When?
Moderator: Shannon V. OKeets
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RE: MWiF2 ???
Woo hoo! ( Me dancing around with wife and kid wondering if they need toget the straight jacket out again)
RE: MWiF2 ???
I am looking forward to this game. Keep up the good work because I'm buying 2 copies. Just in case one breaks.[;)]
Your views on life change forever when reality backhands you in the face.
RE: When?
ORIGINAL: Shannon V. OKeets
But to answer the question directly, we have MWIF scheduled for release as a download in the spring of 2006.
This brings me to the question of MWiF's availability as an off-the-shelf boxed product. With the talk on this forum about animation and similar extra content, this looks like it will be a pretty hefty download. I have several friends who have said that they would definitely be interested, but with their 56k dialup internet accounts on single phone lines, they would not be willing to purchase a download of the size this promises to be.
So, will MWiF be available as a boxed product at any stage?
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RE: When?
ORIGINAL: amwildORIGINAL: Shannon V. OKeets
But to answer the question directly, we have MWIF scheduled for release as a download in the spring of 2006.
This brings me to the question of MWiF's availability as an off-the-shelf boxed product. With the talk on this forum about animation and similar extra content, this looks like it will be a pretty hefty download. I have several friends who have said that they would definitely be interested, but with their 56k dialup internet accounts on single phone lines, they would not be willing to purchase a download of the size this promises to be.
So, will MWiF be available as a boxed product at any stage?
The short answer is that I do not know. How the product is distributed is David Heath's decision. I want to sell as many copies as possible since that is only way I see any money (royalties only).
You are right about the size of the download. I do not have any numbers on the memory requirements for the historical detail (archival footage might require a lot), but I do know that the map is going to need a lot of disk memory. I am currently working with the graphics artist on bitmaps for individual hexes. I expect there to be well over 5000 of them and they are 136 wide by 152 high in 24 bit color. For those of you with a calculator, that is 5200 x 136 x 152 x .75 x 3 bytes. The .75 is because we are using a hexagon, not a rectangle, and the 3 is the 24 bit color converted to bytes. These will be compressed of course, and terrain data like this has a very high compression level. Still, that's a lot of bytes just for the raw data for the map image.
The large number of unique bitmaps is because we want each coastal hex to be (potentially) unique. The only place where we are going to compromise on that design element is for the anonymous single hex islands scattered out in the middle of the oceans. All the continental shorelines and all the larger island chains will look hand drawn. Not actually be hand drawn, just look that way. I leave understanding the difference up to your imagination.
For those of you who have played CWIF, the map will start out with the 200% resolution zoom level. As you zoom out to 175, 150, 100, ... 25% resolution, the quality of the individual hexes will deteriorate, but it should still look great down to the 100% resolution level and probably down to the 75% level. The higher number of pixels per hex (up from 68 by 76 for CWIF) and the 24 bit color (up from 8 bit color) let's the artist make the coastlines very detailed and the overall map image very pretty. When I have samples to show to the forum, I will.
The basic terrain for each hex will match that of CWIF in 99.9% of the cases. There are a few corrections I have found and we intend to add a few more cities in China.
Getting back to the coastlines, CWIF had the computer draw in the coastlines and they all were identical. CWIF also worried about hexsides indicating 2 types of country boundaries, weather boundaries, sea area boundaries, as well as the rivers and coastlines. The end result of trying to accommodate all these different types of hexside lines was a hexside line that could be as wide as 23 pixels in a hex that was only 68 by 76. MWIF will: (1) always show sea area boundaries, (2) let the player toggle between country boundaries, weather zone boundaries, or neither, and (3) draw the rivers and coastlines as part of the basic terrain in the hex. There are other odd ducks like lakes, alpine, and straits hexsides, that are being accommodated too.
Now I need to get back to dividing the global map into segments that are small enough to ftp the bitmap images over the internet in a reasonable amount time.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: When?
All I can say is good luck and a wise move not using DirectX.
RE: When?
