@Richard: Request for next patch - msg read delay

Eagle Day to Bombing of the Reich is a improved and enhanced edition of Talonsoft's older Battle of Britain and Bombing the Reich. This updated version represents the best simulation of the air war over Britain and the strategic bombing campaign over Europe that has ever been made.

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MarkShot
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@Richard: Request for next patch - msg read delay

Post by MarkShot »

Like in WITW and WITE-2 would it be possible specify how long a message stays on the screen (maybe in 0.25 or 0.5 increments). That make it easier for eyes to wonder across the map. Thanks!
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simovitch
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Re: @Richard: Request for next patch - msg read delay

Post by simovitch »

Yes, that's doable. It would require introducing a new global variable which would render previous saves unplayable so it will have to wait for the nextgen patch 1.07. Timeline? don't ask. ;)
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

Richard,

A global variable like a persistent value serialized to the save file?

How about you just put the value in the UI with the default being the current timing, and before 1.07 it is not saved anywhere, but needs to be reset for each session? As you know, I script everything anyway; no big deal to me.

I have already implemented a single hotkey save which cycles through the save slots as you hit the key. :lol:

PS: The other option I see is DXWnd allows the simulation clock to be slowed. I could increase it by 2X, but that might mess with other things like animations. I think the sounds should be fine as they are played asynchronously; I think this because you can leave the current window while the sound effects finish playing. Let me know if you can "prototype" pre-1.07. Thanks?
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

Here check this out a one key stroke checkpoint quicksave ... A single empty slot is maintained as you wrap through a cyclic buffer so it easy to see where you should load from.

15-20 lines of code. I will show you how it was done if I can get my message delay? :D

All these years and you never let on you program ... does Dave know? He needs coding much more than scenario design!
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

Okay, Richard,

I got it already. That "global variable" sounded like I was going to make you write COBOL or some other god awful thing! :lol:

It doesn't have much impact on the game clock speed as you have 2X and the option speeds (also hot keyed). But it makes reading much easier. I had to bump my map scroll up a notch.
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It was also decent at :2, but that seemed a little too "presidential" for me.
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

I decided to go with :2. Much easier to enjoy the game at MSG=3. You do get more info. Like without recon you know from which bases the enemy is flying out of.

As best I can tell, the only thing which is tied to the simulate clock is a pulse and message latency. SFX and GFX some not effected. I would assume scroll is connected, but if it is, it is hard to tell since that seems mainly impacted by AC airborne count.

NOTE: Nothing else is slower. It is not CPU cycles which are being reduced; just the ratio on simulated game time to wall clock time. Loading, menus ... all the same.
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

For the first time, I see such messages (meaning can read them); even get a screenshot.
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simovitch
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Re: @Richard: Request for next patch - msg read delay

Post by simovitch »

Mark, My programming skills are very limited, and I took over coding (starting with 0 experience with any high level languages) on this because our old programmer, who was brilliant and very skilled with C++ didn't play the game, and the development process was just taking too long. When it comes to anything other than basic coding I am a hack, and a lot of what you say above goes over my head. I am still working full time as a Public Works Director in local government in my 60's and my free time is limited. That said, I did download the AutoHotkey program and will be looking into it.

Thinking about this I can add a toggle on the action phase menu to slow down or speed up the messaging using local variables fairly easily, or slow down the messaging overall extremely easily. I speeded it up just because it takes a lifetime to finish a campaign as it is and you can always replay the turn and read messages at your leisure.
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MarkShot
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Re: @Richard: Request for next patch - msg read delay

Post by MarkShot »

Well, Gary has taken two design directions in modern titles to allow user flexibility:

* Automation options

* Reporting options

With the older titles reporting options are definitely less. Given the graphics of the game for some, the messages are the immersion, but I see how they prevent the strategic gamer from getting through a campaign quicker than a world war.

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I never programmed in C++, but 5+ years of C. C++ was evolutionary backward compatible upgrade to C. There have been a few trends in programming. Machine/assembly = really working at the hardware binary level; rarely done or taught these days. I have years of that too. Gen 1 - High level languages = greater productivity by formalizing/abstracting some key ideas like loops and conditionals. Early COBOL and FORTRAN fall here. Structured programming = A computer language must have some basic constructs loops, conditionals, sequencing, subroutines, functions, and recursion. They must be rigorous in their definition. Algol and Pascal. Maybe C in part. Object Programming = in the prior group we created abstractions of things like planes, weapons, an air wing, an air strategy. Such was built out of building blocks, but in object programming these are raised to the style of programming itself. C++ JAVA

I hope that helps a bit with the landscape.

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Richard, I am only teasing and not insulting. Feel free if you need any help. As remember from years of Panther, my contribution is systems, and not history or military service. I am happy to help.

AHK is a very powerful tool. I created map hot spots for the Panther series 1 (fixed screen) and Panther series 2 (floating windows) about 1000 lines. I have fix for the broken multi-monitor handling in WITW and WITE-2. And I just wrote a utility to add checkpointing saves to the SimCity 4 series for the 20th anniversary of the series and Simtropolis (Sadly, bitter sweet as the site admin I was working with just took her own life.) It is a great tool to build things when you cannot get access to the source code or you don't want to disassemble and patch; which used to be illegal 20 years ago in the USA, but less so today.

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I just returned to posting in these forums after a year away. I return as a gamer posting and willing to help others as this is my hobby. I am very clear that I have no paid or unpaid obligation to Slitherine's business interests. Those days are forever gone. You are welcome to all the help I can give as a friend and fellow gamer. Don't be a stranger. (NOTE: I revoked the contract that puts me under NDA/NCA. Consider this before showing me any designs or code.)

Thank you for all your hard work on this master piece and all that you have done to elevate Panther to the pinnacle of operational ground war gaming!!!
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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