Dogs Of War Vu

Network of Friends => Schwerpunkt => World War II Europe 1939-1945 => Topic started by: chemkid on September 17, 2016, 09:00:15 AM

Title: MODS
Post by: chemkid on September 17, 2016, 09:00:15 AM
hi ron! - hi everyone else!  :)

almost 1 year ago i was working on a mapmod (tbh, a proof of concept.../...and solely my idea!) for ron's ww2 europe game.
when things were taking off (i was happy with what's possible here) i contacted ron about 'the possibility' of a mapmod.
he thought it wise to stop working on anything map related because of customer complains... as i understood this,
customers of the game could have problems caused by my mapmod and ron had/has to fix it - right?!  :(

anyhow, here we are - one year later - and there's a mod / scenario folder online?!
yeah! ...but wait - only scenarios or WHAT ELSE?!  ???

please clarify - thanks in advance!!

here are some teaser images of my stuff:
(btw, a shout-out and big thanks to Rasputitsa for giving me feedback on my work so far!!!)

(http://robertlenz.de/share/ww2e-mod/teaser/1stTry_proofOfConcept.jpg)
1st proof of concept image

(http://robertlenz.de/share/ww2e-mod/teaser/italy_testWIP.jpg)
last italy front test image - very WIP

(http://robertlenz.de/share/ww2e-mod/teaser/WIP_italianfront_ww2e.gif)
the whole map is already outlined in vector - here's a WIP from italy

some UI work was also fun to do...

(http://robertlenz.de/share/ww2e-mod/teaser/gui_title.jpg)
a fresh title

(http://robertlenz.de/share/ww2e-mod/teaser/gui_equip.jpg)
equipment chooser redone

(http://robertlenz.de/share/ww2e-mod/teaser/gui_counterTest.jpg)
ingame info screens redone

everything (even the toolbar) is very much work-in-progress but came to a stop because i'm worried this is all for the trashcan.
of course, it's my own problem and if ron's still worried about complains... don't worry - no bad blood from my side!

have a good day and regards,
robert
Title: Re: MODS
Post by: Franciscus on September 17, 2016, 11:14:44 AM
Hi Chemkid

I like your mapmod, looks different and elegant.  :)

Being a mod, and knowing that we are all more or less old-time players, I fail to see any problems in having a mapmod...We all very well know that by applying a mod we may get unexpected problems, so what ?

Thanks for your efforts, hope to be able to use your mod

Regards
Title: Re: MODS
Post by: Rasputitsa on September 17, 2016, 11:44:26 AM
Thanks Chemkid, the maps and screens look great, without denigrating an already brilliant game, this brings a clean fresh look, which will be a joy to use.
Title: Re: MODS
Post by: Asid on September 17, 2016, 04:21:11 PM
hi ron! - hi everyone else!  :)

almost 1 year ago i was working on a mapmod (tbh, a proof of concept.../...and solely my idea!) for ron's ww2 europe game.
when things were taking off (i was happy with what's possible here) i contacted ron about 'the possibility' of a mapmod.
he thought it wise to stop working on anything map related because of customer complains... as i understood this,
customers of the game could have problems caused by my mapmod and ron had/has to fix it - right?!  :(


Hi Chemkid

As I understand it. The map in WWIIE has embedded data which is one of the reasons it scrolls slower. Any map mod would need to include the data.




anyhow, here we are - one year later - and there's a mod / scenario folder online?!
yeah! ...but wait - only scenarios or WHAT ELSE?!  ???

please clarify - thanks in advance!!


I created the "Mod" section here. It is a place holder. There are no mods at this point.

As for your map. I think it is great. I also use your map mod for COTD, which is excellent.