Does this mean that we will soon see pictures of this ? [:D]Now I need to get back to dividing the global map into segments that are small enough to ftp the bitmap images over the internet in a reasonable amount time.

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RE: When?
ORIGINAL: FroonpDoes this mean that we will soon see pictures of this ? [:D]Now I need to get back to dividing the global map into segments that are small enough to ftp the bitmap images over the internet in a reasonable amount time.
It depends on how you define 'soon'. I refer you to the use of the word in the title of this forum group (see immediately below).
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: When?
October 1, 2005 Status Report for Matrix Games’ MWIF Forum
Accomplishments of September
Project Management
Revised the project plan based on starting graphics work with Rob Armstrong, and other progress to date. The target date of spring 2006 hasn’t become hopeless yet.
Communications
I began working with Rob Armstrong on the graphics.
I monitored all the threads in the MWIF World in Flames forum daily. I started forum threads on the Help System, Tutorials, and AI Assistant.
I began working with a group of forum members who are helping me develop the AI opponent.
Continued in almost daily contact with Chris Marinacci via email about how CWIF gets things done.
CWIF Conversion
I successfully debugged writing out and reading back in the map and unit data from CSV files. This eliminated any need for the old CWIF data files: WIF.dat and Units.dat. I started work on replacing the Saved Setup files encoded in binary, with ones written as CSVs. I finished neatening all of the 141 Pascal files (60,000+ lines of code) in the main call sequence of CWIF. This makes the code much easier to read and understand.
Map and Units
Work with Rob Armstrong on the graphics is still slow getting started. I broke the global map into 32 segments so that Rob can draw in the coastline for all the land masses. There are over 5000 coastal hexes in the game and each will be individually drawn within a 24 bit color, 136 pixel wide by 152 pixel high rectangle. I have included a JPEG file of the segmented map in this report, just for your amusement. It has no role in playing the game and is only a development tool. We are putting a lot of effort into the coastlines because we believe that it is a crucial element in making the map look pretty.
I have not implemented the corrections to the units that Patrice produced. That has a lower priority than getting the detailed map drawn on the screen and the user interface developed. It will be very easy to do using the CSV files, once I get around to it. For example, I made some changes to the map using the CSV files and they were easy to do, took almost no time, and worked right the first try.
Game Interface
I have developed a new screen for starting a game and included a screen shot of it in this report. It is the first screen that comes up when you start the program. Now don’t get all upset about the colors; they will get revised by Rob. Indeed, all aspects of the window template will be replaced with a new ‘skin’. I also haven’t modified the Optional Rules portion of the screen to reflect the changes from CWIF to MWIF. And the bottom two panels about assigning players to countries are mere place holders at the present. My main objective has been achieved though: the program starts by letting you select a saved game or a new one, and in the latter case, you can make all the decisions about the new game on one screen. In CWIF, these decisions were made using a sequence of forms which I found confusing (and I am certainly no novice to WIF or computerized war games).
I have decided to start from scratch on the software for scrapping units. I was unhappy with the screen/form for that function and its interface design in general. Along with that I will rewrite the Save Setup routines so they are CSV files that the players can examine off line should they so desire. In CWIF scrapping units and saving setups were intrinsically intertwined. Revisions to both are works in progress.
Game Record Log
I finished the design specifications for 353 types of entries for the game record log. The number of these just keeps growing, and I have most of the optional rules yet to do. My current estimate is that there will be close to 450 unique entry types when I am done. As I do more of these I learn more about what I want them to contain, so I keep going back over them and making refinements. What that entails is rereading the rules word by word and making sure the entry type specifications capture everything that happens during a game that changes the game state.
When I get these completed, I will post a sample of them on the forum and make a PDF available of the entire list.
The refinements I have been making to the game record log entry definitions have to do with letting the players extract information from the history file about every combat that happens in a game. That includes: where it occurred, which units were involved, the actual combat values for the attacker and defender, any modifications to the die roll, the die roll(s) themselves, the results from the combat table, and the units affected by the results. This is for air, land , and naval combats. My vision is that players will be able to analyze all the attacks Germany made in Poland, France, Russia, and so on. It might seem like extra glitz, but it isn’t that hard to do. Of course, the design has to be done right, and that takes time. In the end, I expect it to be a very attractive feature for both the grognards and the novices.
