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1
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on July 04, 2019, 09:46:14 AM »
Game

Prototype order dragging and terrain checking.

Working out whether all of a move would be across valid terrain or not.
As you drag the chevron a calculation is performed which works out which cells the centre of the unit would cross.
The terrain in each cell is compared to terrain types the unit may cross.
If all the cells are valid terrain you get a green line.
If any cell is not valid terrain then you get a red line from that cell to the end.
These are on top of the chevron, because of course you might have an invalid point underneath where it is




The above unit is artillery which may not cross woods terrain.
That dashed line on the map is the outline of a woods and hence the red line starts at the woods.
Between the far side of the woods and the chevron point would otherwise be valid terrain, but it can't get that far.
The red line starts at any invalid terrain onwards, partly because there could just be one or two invalid cells and a player could well find it difficult to spot where the invalid terrain was if the red line was only 2 pixels long.

Notice the chevron indicates facing of the unit which is in the direction it moves.

Of course, this is rather simplifying things.
For example.
If a 200 metre long unit in line is ordered to go 100 metres in the direction 90 degrees to it's right then in reality things are much more complicated than just a 200 metre move.
It would wheel 90 degrees around the right corner before advancing.
This is trickier than you might think because it would likely become disordered on a real world battlefield.
The wheel would be followed by a pause to dress ranks before it advanced.
The whole process could take quite some time for poorly trained troops.
A unit such of French revolutionary volunteers would probably struggle to pull the whole thing off.

I'll have to give some consideration to how movement should be constrained.
2
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on July 03, 2019, 10:23:28 AM »
Game

Reduce size of move chevrons by a quarter
Added last order location to piece.
Set that initially to the piece location on load and deserialisation.
Bind move chevron location to that rather than the piece location.
The net result being no noticeable difference in the UI.
I'm now closer to being able to record where the order is to go to.

Prototype dragging
Calculate facing so chevron points in direction unit will face as you drag.
That looks a bit weird with the cross over the point.
Fix that.
Hide cursor so it's more obvious the chevron point is where the unit is going.
3
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on July 02, 2019, 10:05:37 AM »
Game
Refactor Move Chevron into a control.
This is a step towards the drag drop process necessary for move orders.

Scenario editor
Confirmation message when scenario saved OK.
Could have sworn I added that a while ago... but it's in there now anyhow.

4
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on July 02, 2019, 08:48:50 AM »
Game


Only the "current" side - ie you own side - will now show the move chevrons.
Make chevrons match scenario piece scale.

Setting the scale particularly high or small has potential downsides.


5
General Staff Support Forum / Re: Win 10 Screen Resolution
« Last post by zu Pferd on June 30, 2019, 05:45:24 PM »
Thanks Andy,  I'll give it a try
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Dr D Ezra Sidran on June 30, 2019, 08:26:23 AM »
I'm doing the same thing with the AI.
7
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 30, 2019, 08:17:58 AM »
Model

Reviewing and changing a number of classes related to orders.
This is a pretty complicated part of the game.
Although I sketched out some classes a while ago, it turns out these were way off what I need.
Not 100% "correct" yet but I think near enough so I can start using it.










8
General Staff Support Forum / Re: Win 10 Screen Resolution
« Last post by Andy ONeill on June 29, 2019, 06:14:00 AM »
You want it to start maximised.
That way the window will fill your monitor and the content will adjust.
How well it copes will depend on your screen shape and resolution.

Create a shortcut ( lnk ) file for your exe.
RIght click and edit properties.
Click the shortcut tab.
On the run combo box, choose maximised.

Alternatively.

There's a command line switch -Full
If you run any of the exe with a space then -Full  appended to the run command, it will start maximised.
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General Staff Support Forum / Win 10 Screen Resolution
« Last post by zu Pferd on June 28, 2019, 06:14:47 PM »
Hi Andy,
            this topic may have been touched on by Adreath  already, maybe not.
(I switched to Win 10 because of problems with Win-updates with my Win 7 platform)
The Map Editor window and Army Editor window, in Win 10 cannot be resized  or moved
and some features are not accessible as they are beyond the monitor edges.

I opened the property window for both editors and set "Run" to minimized instead of "normal window"
but it had no effect.

Best Regards
E



10
General Staff Support Forum / Maps
« Last post by zu Pferd on June 26, 2019, 06:52:25 PM »
Congratulations to the author of the Waterloo campaign maps ! Gorgeous Darling !
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