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  #1  
Old May 15th, 2018, 07:59 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

The correct sequence for describing zoom levels as we do in code

Z0.. that is the furthest out that shows the most map area
Z1
Z2
Z3
Z4 _ that is the 1:1 default
Z5 _ the extra level in we added in 2005
Z6 _ 200% of Z4 NEW
Z7 _ 300% of Z4 NEW

Remind us again in the fall about the campaign tracker....we don't code in summer. All of this was a spin off of a " I wonder if......." afternoon of coding Andy did that we wanted in as many hands as possible to playtest as it will be the standard for both game next patch if all testing is successful
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Old May 16th, 2018, 07:21 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by DRG View Post
The correct sequence for describing zoom levels as we do in code

Z0.. that is the furthest out that shows the most map area
Z1
Z2
Z3
Z4 _ that is the 1:1 default
Z5 _ the extra level in we added in 2005
Z6 _ 200% of Z4 NEW
Z7 _ 300% of Z4 NEW

Remind us again in the fall about the campaign tracker....we don't code in summer. All of this was a spin off of a " I wonder if......." afternoon of coding Andy did that we wanted in as many hands as possible to playtest as it will be the standard for both game next patch if all testing is successful
Yep - I had noticed that the 3rd party graphics library we use for SHP graphics had another rendering function that allows you to resize a sprite when you splat it.

The routine the original code uses does not have the ability to scale a sprite so it meant we had to have pre-sized sprites, which then means that you needed a duplicate set of the entire graphics SHPs re-sized for each terrain level. And since the game reads in each graphics sprite set to an array in RAM as it is required, that uses your RAM up as well as the hard disk storage.

Now only the default 100% size sprite sets are read into RAM, reducing memory usage.

Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
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Old May 16th, 2018, 07:42 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by Mobhack View Post

Yep - I had noticed that the 3rd party graphics library we use for SHP graphics had another rendering function that allows you to resize a sprite when you splat it.

The routine the original code uses does not have the ability to scale a sprite so it meant we had to have pre-sized sprites, which then means that you needed a duplicate set of the entire graphics SHPs re-sized for each terrain level. And since the game reads in each graphics sprite set to an array in RAM as it is required, that uses your RAM up as well as the hard disk storage.

Now only the default 100% size sprite sets are read into RAM, reducing memory usage.

Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
Are we being teased of a 3D (or pseudo 3D) Steel Panthers??
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  #4  
Old May 16th, 2018, 07:43 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by RightDeve View Post
Quote:
Originally Posted by Mobhack View Post

Yep - I had noticed that the 3rd party graphics library we use for SHP graphics had another rendering function that allows you to resize a sprite when you splat it.

The routine the original code uses does not have the ability to scale a sprite so it meant we had to have pre-sized sprites, which then means that you needed a duplicate set of the entire graphics SHPs re-sized for each terrain level. And since the game reads in each graphics sprite set to an array in RAM as it is required, that uses your RAM up as well as the hard disk storage.

Now only the default 100% size sprite sets are read into RAM, reducing memory usage.

Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
Are we being teased of a 3D (or pseudo 3D) Steel Panthers??
Nothing about 3D in there whatsoever.
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  #5  
Old May 16th, 2018, 07:55 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.
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  #6  
Old May 16th, 2018, 09:34 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by zovs66 View Post
Quote:
Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.
Yes - that is what I am looking to do, if its possible.
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Old May 16th, 2018, 04:44 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by zovs66 View Post
Quote:
Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.


Yes - that is what I am looking to do, if its possible.

Would that change the hex spine alignment to this?

If so and add stone walls, and I'll buy both games...again

Thanks again for your continuing efforts and wizardry.
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