MWIF Project Overview
I have begun to think of the program as being composed of 6 large sections of code:
(1) static data - map and units (virtually completed),
(2) dynamic data - current locations of units and various game state variables (needs serious review and additions for new optional rules),
(3) the actions a player takes to change the game state - the game record log entries (in design, related code needs serious review and additions for new optional rules),
(4) restrictions on what the player can do when - the rules (related code needs serious review and additions for new optional rules),
(5) the game interface - how a player reviews the game state, performs actions, and learns about any restrictions currently in effect (needs complete revision from design to code, but not that hard to do given the Delphi development system and other development tools), and
(6) the AI opponent (developing the design is in progress but no code has been written).
I see PBEM as part of section 3 and 5 with a few pieces of it as additions to section 4. The multiplayer capability is exclusively in section 5, and solitaire play is exclusively in section 6. The historical detail, animations, and sound are all part of section 5. I have been working on and making progress on every one of these sections except 4. Once I complete the design for the actions players can take in the game (#3), I will use it to review how the rules are implemented (#4), identify the dynamic data for saved games (#2), and make revisions to the interface (#5).
Help System, Tutorials, and AI Assistant
Some ideas were provided by the forum members but not very many, especially when compared to the input they provided on historical details, animations, and sound.
Saved Games
This lay fallow all month..
Play by Email (PBEM) Design
I finalized the design for the PBEM system, including Standing Order (SO) details.
Artificial Intelligence (AI)
With help from the AI group, I began developing detailed specifications on Air Marshall tasks. I also created a valuation system (i.e., currency) for the value of units on the map and in production, objective hexes, resources, factories, activities (e.g. air missions), time, and the cost of getting things done. I have made good progress towards applying that system to the value of individual hexes in the front line and immediately to the rear of same. The valuation system is needed to complete detailed specifications for most of the Decision Maker tasks.
Other
Both golf scores and weight need further reduction. On the bright side, I bought new irons for the first time in 8 years and my relationship with same, though still in its early stages, shows great promise.
==============================================
September summary: Where did the month go?
==============================================
Tasks for October
Communications
Continue monitoring the forum threads.
Work with Rob Armstrong on all aspects of rendering the map and units on the screen.
Rules
Modify the code on optional rules so it includes those, and only those, selected for MWIF Product 1.
Map and Units
Create starting segments of the map in bitmap form which indicate the basic terrain in each hex. Send same to Rob Armstrong. Hopefully he will complete work on some of those segments and send me back bitmaps with detailed coastlines. I will then use the revised bitmaps to replace portions of the existing detailed map.
CWIF Conversion
Replace the Scrap Units routines. Replace the Save Setup routines. Replace the random number generator.
Game Interface
Continue developing replacements for the 100+ windows/forms.
Historical Detail, Animations, and Sound
Begin working with people at Matrix to define exactly what will be included in the game on these topics.
Help System, Tutorials, and AI Assistant
Finalize the design for all three of these areas.
AI Opponent
Firm up the structure for the AI Opponent design, including all the details. Write specific rules for 6 game situations to see how the design will work.
Software Development Tools [November]
Develop a small program for Internet communications using Indy10 to test the design for multiple players over the Internet.
Multiplayer Design [November]
Code the new design for the multiplayer system using Indy10, removing the calls to DirectPlay.
Saved Games [November]
Finish the design for saved games (including encryption) and code it.
============================================
October summary: Definitely optimistic but necessary.
============================================

Accomplishments of September
Project Management
Revised the project plan based on starting graphics work with Rob Armstrong, and other progress to date. The target date of spring 2006 hasn’t become hopeless yet.
Communications
I began working with Rob Armstrong on the graphics.
I monitored all the threads in the MWIF World in Flames forum daily. I started forum threads on the Help System, Tutorials, and AI Assistant.