Ron will contribute to this in due course as he keeps one eye here and the other on his development work :)

Regards
Title: Re: MODS
Post by: chemkid on September 18, 2016, 02:58:52 PM
[...]
As I understand it. The map in WWIIE has embedded data which is one of the reasons it scrolls slower. Any map mod would need to include the data.
[...]
sure - i heard/read this, too. but my mapmod (with or w/o gui elements) will 'only' be a visual overhaul of the map or as of right now, portions of the map (eg. the italian theatre) - i don't want to change the underlying data. it's just the looks that interest me. i'd like a serious looking map for a serious conflict - that's all... i guess.
Title: Re: MODS
Post by: Agent Smith on September 28, 2016, 01:06:43 PM
The map images are beautiful.
I want this mod!
The files are .bmp so unlikely to have any embedded data, it's all pixels.
Only issue wlll be ensuring game data relates graphically to new map cosmetics.
Title: Re: MODS
Post by: chemkid on September 29, 2016, 09:19:12 AM
The map images are beautiful.
I want this mod!
The files are .bmp so unlikely to have any embedded data, it's all pixels.
Only issue wlll be ensuring game data relates graphically to new map cosmetics.
it's still very far from finished... but i want this mod, too!!
sure, only images (except my modifications to the toolbar) and keeping the mod up-to-date shouldn't be a problem when it's finished. but without ron's OK this mod won't happen - at least not from me... i want to respect his wife's work on the original map and it's his IP after all. let's wait for ron's comment on this.

regards,
robert
Title: Re: MODS
Post by: Rasputitsa on September 29, 2016, 04:10:21 PM
If a map mod where created it would give the opportunity to use either that, or the classic map, either way the game would benefit from a wider choice, which can only be good to help promote a great game.  8)
Title: Re: MODS
Post by: schwerpt on September 29, 2016, 11:25:38 PM
@Chemkid,

Nice work!  I like them also.  The only concern is whether they cause code changes.  For the low level screen, the map segment is 789 x 511 pixels.  The game has code that "stitches" them together on a display.  Do not want to re-code that.  The game draws the hex borders.  There is a large array with about 50 pieces of information for each hex, so the visual representation for each hex has to stay the same. 

The filename is also something the game has to have, or else code changes.  Can you send me a few files at schwerpt@gmail.com for me to play with?  I could make it a player choice with just a little code change.

It might be time to pursue this.  My wife, who did these graphics, is off on other projects (she is now focused on writing) and not available for graphics work.

There is also a desire of having graphics for winter on my list.  I miss the snow graphics on RGW, and you may be able to deliver that easier based on what I am seeing.

Ron
Title: Re: MODS
Post by: chemkid on September 30, 2016, 08:42:25 AM
ron, thanks for your kind words. low level test tiles are in the mail!

robert
Title: Re: MODS
Post by: bigus on October 01, 2016, 12:08:53 AM
Excellent!
looking forward to seeing this mod.
Title: Re: MODS
Post by: governato on October 04, 2016, 11:17:44 PM
I really love chemkid mods. I am excited to see him work on this game. It will be a great addition that will make the game more immersive.
Title: Re: MODS
Post by: chemkid on October 10, 2016, 04:23:08 PM
hello again,

ron had a look at my files and replied very positive to the idea of a map mod. good news, i think.  :)
i really hope he's going to post his thoughts on this, too.

anyhow, since this whole idea is still pretty bare bones and i'm into getting my files sorted to start working on this i have a question to get the ball rolling...

i want this to be a community effort as much as possible - not because i'm lazy (i am...) but because this map is M A S S I V E!!!
so, you gotta tell me what you like to have - for my part, i'm going for something smooth, minimal, easy to plan and work on but still immersive and 'good'(not better, just different 'good'!) looking.
(ok, the whole thing should work with everything else, too - game wise.)

right now i'm pondering over the idea to bring real relief data into the map - a little subdued but still more versatile than the old mountains pattern....
on the other hand, that might be overkill? something more simple? ...or, i'm still trying to 'paint' the ridges and mountains by hand... ???
please, if you have some favorite maps (ww2 planning maps, ect...) feel free to give a link - also, the color scheme is very far from final.
(yes, youtube video with tutorials on how-to-paint-mountains for ww2 games are welcome!)

