: Gratch1111

So a map we could produce that you could use in the game, correct?

So by risk of this being a spoiler, which terrain?




Ideally our own map designer will do the initial setup and creates a raw version of the map, and each volunteer is given his own sector(s) to tidy up with the in-game map editor.

Frankly, we don't know yet which regions will be made first.


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Post #: 7
RE: Question for developers - 12/2/2019 9:16:21 PM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
Status: offline

quote:

ORIGINAL: exsonic01

quote:

ORIGINAL: Veitikka
Map making. That's where we could use helping hands. The process of cleaning up a map is very laborious.

I heard that adjustable transparency option for preview for map-editing mode will be installed in next patch. Is this true? That will be really helpful for map cleaning using AB map-editing mode!! I mean, right now we all have to switch back and forth the preview and game-view inside map-editing mode, but overlapping with transparency will help us to draw map inside AB easier.


Yes, after the LOS tool features have been completed I'll implement the transparent preview map, and then we should have everything ready for the next patch.


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Post #: 8
RE: Question for developers - 12/2/2019 9:40:57 PM   
exsonic01

 

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From: Somewhere deep in appalachian valley in PA
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quote:

ORIGINAL: Veitikka


quote:

ORIGINAL: exsonic01

quote:

ORIGINAL: Veitikka
Map making. That's where we could use helping hands. The process of cleaning up a map is very laborious.

I heard that adjustable transparency option for preview for map-editing mode will be installed in next patch. Is this true? That will be really helpful for map cleaning using AB map-editing mode!! I mean, right now we all have to switch back and forth the preview and game-view inside map-editing mode, but overlapping with transparency will help us to draw map inside AB easier.

Yes, after the LOS tool features have been completed I'll implement the transparent preview map, and then we should have everything ready for the next patch.

That would be great. I heard from 22sec or someone else that there were more scripts to make map-editing and clean up easier. If you have more time in the future, it would be great to implement all those as a in-game map-editing menu. You guys updated a lot for scenario and campaign making, I think map-editing menu inside AB main menu with all those features will be helpful in the future. Thank you!

(in reply to Veitikka)
Post #: 9
RE: Question for developers - 12/3/2019 12:08:49 AM   
nikolas93TS


Posts: 558
Joined: 2/24/2017
Status: online
Indeed, the map making is currently our most time-demanding feature.

Another thing is research, both for database (you can see how that look in Research sub-forum) and for general issues like EW, radars, artillery tactics etc.

(in reply to exsonic01)
Post #: 10
RE: Question for developers - 12/3/2019 5:12:36 PM   
Gratch1111

 

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Then I will try the DB thing since I already know a lot of the stuff Im doing, but will look at it to verify it. Sweden

(in reply to nikolas93TS)
Post #: 11
RE: Question for developers - 12/11/2019 4:13:02 PM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: Veitikka


quote:

ORIGINAL: exsonic01

quote:

ORIGINAL: Veitikka
Map making. That's where we could use helping hands. The process of cleaning up a map is very laborious.

I heard that adjustable transparency option for preview for map-editing mode will be installed in next patch. Is this true? That will be really helpful for map cleaning using AB map-editing mode!! I mean, right now we all have to switch back and forth the preview and game-view inside map-editing mode, but overlapping with transparency will help us to draw map inside AB easier.


Yes, after the LOS tool features have been completed I'll implement the transparent preview map, and then we should have everything ready for the next patch.




Any ETA on the patch? The transparent preview map in the map editor is a must.

_____________________________


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Post #: 12
RE: Question for developers - 12/11/2019 6:09:04 PM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
Status: offline
quote:

ORIGINAL: 22sec

Any ETA on the patch? The transparent preview map in the map editor is a must.


Don't tell anyone, but it should be available in the Steam Open Beta branch now.

Build 1.049

NOTE: Savegames from older builds are not compatible.

[engine] Improve hill shading.
[engine] Implement the 'Rice field' terrain type.
[engine] Reset the unit engagement range settings automatically when under fire.
[engine] Halve the 'rotate' order command delay.
[graphics] Update the winter warehouse pattern.
[ui] Implement the stylized unit icon set option.
[ui] Implement the LOS tool preview and profile features.
[ui] Implement the map editor preview image opacity +/- hotkeys.


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Post #: 13
RE: Question for developers - 12/11/2019 7:08:39 PM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: Veitikka

quote:

ORIGINAL: 22sec

Any ETA on the patch? The transparent preview map in the map editor is a must.


Don't tell anyone, but it should be available in the Steam Open Beta branch now.

Build 1.049

NOTE: Savegames from older builds are not compatible.

[engine] Improve hill shading.
[engine] Implement the 'Rice field' terrain type.
[engine] Reset the unit engagement range settings automatically when under fire.
[engine] Halve the 'rotate' order command delay.
[graphics] Update the winter warehouse pattern.
[ui] Implement the stylized unit icon set option.
[ui] Implement the LOS tool preview and profile features.
[ui] Implement the map editor preview image opacity +/- hotkeys.



Awesome! Your secret is safe....

_____________________________


(in reply to Veitikka)
Post #: 14
RE: Question for developers - 12/11/2019 8:19:57 PM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Game changed....





Attachment (1)

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Post #: 15
RE: Question for developers - 12/11/2019 8:32:52 PM   
exsonic01

 

Posts: 1041
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
Status: offline
Opacity idea is a good one! I will try today after get back to home!

(in reply to 22sec)
Post #: 16
RE: Question for developers - 12/14/2019 1:37:44 AM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Working with a preview map that was exported at 3m per pixel!