I began working with a group of forum members who are helping me develop the AI opponent.
Continued in almost daily contact with Chris Marinacci via email about how CWIF gets things done.
CWIF Conversion
I successfully debugged writing out and reading back in the map and unit data from CSV files. This eliminated any need for the old CWIF data files: WIF.dat and Units.dat. I started work on replacing the Saved Setup files encoded in binary, with ones written as CSVs. I finished neatening all of the 141 Pascal files (60,000+ lines of code) in the main call sequence of CWIF. This makes the code much easier to read and understand.
Map and Units
Work with Rob Armstrong on the graphics is still slow getting started. I broke the global map into 32 segments so that Rob can draw in the coastline for all the land masses. There are over 5000 coastal hexes in the game and each will be individually drawn within a 24 bit color, 136 pixel wide by 152 pixel high rectangle. I have included a JPEG file of the segmented map in this report, just for your amusement. It has no role in playing the game and is only a development tool. We are putting a lot of effort into the coastlines because we believe that it is a crucial element in making the map look pretty.
I have not implemented the corrections to the units that Patrice produced. That has a lower priority than getting the detailed map drawn on the screen and the user interface developed. It will be very easy to do using the CSV files, once I get around to it. For example, I made some changes to the map using the CSV files and they were easy to do, took almost no time, and worked right the first try.
Game Interface
I have developed a new screen for starting a game and included a screen shot of it in this report. It is the first screen that comes up when you start the program. Now don’t get all upset about the colors; they will get revised by Rob. Indeed, all aspects of the window template will be replaced with a new ‘skin’. I also haven’t modified the Optional Rules portion of the screen to reflect the changes from CWIF to MWIF. And the bottom two panels about assigning players to countries are mere place holders at the present. My main objective has been achieved though: the program starts by letting you select a saved game or a new one, and in the latter case, you can make all the decisions about the new game on one screen. In CWIF, these decisions were made using a sequence of forms which I found confusing (and I am certainly no novice to WIF or computerized war games).
I have decided to start from scratch on the software for scrapping units. I was unhappy with the screen/form for that function and its interface design in general. Along with that I will rewrite the Save Setup routines so they are CSV files that the players can examine off line should they so desire. In CWIF scrapping units and saving setups were intrinsically intertwined. Revisions to both are works in progress.
Game Record Log
I finished the design specifications for 353 types of entries for the game record log. The number of these just keeps growing, and I have most of the optional rules yet to do. My current estimate is that there will be close to 450 unique entry types when I am done. As I do more of these I learn more about what I want them to contain, so I keep going back over them and making refinements. What that entails is rereading the rules word by word and making sure the entry type specifications capture everything that happens during a game that changes the game state.
When I get these completed, I will post a sample of them on the forum and make a PDF available of the entire list.
The refinements I have been making to the game record log entry definitions have to do with letting the players extract information from the history file about every combat that happens in a game. That includes: where it occurred, which units were involved, the actual combat values for the attacker and defender, any modifications to the die roll, the die roll(s) themselves, the results from the combat table, and the units affected by the results. This is for air, land , and naval combats. My vision is that players will be able to analyze all the attacks Germany made in Poland, France, Russia, and so on. It might seem like extra glitz, but it isn’t that hard to do. Of course, the design has to be done right, and that takes time. In the end, I expect it to be a very attractive feature for both the grognards and the novices.
MWIF Project Overview
I have begun to think of the program as being composed of 6 large sections of code:
(1) static data - map and units (virtually completed),
(2) dynamic data - current locations of units and various game state variables (needs serious review and additions for new optional rules),
(3) the actions a player takes to change the game state - the game record log entries (in design, related code needs serious review and additions for new optional rules),
(4) restrictions on what the player can do when - the rules (related code needs serious review and additions for new optional rules),
(5) the game interface - how a player reviews the game state, performs actions, and learns about any restrictions currently in effect (needs complete revision from design to code, but not that hard to do given the Delphi development system and other development tools), and
(6) the AI opponent (developing the design is in progress but no code has been written).
