Historical Details, Animation, and Sound

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Froonp
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RE: Ideas for video triggers

Post by Froonp »

ORIGINAL: Shannon V. OKeets

Here is my current list for historical video. Comments?
===
Historical Video for Matrix Games World in Flames
(as of February 8, 2009)

Naval

• Ship firing large guns, ~30 seconds. To be shown for: (1) naval surface combat, but no more than once per turn, and (2) for shore bombardment that supports an invasion, but no more than once per turn.

• Carrier aircraft taking off from a carrier, 30 to 60 seconds. To be shown when naval air combat occurs immediately after the naval combat type has been determined and it is known that carrier units are included in the combat. No more than once per turn.

• Carrier aircraft returning to a carrier, ~30 seconds. To be shown when carrier air units return from a naval air combat. No more than once per turn.

• Anti-aircraft fire from surface ships, ~30 seconds. To be shown when naval air combat occurs during the anti-aircraft fire subphase. No more than once per turn.

• Aerial bombing/strafing attack on surface ships, 30 to 60 seconds. To be shown during naval air bombing subphase of naval air combat. No more than once per turn.

• Depth charges being dropped, 30 to 60 seconds. To be shown when the ASW combat subphase of a naval submarine combat occurs. No more than once per turn.

• Submarine firing torpedo at surface target (convoy or surface ship), 30 to 60 seconds. To be shown when the submarine attack subphase of a naval submarine combat occurs. No more than once per turn.

• Torpedo hit on surface target, 30 to 60 seconds. To be shown when submarine successfully damages or sinks a naval surface unit. No more than once per turn.

Air

• Aircraft strafing ground forces, ~ 30 seconds. To be shown during ground strikes. No more than once every 3 turns.

• Aircraft bombing ground forces, ~30 seconds. To be shown during ground support. No more than once every 3 turns.

• Dogfight, 30 to 60 seconds. To be shown during air-to-air combat. No more than once every 3 turns.

• Aircraft bombing strategic target (e.g., rail lines, factories), 30 to 60 seconds. To be shown during attack subphase of strategic bombing missions. No more than once every 3 turns.

• Aircraft taking heavy flak, 30 to 60 seconds. To be shown during anti-aircraft subphase of strategic bombing missions. No more than once every 3 turns.

• Air attack on naval units in port, 30 to 60 seconds. To be shown during attack subphase of port attack mission. No more than once every 3 turns.

• Paratroopers dropping from the skies, 30 to 60 seconds. To be shown during attack subphase of a paradrop mission. No more than once per turn.

• Massive bombers flying, ~30 seconds. To be edited into the clips for strategic bombing, port attacks, and paradrops.


Land

• Tanks rolling forward, ~30 seconds. To be shown during overruns. No more than once per turn.

• German forces marching through Paris, 30 to 60 seconds. To be shown only when Paris is taken by Axis.

• Ground forces storming a beach, ~60 seconds. To be shown when an invasion occurs. No more than once per turn.

• Ground forces defending in a city, ~60 seconds. To be shown when defending against an assault in a city. No more than once every 3 turns.

• City being liberated by the Allies, ~60 seconds. To be shown whenever the Allies liberate a country.

For each of those lines that you described here, it would be good to have variety. That is, for the "Carrier aircraft returning to a carrier" movie for example, you should have 3-5 of such movies, and play them randomly each time.

Also, it is a very good idea to limit most of these to once a turn.

For paradrops & invasions, you might not limit them, or limit them to once per impulse, as this is such a rare occurence that you can show them each time.
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Orm
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RE: Ideas for video triggers

Post by Orm »

ORIGINAL: Shannon V. OKeets

Here is my current list for historical video. Comments?
===
Historical Video for Matrix Games World in Flames
(as of February 8, 2009)

Land

• Tanks rolling forward, ~30 seconds. To be shown during overruns. No more than once per turn.


Maybe you could show the tank rolling forward after a /2B result instead. I think marching prisoners of war would be fitting for a overrun event.

I think that a short movie 5 seconds or so could be shown during an attack once a turn. Maybe a anti tank gun firing. Or combat engineers rushing forward.

-Orm



Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: Orm
ORIGINAL: Shannon V. OKeets

Here is my current list for historical video. Comments?
===
Historical Video for Matrix Games World in Flames
(as of February 8, 2009)

Land

• Tanks rolling forward, ~30 seconds. To be shown during overruns. No more than once per turn.


Maybe you could show the tank rolling forward after a /2B result instead. I think marching prisoners of war would be fitting for a overrun event.