Attachment (1)

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Post #: 17
RE: Question for developers - 12/14/2019 2:15:55 AM   
exsonic01

 

Posts: 1041
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
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What is your best opacity option 22sec?
I wish if AB introduce 1% opacity variation option, or at least 5%.

(in reply to 22sec)
Post #: 18
RE: Question for developers - 12/14/2019 5:08:01 AM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: exsonic01

What is your best opacity option 22sec?
I wish if AB introduce 1% opacity variation option, or at least 5%.


I would say 40 or 50. Roads are the most difficult to see, and most of the work envisioned taking advantage of this new feature is going to be primarily roads and buildings. It would be nice if we could find a way to make the game’s actual graphics pop a little more in this mode.

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Post #: 19
RE: Question for developers - 12/14/2019 4:21:34 PM   
exsonic01

 

Posts: 1041
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
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quote:

ORIGINAL: 22sec
I would say 40 or 50. Roads are the most difficult to see, and most of the work envisioned taking advantage of this new feature is going to be primarily roads and buildings. It would be nice if we could find a way to make the game’s actual graphics pop a little more in this mode.

I'm mostly working with 60~70% when I work with farms and fields. But I also change opacity to 50% when I work with city.
Good idea about "pop a little more" only for map making mode. But I guess that wouldn't be an easy task... How about making just boundary lines of game map (terrain.bmp) thicker and sharper only for inside map editing mode? This will make map graphic feature better visible from satellite preview overlapped mode.

What I really wish is more high quality preview but as far as I know AB source code cannot read such huge sized image file

(in reply to 22sec)
Post #: 20
RE: Question for developers - 12/14/2019 5:03:55 PM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
Status: offline
The preview size limit seems to be around 100MB.

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Post #: 21
RE: Question for developers - 12/14/2019 9:59:29 PM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
Status: offline

quote:

ORIGINAL: 22sec

The preview size limit seems to be around 100MB.


I think what the system can load depends on your graphics card capabilities. Texture sizes are rounded up and loaded in the video memory in the powers of two sizes, 1024x1024, 2048x2048, 4096x4096, 8192x8192, etc. The file size or format has nothing to do with this.


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Post #: 22
RE: Question for developers - 12/14/2019 10:21:41 PM   
22sec

 

Posts: 900
Joined: 12/11/2004
From: Jackson, MS
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That would explain it. When I tried loading a preview map that was over 10,000x10,000 I got an Out Of Memory Error.

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Post #: 23
RE: Question for developers - 12/17/2019 10:58:29 PM   
tombo

 

Posts: 351
Joined: 8/4/2007
Status: offline

quote:

ORIGINAL: 22sec


quote:

ORIGINAL: Veitikka

quote:

ORIGINAL: 22sec

Any ETA on the patch? The transparent preview map in the map editor is a must.


Don't tell anyone, but it should be available in the Steam Open Beta branch now.

Build 1.049

NOTE: Savegames from older builds are not compatible.

[engine] Improve hill shading.
[engine] Implement the 'Rice field' terrain type.
[engine] Reset the unit engagement range settings automatically when under fire.
[engine] Halve the 'rotate' order command delay.
[graphics] Update the winter warehouse pattern.
[ui] Implement the stylized unit icon set option.
[ui] Implement the LOS tool preview and profile features.
[ui] Implement the map editor preview image opacity +/- hotkeys.



Awesome! Your secret is safe....



….any update when this build 1.049 will be released?

(in reply to 22sec)
Post #: 24
RE: Question for developers - 12/17/2019 11:45:28 PM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
Status: offline

quote:

ORIGINAL: tombo


quote:

ORIGINAL: 22sec


quote:

ORIGINAL: Veitikka

quote:

ORIGINAL: 22sec

Any ETA on the patch? The transparent preview map in the map editor is a must.


Don't tell anyone, but it should be available in the Steam Open Beta branch now.

Build 1.049

NOTE: Savegames from older builds are not compatible.

[engine] Improve hill shading.
[engine] Implement the 'Rice field' terrain type.
[engine] Reset the unit engagement range settings automatically when under fire.
[engine] Halve the 'rotate' order command delay.
[graphics] Update the winter warehouse pattern.
[ui] Implement the stylized unit icon set option.
[ui] Implement the LOS tool preview and profile features.
[ui] Implement the map editor preview image opacity +/- hotkeys.



Awesome! Your secret is safe....



….any update when this build 1.049 will be released?



The beta build is available on Steam, if you select the game Properties -> Betas -> Select the beta you would like to opt into. No issues with it so far.

Looks like the next official update will come out next year, because the Slitherine team holidays will start soon.


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Post #: 25
RE: Question for developers - 12/18/2019 12:28:19 AM   
tombo

 

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...do I need a Steam acct and game added to get build?

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Post #: 26
RE: Question for developers - 12/18/2019 1:31:18 AM   
Veitikka


Posts: 1260
Joined: 6/25/2007
From: Finland
Status: offline

quote:

ORIGINAL: tombo

...do I need a Steam acct and game added to get build?


Yes, the instructions for redeeming the Steam key are here: https://steamcommunity.com/app/1089840/discussions/0/1642039363009015250/


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Post #: 27
RE: Question for developers - 12/18/2019 10:05:04 PM   
Lowlaner2012

 

Posts: 775
Joined: 11/20/2011
Status: offline
Thanks, downloading the Steam Beta now :)

(in reply to Veitikka)
Post #: 28
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