I see PBEM as part of section 3 and 5 with a few pieces of it as additions to section 4. The multiplayer capability is exclusively in section 5, and solitaire play is exclusively in section 6. The historical detail, animations, and sound are all part of section 5. I have been working on and making progress on every one of these sections except 4. Once I complete the design for the actions players can take in the game (#3), I will use it to review how the rules are implemented (#4), identify the dynamic data for saved games (#2), and make revisions to the interface (#5).
Help System, Tutorials, and AI Assistant
Some ideas were provided by the forum members but not very many, especially when compared to the input they provided on historical details, animations, and sound.
Saved Games
This lay fallow all month..
Play by Email (PBEM) Design
I finalized the design for the PBEM system, including Standing Order (SO) details.
Artificial Intelligence (AI)
With help from the AI group, I began developing detailed specifications on Air Marshall tasks. I also created a valuation system (i.e., currency) for the value of units on the map and in production, objective hexes, resources, factories, activities (e.g. air missions), time, and the cost of getting things done. I have made good progress towards applying that system to the value of individual hexes in the front line and immediately to the rear of same. The valuation system is needed to complete detailed specifications for most of the Decision Maker tasks.
Other
Both golf scores and weight need further reduction. On the bright side, I bought new irons for the first time in 8 years and my relationship with same, though still in its early stages, shows great promise.
==============================================
September summary: Where did the month go?
==============================================
Tasks for October
Communications
Continue monitoring the forum threads.
Work with Rob Armstrong on all aspects of rendering the map and units on the screen.
Rules
Modify the code on optional rules so it includes those, and only those, selected for MWIF Product 1.
Map and Units
Create starting segments of the map in bitmap form which indicate the basic terrain in each hex. Send same to Rob Armstrong. Hopefully he will complete work on some of those segments and send me back bitmaps with detailed coastlines. I will then use the revised bitmaps to replace portions of the existing detailed map.
CWIF Conversion
Replace the Scrap Units routines. Replace the Save Setup routines. Replace the random number generator.
Game Interface
Continue developing replacements for the 100+ windows/forms.
Historical Detail, Animations, and Sound
Begin working with people at Matrix to define exactly what will be included in the game on these topics.
Help System, Tutorials, and AI Assistant
Finalize the design for all three of these areas.
AI Opponent
Firm up the structure for the AI Opponent design, including all the details. Write specific rules for 6 game situations to see how the design will work.
Software Development Tools [November]
Develop a small program for Internet communications using Indy10 to test the design for multiple players over the Internet.
Multiplayer Design [November]
Code the new design for the multiplayer system using Indy10, removing the calls to DirectPlay.
Saved Games [November]
Finish the design for saved games (including encryption) and code it.
============================================
October summary: Definitely optimistic but necessary.
============================================

- Attachments
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- StartGame1.jpg (159.57 KiB) Viewed 448 times
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: When?
Only one jpeg per post. Here is the second one.
The colors indicate which WIF FE map the land mass will come from. The light green is the European map(s) perfectly matched hex by hex. The dark green is the Pacific map(s). The white is America in Flames, the red is Africa Aflame, the gray in Scandinavia, and the yellow are portions that are not part of WIF FE. [I know, New Zealand in partially on the Pacific map.] The hex numbers refer to those in MWIF (also CWIF for those of you with a copy of that).

The colors indicate which WIF FE map the land mass will come from. The light green is the European map(s) perfectly matched hex by hex. The dark green is the Pacific map(s). The white is America in Flames, the red is Africa Aflame, the gray in Scandinavia, and the yellow are portions that are not part of WIF FE. [I know, New Zealand in partially on the Pacific map.] The hex numbers refer to those in MWIF (also CWIF for those of you with a copy of that).

- Attachments
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- MapSegments1.jpg (147.93 KiB) Viewed 442 times
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: When?
Impressive work indeed!!
My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade
Twitter
https://twitter.com/TacticWargamer
https://twitter.com/TacticWargamer
RE: When?
Im very impressed by the updates!
