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May 15th, 2018, 07:59 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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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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May 16th, 2018, 07:21 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,994
Thanks: 488
Thanked 1,928 Times in 1,254 Posts
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by DRG
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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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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The Following 2 Users Say Thank You to Mobhack For This Useful Post:
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May 16th, 2018, 07:42 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by Mobhack
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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Are we being teased of a 3D (or pseudo 3D) Steel Panthers?? 
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May 16th, 2018, 07:43 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,994
Thanks: 488
Thanked 1,928 Times in 1,254 Posts
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by RightDeve
Quote:
Originally Posted by Mobhack
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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Are we being teased of a 3D (or pseudo 3D) Steel Panthers?? 
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Nothing about 3D in there whatsoever.
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May 16th, 2018, 07:55 AM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
Posts: 797
Thanks: 1,298
Thanked 585 Times in 318 Posts
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by Mobhack
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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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.
__________________
ASL
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May 16th, 2018, 09:34 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,994
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Thanked 1,928 Times in 1,254 Posts
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by zovs66
Quote:
Originally Posted by Mobhack
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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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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Yes - that is what I am looking to do, if its possible.
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May 16th, 2018, 04:44 PM
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Private
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Join Date: Jun 2006
Posts: 32
Thanks: 103
Thanked 15 Times in 9 Posts
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Re: Experimental winSPWW2 EXE--May 15, 2018
Quote:
Originally Posted by Mobhack
Quote:
Originally Posted by zovs66
Quote:
Originally Posted by Mobhack
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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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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Yes - that is what I am looking to do, if its possible.
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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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