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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Yesterday at 09:28:37 AM »
Scenario Editor

Dragging units off the treeview and around the board is stable now.
I spent at least 2 minutes trying to break it and it just worked.
Way faster than the original drag drop and a LOT less code.
Buggy unexpected dropping - gone.
The improved performance is particularly pleasing. I can drag a unity as fast as I can move the mouse and it just copes.

Not quite finished yet.

To do.
Invalid location like off board in swamp or water or another unit still needs handling.
Probably stick a fews seconds red flashing border on the unit and then it's gone if the user doesn't grab it.

General Staff Support Forum / Re: Changelog
« Last post by bayonetbrant on February 16, 2018, 01:24:20 PM »
it's cool to track the development :)

Us non-game-dev IT weenies can appreciate the headache it can be
General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on February 16, 2018, 01:21:02 PM »
Scenario Editor

First iteration.
Refactor to replace drag drop of units.
I've ripped out the old drag drop code which was buggy and pretty nasty stuff.
The old version could not support stopping the user dropping units on invalid terrain or each other, which we want.
Started replacing with a simpler drag approach.
Further work is required.

The cursor isn't offset and unitvm isn't correctly added to the lists it needs to be added to ( I just realised this as I type ).
Maybe fix up with another iteration tomorrow.
Professional Simulation - Digital / Re: Simulating Tomorrow's Battles with AI
« Last post by mirth on February 16, 2018, 08:45:26 AM »
Cool find. Thanks for sharing it.
General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on February 14, 2018, 05:05:06 AM »
The current code base is still largely prototypical and some parts are pretty creaky. Bugged even.
There will be a lot of refactoring on existing code before it can be re-used in the game solution.

At the moment I'm working towards enabling re-sizing of the map board.
In doing this I'm also rationalising bits of code in order to simplify them.
Also with a long term eye on re-usability and multi threading for performance.

Scenario Editor

Refactored out all the "magic offsets" so the board, map pieces etc all go in one container within what looks like a frame you see in the right hand pane.
Removed several canvases that aren't needed.
Rationalised map background image loading.

General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on January 05, 2018, 01:13:39 PM »
Scenario Editor

Bug fix
For the victory conditions, you should see a list of target units to destroy under each army with a maximum based on how many are present.
These ought to be based on the enemy army.
Hence, if the red army has 8 light infantry units then under the blue army there should be a line which shows light infantry with a maximum of 8.
If you load just the red army and open the form, then you ought to only see a list of red units on the right side ( blue ).
This was previously the wrong way round - so you saw the blue totals under the blue army targets and the red under the red.
Very obvious once you know what to look for and load just one army, then open the victory conditions form.

Now fixed so the blue list of units appears under the red and vice versa.
General Staff Support Forum / Re: On screen resolution
« Last post by Adraeth on January 04, 2018, 07:29:10 AM »
Thanks, when there are new versions of the beta engine, please inform and i will download from the link i have.

Have a nice day  :)
General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on January 03, 2018, 12:48:29 PM »
Scenario Editor

Minor changes to scenario info view.
Increased height of form so stacked controls have more space.
Scenario name textbox will wrap and grow if it fills but still limited to 50 characters so it fits on the main window OK.
Increase height of Scenario Description textbox and allowed it to grow as user types.
Added a little padding to number of turns textbox so victorian font numbers don't look cramped.

General Staff Support Forum / Re: On screen resolution
« Last post by Andy ONeill on January 03, 2018, 10:57:10 AM »

Yes, I'm on it.

The game is written in wpf which has a mechanism called device independent pixels. Meaning the measures quoted aren't hard pixels, they're px which will change when device settings change.
I think as it stands you could change windows settings and the scenario editor will cope. So long as you have a rectangular monitor and it's not way too low res.
I've not actually tested that - because I have a bit more sophisticated plan in mind.

The map editor needs work to cope with that sort of thing.

The army editor is pretty much not sensitive to screen resolution.
I've not started on the actual game yet.

The map is currently effectively hard coded in size but will be adapted so it'll scale, so long as proportions are maintained.
I will probably also make the unit treeview on the scenario optionally slide in and out over the map. Maybe also dockable so you can drag it to either side or another monitor (like the dockable windows in visual studio).

Units are actually circular and all the same size even though some symbols are smaller. Eventually, you'll be able to set the size of a unit ( circle ) and that preference which will be persisted.
The map symbols are proportional to the unit size and hence will scale up as the unit increases in size.
The reason for this is that the map symbols are fairly small and you'd need the eyes of an eagle to make them out on small or low res monitors.

Actual game requirements will be fairly low.
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