If only all the developers under the Matrix umbrella where as meticulous in keeping the customers updated on progress.
This kind of thing shows this game is a labour of love for the developer, which can only be a good thing.
If only all the developers under the Matrix umbrella where as meticulous in keeping the customers updated on progress.
This kind of thing shows this game is a labour of love for the developer, which can only be a good thing.
RE: When?
ORIGINAL: wodin
... this game is a labour of love for the developer, which can only be a good thing.
True, but I'll bet that the developer would prefer it was a labour of $$$ as well as love [:D]
/Greyshaft
-
- Posts: 67
- Joined: Sun Oct 02, 2005 1:03 am
- Contact:
RE: When?
I also love the provided updates.
I now know that progress in being made and I find my interest in WiF rekindled.
Thanks again ...
I now know that progress in being made and I find my interest in WiF rekindled.
Thanks again ...
Jeff Gilbert
US Army [Ret]
Palm Harbor, Florida, USA
US Army [Ret]
Palm Harbor, Florida, USA
RE: When?
Come on, contribute, everything you'll add to help MWiF come out will be good !!!
ORIGINAL: CBoehm
thanks for the update...now I may start coming inhere regularly again...I even registred just to be able to write this!![]()
RE: When?
I agree with Froonp... we're still looking for someone to do the Naval unit commentaries similar to my air unit descriptions.
Todays aircraft is the Italian CR-42
Made by Italy and first flown in 1938 the Fiat CR.42 Falco was the last biplane fighter to be designed, built and flown operationally. Twentyfour of these aircraft were sold to Belgium and delivered between January and May of 1940 when political developments rendered further sales unlikely. The aircraft’s inadequate forward firing armament of two cowl-mounted machine guns (one 7.9mm and one 12.9mm) and the low cruising speed of 378 kph proved no match for the Luftwaffe fighters. In November 2005 the world speed record for a biplane of 520 kph was held by a modified CR-42.
Todays aircraft is the Italian CR-42
Made by Italy and first flown in 1938 the Fiat CR.42 Falco was the last biplane fighter to be designed, built and flown operationally. Twentyfour of these aircraft were sold to Belgium and delivered between January and May of 1940 when political developments rendered further sales unlikely. The aircraft’s inadequate forward firing armament of two cowl-mounted machine guns (one 7.9mm and one 12.9mm) and the low cruising speed of 378 kph proved no match for the Luftwaffe fighters. In November 2005 the world speed record for a biplane of 520 kph was held by a modified CR-42.
/Greyshaft
RE: When?
Hey, how can this be possible ? The only day of november 2005 that has been lived is today !!!In November 2005 the world speed record for a biplane of 520 kph was held by a modified CR-42.

Did that Modified CR.42 broke the record this morning ???
RE: When?
I didn't say the record was 'achieved' in November 2005.
The record was actually set in 1941 and still stands today (November 2005)
check out http://www.aerospaceweb.org/question/pe ... 0023.shtml
The record was actually set in 1941 and still stands today (November 2005)
check out http://www.aerospaceweb.org/question/pe ... 0023.shtml
/Greyshaft
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- Contact:
RE: When?
November 1, 2005 Status Report for Matrix Games’ MWIF Forum
Accomplishments of October
Project Management
The target date of spring 2006 hasn’t become hopeless yet.
Communications
I monitored all the threads in the MWIF World in Flames forum daily. I started forum threads on the Strategic plans for the AI Opponent, separate ones for each major power.
I continued working with a group of forum members who are helping me develop the AI opponent.
Rob Armstrong has yet to start serious work on the graphics. I discussed this problem with David Heath.
I received the missing add-on components for the WIF system from Erik Rutkins at Matrix: Patton in Flames and America in Flames. I now know what all the units and rules are for those games. I also have a copy of the larger map of the Americas, which is the basis for the MWIF detailed map.
I had almost daily email contact with Chris Marinacci about how CWIF works.
