Author Topic: Changelog - picture heavy  (Read 8142 times)

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Offline bayonetbrant

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Re: Changelog - picture heavy
« Reply #150 on: June 28, 2018, 04:41:30 AM »
Santa and his Elves, huh?

Seen at Origins this year ;D

The key to surviving this site is to not say something which ends up as someone's tag line - Steelgrave

"their citizens (all of them counted as such) glorified their mythology of 'rights'...and lost track of their duties. No nation, so constituted, can endure." Robert Heinlein, Starship Troopers


Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #151 on: June 28, 2018, 07:00:41 AM »
They can be very dangerous them elves.
It's the little fellers you have to watch.

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #152 on: June 29, 2018, 06:45:09 AM »
Army Editor

Added user message mechanism.

Added base Accuracies editor.
This is available off the Preferences menu.
You click "open" to pick which file you want to work with.
You're then presented with a sort of graph of the values.
This is 100 vertical sliders, one per percentage range.
0% range is the left origin and 100 the right.
As you mouseover each, the relevant data is displayed to the right of the graph.
You can alter the values for any you like using their slider.

If you use a pc, you will have used sliders. Just maybe not realised you've been using them.
Because sliders are used to scroll browser windows.
There are sort of 3 obvious parts to any slider.
There are two repeat buttons and a thing called a thumb which is the value pointer.
The thumb on a desktop browser is usually quite a big rectangle.
They also mostly have extra repeatbuttons at each end ( with a chevron on them ).

For those unfamiliar:
You can click, hold and drag the thumb up or down.
Once a slider is focussed (click or tab ) you can alternatively use the keyboard and the arrow keys will make it go up or down.
Alternatively you can press one of the repeatbuttons.
These are the parts you see on either side of the thumb.
One click moves a bit.
Click and hold repeatedly click ( hence the name ).


Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #153 on: June 30, 2018, 08:03:27 AM »
Army Editor

Added name of accuracy file being edited to title bar.
Clicking on the slider above or below each of the crosses now moves it 0.001 per click.
This makes smoothing a curve a lot easier than trying to drag the thumb by teeny amounts.
You can click and hold to do this repeatedly.



Added tooltip to each of the accuracy curves in the combobox telling you which they are.

Added edit unit accuracies.
This changes just the accuracies for that one unit - not the base files or other units.


It's accessed by clicking the button with the pencil icon on it.
And... looks remarkably similar to how you edit the base accuracies.
 


Any changes made are only copied over to the unit when you click save.
Even then, if you made a mistake the values are not saved to disk until you save the army you're editing.

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #154 on: July 02, 2018, 03:43:09 AM »
Army Editor

Changing positioning of unit stats so more will fit.
Adding Swords Reload Time and Range.



Bug fix: Part of the ui wasn't responding to change of font preferences.

Offline Sitnam

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Re: Changelog - picture heavy
« Reply #155 on: July 13, 2018, 09:32:04 AM »
The updates are great, Andy.  How close is this project to completion?

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #156 on: July 14, 2018, 02:48:53 AM »
Thanks.
The idea of a changelog in software development generally is so you can track changes between versions.
Obviously, people don't have a working product to track any changes on yet.
At the moment the idea is partly to re-assure people we're doing something.
But mainly... to explain decisions, show how stuff works, provide a basis for documentation and to entertain.
If you've been following along it should be easier to get started when you install the finished thing.

It's guesswork when I'll finish the game module.
Not actually started it yet.
Maybe December.
Future plans and wild guesses have a different thread.
http://grogheads.com/forums/index.php?topic=22324.0

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #157 on: July 14, 2018, 04:11:29 AM »
Scenario Editor

Looking at the distance things shoot and where units would be, it became obvious that one piece would be on top of another when they are at musket ranges let alone in close combat.
Previously, the icons in a piece kind of fill the entire circle that is a piece.
This is problematic because the frontage of a line battalion should be a straight line.
To address this, we decided to move the symbols down inside the piece so their front is across the central line.
That then means some will stick out the back of the circle.
That depth is a bit of a problem so reducing that would be good.
Of course regular nato symbols don't have any arrows indicating facing.
Removing those thus reduces the depth of the symbols and reduces our depth problem.
What about indicating facing?
Facing is often reasonably obvious - but I have a plan to indicate facing separately as well but that's for later.
The first step was to take those arrows off and clean the mess up when it all then fell apart.



I was then surprised to notice you can't set the formation on a unit you drag onto the map.
Ooops.
Add combo to set formation to piece contextmenu

Added "Small" unit formation for HQ so it has a valid formation.

When testing that I found Formation wasn't being persisted when saving a scenario.
Probably not so surprising since you couldn't set it I suppose.
Fixed that.

Still need to sort out column square and make sure all symbols end up in the right place.

Once done units will look OK in common battlefield positions.
There will still be a bit of an oddity if one unit moves into close combat with another from it's rear - because one will be on top of another.
The defender is probably done for in that situation anyhow.

Actual frontage for shooting and close combat stuff will be calculated rather than depending on the pieces you see on the board representing units, so any weirdness should just be cosmetic.

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #158 on: Today at 04:26:10 AM »
Bug Fixing

Fixed points of "triangles" for light infantry and cavalry projecting slightly beyond their rectangle.
Army editor fix problem due to null accuracies when adding a HQ
Set default accuracies for new unit.
Fixed extra underline indicating two shortcut keys on load blue.

Scenario Editor

Completing changes to allow pieces to face each other in close combat without the icons on one being on top of the other's.

Added facing "triangle" to piece.
This is rather like the triangle you get indicating facing for an individual figure in combat games.
It appears only when the unit "lights up" due to mouseover of it or a piece in the same command.

This triangle will probably become different shapes in the game to indicate status.
Details of that as yet to be firmed up decided.

Moved the units down within the piece so the front face is across the center.
This involves changing a number of things rather than just one due to kriegsspiel showing multiple icons for strength. And column.

Icons can now extend past the circular edge of a piece which is particularly necessary for kriegsspiel units strength 2+ in column.


I still need to decide a good way to represent square.

Just to repeat something I think I mentioned earlier.
The icon is just a representation of the piece on the board.
Calculations deciding range, who can see and shooting will be completely abstracted from the visual representation.