my plan is to re-create the whole map in illustrator(vector art) and then transfer the stuff to photoshop and apply fills, strokes, lineart and effects.
layering everything and make it 'easy' to edit if something changes while ron is still tweaking his game...

here's another question:
what part of the map would you like to testrun first?
i started doing 'the italian campaign' because i already did something similar for frank hunters 'piercing fortress europe' -
Rasputitsa thought it best to start with northern europe/britain with normandy bocage (d-day/operation sea lion anyone?)...

there's still time to change my starting position.  ;)

(http://robertlenz.de/share/ww2e-mod/ww2e_thePlan.jpg)

cheers everyone!
chem!
Title: Re: MODS
Post by: Rasputitsa on October 10, 2016, 10:22:57 PM
I think the example you gave at the beginning of thread is the way to go, as the map should be an aid and not overpower the strategy, too much detail will obscure the prime function of unit counters, terrain types and transport links.  This is a case where less is more, quickly being able to see the essentials of the map features.
Title: Re: MODS
Post by: Franciscus on October 11, 2016, 12:13:47 AM
I think the example you gave at the beginning of thread is the way to go, as the map should be an aid and not overpower the strategy, too much detail will obscure the prime function of unit counters, terrain types and transport links.  This is a case where less is more, quickly being able to see the essentials of the map features.

Agreed, and the section of the map you chose (Italy+north africa)  will give a good idea of almost any kind of terrain.

Regards
Title: Re: MODS
Post by: governato on October 11, 2016, 03:23:12 AM
Italy is as good as any other region and your initial sample looks exactly what I was looking for. Immersive but simple. I recommend you do not stray too far from that initial test. I'd not spend too much time with mountains detail as the current map does that already, go for minimalist instead! :)
Title: Re: MODS
Post by: chemkid on October 11, 2016, 08:20:36 AM
thank you for your fast replies!  :)

getting lost in the details early-on is only one of many bad habits i better keep for something else, right...?
(had this dream of crazy coast line details and other things that would take forever...)  8)
Title: Re: MODS
Post by: Rasputitsa on October 11, 2016, 12:24:36 PM
thank you for your fast replies!  :)

getting lost in the details early-on is only one of many bad habits i better keep for something else, right...?
(had this dream of crazy coast line details and other things that would take forever...)  8)

There are enough things in life which take forever, just a lifetime will do, or maybe next week ?  ;D
Title: Re: MODS
Post by: Asid on October 11, 2016, 03:30:53 PM
Italy + North Africa is a good choice...A bit of everything :)

Look forward to your work Chemkid.

Thank you
Title: Re: MODS
Post by: Stardog765 on October 11, 2016, 07:22:11 PM
Ya looks nice, very clean and if it runs smooth I am all for the mod and look forward to checking it out.

Nice work!
Title: Re: MODS
Post by: Redmarkus4 on April 04, 2017, 05:58:15 PM
Hi guys, good to see Budd and others here from WitE. I just bought the game and I'm waiting for the download link.

The map mod shown here looks really good. I hope it becomes a reality.

I played RGW and AGW when they came out and always loved this game system. I'm looking forward to the experience.
Title: Re: MODS
Post by: Asid on April 04, 2017, 06:21:08 PM
Hi Redmarkus4

Welcome to our group. This is the official Schwerpunkt forum. The developer, Ron is quite active here. He is continually working on the updates for WWIIE  :thumbsup

I look forward to reading about your experiences with the game here.

Regards
Title: Re: MODS
Post by: Redmarkus4 on April 04, 2017, 06:59:49 PM
Many thanks Asid.