CWIF Conversion
I separated scrapping units from saving setups and rewrote the scrapping units code so it is no longer dependent on an opaque binary file. I began rewriting the saving setup code so it saves setups as comma separated files instead of Borland internal Delphi binary files. CSV files can be examined by players without having to run the MWIF program.
I examined in minute detail how the units are read from disk and then processed according to selected scenario and optional rules, through scrapping, randomly drawing units from the force pools, assigning pilots, placing them on the map, replacing some USSR units with Siberians, and breaking corps down into divisions. This all occurs prior to the first player starting the first impulse. As part of this quest for understanding the code, I split several large files into more coherent smaller ones and commented everything about these processes.
Map and Units
I responded to a complaint about the CWIF map’s positioning and terrain for Singapore. With Patrice’s help, we resolved the issue so MWIF’s placement and terrain for Singapore is comparable to that in WIF Final Edition.
I typed in the setups for a couple more scenarios (5 done, 6 to go). This is very tedious to do and every scenario seems to have a few odd bits that the others do not. With Harry Rowland’s help I tracked down a copy of the setup details for the “Missed the Bus” scenario. I began compiling a list of inconsistencies and ambiguities about the scenario setups for eventual disposition by Harry.
Game Record Log
I finished the design specifications for the game record log. The number of entry types is over 450. I posted a sample of them on the forum and have them available as a PDF to anyone who is interested.
Help System, Tutorials, and AI Assistant
I have yet to definitize the design documents for these.
Saved Games
This received only occasional attention over the last month.
Artificial Intelligence (AI)
Based on comments from the AI development team, I made serious revisions to the underlying valuation system (i.e., Combat Values - CVs) for the value of units on map and in production, objective hexes, resources, factories, activities (e.g. air missions), time, and the cost of getting things done. I wrote out clear responsibilities for the 8 decision makers: Grand Strategist, Manufacturing Council, Foreign Liaison, Commander in Chief, Joint Chiefs of Staff, Admiralty, Air Marshal, and Field Marshals. I augmented the task list for these DMs so it now is quite complete and numbers over 110 task items. I integrated all the bits and pieces of thoughts from myself and members of the AI Opponent development team into a single document. It currently numbers 60 pages.
Other
I have cut back to 2 rounds of golf a week, instead of 3, at least a couple of times per month. I lost a couple of days in October to other commitments but managed to get in over 200 hours on MWIF.
====================================================================
October summary: When will the graphics work on the map and units start in earnest? Arghh!
====================================================================
Tasks for November
Communications
Continue monitoring the forum threads.
Map and Units
Work with ‘someone’ on all aspects of rendering the map and units on the screen.
CWIF Conversion
Finish replacing the Save Setup routines. Replace the random number generator.
Rules
Modify the code on optional rules so it includes those, and only those, selected for MWIF Product 1.
Game Interface
Continue developing replacements for the 100+ windows/forms.
Historical Detail, Animations, and Sound
Begin working with people at Matrix to define exactly what will be included in the game on these topics.
Help System, Tutorials, and AI Assistant
Finalize the design for all three of these areas.
AI Opponent
Fill in more of the details on how the AIO will accomplish the 110+ decision maker tasks. Write specific rules for 6 game situations to see how the design will work.
Software Development Tools [December]
Develop a small program for Internet communications using Indy10 to test the design for multiple players over the Internet.
Multiplayer Design [December]
Code the new design for the multiplayer system using Indy10, removing the calls to DirectPlay.
Saved Games [December]
Finish the design for saved games (including encryption) and code it.
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November summary: This looks suspiciously familiar.
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Accomplishments of October
Project Management
The target date of spring 2006 hasn’t become hopeless yet.
Communications
I monitored all the threads in the MWIF World in Flames forum daily. I started forum threads on the Strategic plans for the AI Opponent, separate ones for each major power.
I continued working with a group of forum members who are helping me develop the AI opponent.
Rob Armstrong has yet to start serious work on the graphics. I discussed this problem with David Heath.
I received the missing add-on components for the WIF system from Erik Rutkins at Matrix: Patton in Flames and America in Flames. I now know what all the units and rules are for those games. I also have a copy of the larger map of the Americas, which is the basis for the MWIF detailed map.