I think that a short movie 5 seconds or so could be shown during an attack once a turn. Maybe a anti tank gun firing. Or combat engineers rushing forward.

-Orm



For short 'effects' I intend to use sounds. That is less intrusive (and easier to do).
Steve

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Orm
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RE: Ideas for video triggers

Post by Orm »

You could add a movie of soldiers parading for when you capture an objectice city or port.

-Orm


Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: peskpesk

What about showing old Newspaper headlines?



Image
Yes, these are nice, but 'nice' additions to my task list are not being added for the first release.

At this point for glitz I have:
- historical video clips,
- unit text descriptions,
- music (limited to no more than 2 per major power), and
- sounds effects. Sound effects might include radio clips if they can be added effortlessly.
Steve

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Froonp
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RE: Ideas for video triggers

Post by Froonp »

ORIGINAL: Shannon V. OKeets
- sounds effects. Sound effects might include radio clips if they can be added effortlessly.
Sure, they are MP3 files. Do you want one to test ?
wosung
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RE: Ideas for video triggers

Post by wosung »

I'm no tech guy, but the guys at AGEOD games had real problems with their mp3 libary (?!). This seemed to be on of the major problems with their (externally developed) WW1 game.

Regards
wosung
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: wosung

I'm no tech guy, but the guys at AGEOD games had real problems with their mp3 libary (?!). This seemed to be on of the major problems with their (externally developed) WW1 game.

Regards
Thanks for the heads-up. I'll let the guys at Matrix Games figure out the technical details for me.
Steve

Perfection is an elusive goal.
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RE: Ideas for video triggers

Post by jjax »

ORIGINAL: peskpesk

What about showing old Newspaper headlines?



Image

Hi,

Did you find that image from web site....i would love to take a closer look at the paper for curiosity sake.
--JJAX

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RE: Ideas for video triggers

Post by peskpesk »

"'Malta - The Thorn in Rommel's Side"
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peskpesk
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RE: Ideas for video triggers

Post by peskpesk »

"'Malta - The Thorn in Rommel's Side"
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RE: Ideas for video triggers

Post by jjax »

--JJAX

wosung
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RE: Ideas for video triggers

Post by wosung »

ORIGINAL: Shannon V. OKeets

ORIGINAL: wosung

I'm no tech guy, but the guys at AGEOD games had real problems with their mp3 libary (?!). This seemed to be on of the major problems with their (externally developed) WW1 game.

Regards
Thanks for the heads-up. I'll let the guys at Matrix Games figure out the technical details for me.

This is what Calvinus/Luca, the lead programmer of AGEOD’s WW1 wrote in one of their forum threads about the MP3 issue (esp. severe under Vista). At the beginning they had lots of problems with this issue.


http://www.ageod.com/forums/showthread. ... hlight=MP3
(You’ll find more posts about this problem by simply searching about “MP3” over there.

”Hi,

so I understand your main problems come from the playback of sounds & musics.

The problems come from the current MP3 playback library we use in the game (freeware, the only one we found available for a commercial product! ). We discovered (too late) that it generates frequent crashes on some configs, like yours . In fact, no beta tester reported problems with the sounds, exacly like what happened with the AI engine uncompatibily issues .

I'm currently working on the integration of a new MP3 playback library. I need a few days to finish such complex job. As soon I will finish, I will select a group of volunteers to test the new version. This new library is shareware, and quite costly! So, before paying a considerable sum of money for nothing, I want to be sure it works perfectly on all your PCs!

Thanks,
Calvinus.“



AGEOD games are also published by Matrix (Frex AGEOD’s American Civil War)

WW1 is a title published by AGEOD, but produced by an independant Italian team as a PC adaption of a board game, which in turn was created by Phil Thibeau (sp?!), one of the two heads of AGEAOD.

BTW, the main programmer of AGEOD Philipp Malacher/Pocus sometimes even shows up at MWIF forum. (He recently asked you about the programming langauge of MWIF).

For the MP3 issue perhaps you could have Erik Rutins contact one of the two Philipps at AGEOD or contact Calvinus/Luca yourself. They all seem to be quite open minded and co-operative.


Regards
wosung
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: wosung
ORIGINAL: Shannon V. OKeets

ORIGINAL: wosung

I'm no tech guy, but the guys at AGEOD games had real problems with their mp3 libary (?!). This seemed to be on of the major problems with their (externally developed) WW1 game.

Regards
Thanks for the heads-up. I'll let the guys at Matrix Games figure out the technical details for me.