Yes, I used to email Ron occassionally back in my RGW days. Somehow I missed the launch of this new title. I know how active and open he is, so I'm keen to get started. I'll post a few remarks as I play through...
Title: Re: MODS
Post by: budd on April 04, 2017, 09:07:07 PM
Hey Redmarkus,
Look forward to your thoughts on the game. Truthfully I haven't put much time into the game yet. You gonna  mod it ;) , the UI is a bit clicky and the scrolling is painful for me, but I like the package. Most of my wargaming time has been taken up with CSME.
Title: Re: MODS
Post by: Redmarkus4 on April 06, 2017, 08:39:32 AM
Hey Budd - good to see you here! Those old DC days, huh? I tried DC Barbarossa again last week but for some reason I now run out of fuel by turn 2 and can't make any progress at all! They must have changed something...

My thoughts so far (bearing in mind the fact that I'm an old RGW and AGW player):

- The UI is a bit clicky, I agree. It feels as though I always need to make one click more than I'd expect. A couple of ideas for streamlining:
  1. When I decide to attack a hex, maybe all available attacking units should be selected by default, with the attack type automatically set as 'Normal' (since that's presumably, um... normal). Then before committing, I can deselect units as needed and change the attack type if I wish. That would cut out about half my clicks for the phase.
  2. Instead of clicking a hex during the Move phase and then selecting the unit, perhaps a single click should auto-select the top unit in the stack and a double-click should select the whole stack. Given the mouse-over feature (which is great) the only reason for clicking the hex is to select the units, so why click twice?
  3. When I select a unit for move to exploit, all possible moves should be shown from the outset, rather than just those available in part one of the move. It would reduce the number of clicks and also prevent me from having to guess about what moves I might be able to make.

- Air units. I would like to be able to EITHER target a hex OR target an area; for interdiction for example. Targeting a hex could have an immediate effect in the Deploy phase, as now, while targeting an area would affect the CRT during the combat phase. Just a thought, given that close air support is generally called in after contact is made and not before.

- Naval units. As above; target a hex immediately or provide support operations along a section of coast during the combat phase.

- The map.
  1. I really hope the mod described here gets made. If I understand it correctly, every BMP image will need to be redrawn individually. I might give this a try at some point if nobody else does, but right now I'm very busy with work. In any case, my standard of artwork isn't as good as the samples shown here...
  2. I'd really love a shaded hex option to show which hexes are still enemy controlled, as in WitE. It's hard to judge what risks I'm taking at present, as shown in the image. How strong is my ZOC by the way? I've yet to find out.

- The AI.
  1. I played the tutorials and the Poland 1939 scenario. The AI seems quite good and it certainly doesn't just flee to the far side of the map like some I could name!
  2. I have seen a couple of examples of AI units retreating away from friendly lines and into the rear of attacking units, which is disconcerting. I wonder if the code can be adjusted so that AI units either retreat towards their supply source or higher HQ, or stand still/surrender when defeated?

Those are my main thoughts so far. Really like the game though and will certainly be playing it a lot, don't get me wrong!
Title: Re: MODS
Post by: budd on April 07, 2017, 03:26:11 AM
 Thanks for sharing your thoughts on the game. I just hope something is done about the map scrolling it really dissuades me from putting a lot of time into the game. I found using the arrows to move the map better than trying to use the mouse map edge scrolling. I'm pretty tolerant of a game's idiosyncrasies but the constant redrawing of the map with any slight movement really bugs me, maybe its not as bad for other people.
Title: Re: MODS
Post by: Redmarkus4 on April 13, 2017, 06:02:14 PM
Thanks for sharing your thoughts on the game. I just hope something is done about the map scrolling it really dissuades me from putting a lot of time into the game. I found using the arrows to move the map better than trying to use the mouse map edge scrolling. I'm pretty tolerant of a game's idiosyncrasies but the constant redrawing of the map with any slight movement really bugs me, maybe its not as bad for other people.

Yes, the sluggish map scrolling is an issue for me too. Newer games on the market raise one's expectations and what used to be normal is today frustrating.