I had almost daily email contact with Chris Marinacci about how CWIF works.
CWIF Conversion
I separated scrapping units from saving setups and rewrote the scrapping units code so it is no longer dependent on an opaque binary file. I began rewriting the saving setup code so it saves setups as comma separated files instead of Borland internal Delphi binary files. CSV files can be examined by players without having to run the MWIF program.
I examined in minute detail how the units are read from disk and then processed according to selected scenario and optional rules, through scrapping, randomly drawing units from the force pools, assigning pilots, placing them on the map, replacing some USSR units with Siberians, and breaking corps down into divisions. This all occurs prior to the first player starting the first impulse. As part of this quest for understanding the code, I split several large files into more coherent smaller ones and commented everything about these processes.
Map and Units
I responded to a complaint about the CWIF map’s positioning and terrain for Singapore. With Patrice’s help, we resolved the issue so MWIF’s placement and terrain for Singapore is comparable to that in WIF Final Edition.
I typed in the setups for a couple more scenarios (5 done, 6 to go). This is very tedious to do and every scenario seems to have a few odd bits that the others do not. With Harry Rowland’s help I tracked down a copy of the setup details for the “Missed the Bus” scenario. I began compiling a list of inconsistencies and ambiguities about the scenario setups for eventual disposition by Harry.
Game Record Log
I finished the design specifications for the game record log. The number of entry types is over 450. I posted a sample of them on the forum and have them available as a PDF to anyone who is interested.
Help System, Tutorials, and AI Assistant
I have yet to definitize the design documents for these.
Saved Games
This received only occasional attention over the last month.
Artificial Intelligence (AI)
Based on comments from the AI development team, I made serious revisions to the underlying valuation system (i.e., Combat Values - CVs) for the value of units on map and in production, objective hexes, resources, factories, activities (e.g. air missions), time, and the cost of getting things done. I wrote out clear responsibilities for the 8 decision makers: Grand Strategist, Manufacturing Council, Foreign Liaison, Commander in Chief, Joint Chiefs of Staff, Admiralty, Air Marshal, and Field Marshals. I augmented the task list for these DMs so it now is quite complete and numbers over 110 task items. I integrated all the bits and pieces of thoughts from myself and members of the AI Opponent development team into a single document. It currently numbers 60 pages.
Other
I have cut back to 2 rounds of golf a week, instead of 3, at least a couple of times per month. I lost a couple of days in October to other commitments but managed to get in over 200 hours on MWIF.
====================================================================
October summary: When will the graphics work on the map and units start in earnest? Arghh!
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Tasks for November
Communications
Continue monitoring the forum threads.
Map and Units
Work with ‘someone’ on all aspects of rendering the map and units on the screen.
CWIF Conversion
Finish replacing the Save Setup routines. Replace the random number generator.
Rules
Modify the code on optional rules so it includes those, and only those, selected for MWIF Product 1.
Game Interface
Continue developing replacements for the 100+ windows/forms.
Historical Detail, Animations, and Sound
Begin working with people at Matrix to define exactly what will be included in the game on these topics.
Help System, Tutorials, and AI Assistant
Finalize the design for all three of these areas.
AI Opponent
Fill in more of the details on how the AIO will accomplish the 110+ decision maker tasks. Write specific rules for 6 game situations to see how the design will work.
Software Development Tools [December]
Develop a small program for Internet communications using Indy10 to test the design for multiple players over the Internet.
Multiplayer Design [December]
Code the new design for the multiplayer system using Indy10, removing the calls to DirectPlay.
Saved Games [December]
Finish the design for saved games (including encryption) and code it.
============================================
November summary: This looks suspiciously familiar.
============================================
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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- Posts: 146
- Joined: Sun Jan 02, 2005 5:40 am
- Contact:
RE: When?
I wouldn't say the inquiry about Singapore was a "complaint" exactly...[:)]
Solution was good BTW.
Peter
Solution was good BTW.
Peter