This is what Calvinus/Luca, the lead programmer of AGEOD’s WW1 wrote in one of their forum threads about the MP3 issue (esp. severe under Vista). At the beginning they had lots of problems with this issue.


http://www.ageod.com/forums/showthread. ... hlight=MP3
(You’ll find more posts about this problem by simply searching about “MP3” over there.

”Hi,

so I understand your main problems come from the playback of sounds & musics.

The problems come from the current MP3 playback library we use in the game (freeware, the only one we found available for a commercial product! ). We discovered (too late) that it generates frequent crashes on some configs, like yours . In fact, no beta tester reported problems with the sounds, exacly like what happened with the AI engine uncompatibily issues .

I'm currently working on the integration of a new MP3 playback library. I need a few days to finish such complex job. As soon I will finish, I will select a group of volunteers to test the new version. This new library is shareware, and quite costly! So, before paying a considerable sum of money for nothing, I want to be sure it works perfectly on all your PCs!

Thanks,
Calvinus.“



AGEOD games are also published by Matrix (Frex AGEOD’s American Civil War)

WW1 is a title published by AGEOD, but produced by an independant Italian team as a PC adaption of a board game, which in turn was created by Phil Thibeau (sp?!), one of the two heads of AGEAOD.

BTW, the main programmer of AGEOD Philipp Malacher/Pocus sometimes even shows up at MWIF forum. (He recently asked you about the programming langauge of MWIF).

For the MP3 issue perhaps you could have Erik Rutins contact one of the two Philipps at AGEOD or contact Calvinus/Luca yourself. They all seem to be quite open minded and co-operative.


Regards
As I recall, we are not using MP3 for MWIF. David Heath told me what the format was and it is in my notes somewhere. I'm pretty sure it isn't MP3.

So the task would be to either convert existing MP3 files to the standard format for sounds & music for MWIF, or to find another source that could be converted. Again, this is not on my to do list - I will just place it on Erik's[:D] - after I decide on all the sounds et al.
Steve

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Greyshaft
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RE: Ideas for video triggers

Post by Greyshaft »

30 to 60 seconds for video clips seems a bit extreme. After seeing a clip for the second time I'm sure I'd be reaching for the Option panel to disable this feature.

My vote is:
  • Clips occurring more than once per turn = max five seconds
  • Clips occurring once per turn = max ten seconds
  • Clips occurring once per game = max thirty seconds
/Greyshaft
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: Greyshaft

30 to 60 seconds for video clips seems a bit extreme. After seeing a clip for the second time I'm sure I'd be reaching for the Option panel to disable this feature.

My vote is:
  • Clips occurring more than once per turn = max five seconds
  • Clips occurring once per turn = max ten seconds
  • Clips occurring once per game = max thirty seconds
Yeah, maybe my estimates were too long.[:(] But then not again, yours seem too short.[:)] The real criterion is that something substantial/understandable needs to be shown.
===
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Greyshaft
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RE: Ideas for video triggers

Post by Greyshaft »

ORIGINAL: Shannon V. OKeets
Yeah, maybe my estimates were too long.[:(] But then not again, yours seem too short.[:)]

Does that mean we've started a five minute argument or is this the full half hour?

Seriously, if showing a clip stops game play then the shorter the better. I think one-off game events like taking Paris can afford to show flags and whistles for longer periods but most of the others need to be just video bites that pause the game for no longer than the time it takes to reach for your coffee/jolt whatever and pop another cheeso.
/Greyshaft
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: Greyshaft

ORIGINAL: Shannon V. OKeets
Yeah, maybe my estimates were too long.[:(] But then not again, yours seem too short.[:)]

Does that mean we've started a five minute argument or is this the full half hour?

Seriously, if showing a clip stops game play then the shorter the better. I think one-off game events like taking Paris can afford to show flags and whistles for longer periods but most of the others need to be just video bites that pause the game for no longer than the time it takes to reach for your coffee/jolt whatever and pop another cheeso.
Hmmm. Maybe.
Steve

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RE: Ideas for video triggers

Post by HansHafen »

I'm leaning in Greyshaft's direction on this one as it might be alot of movies playing each impulse/turn. Would it be possible to turn the movies off in an options panel? I do like the movies, but want to be able to turn them down/off if they are too annoying. (Remember the combat animations in the original Panzer General? Loved em, but too much after awhile.)
 
Great job and I am looking forward to the release. Cheers.
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RE: Ideas for video triggers

Post by Shannon V. OKeets »

ORIGINAL: HansHafen

I'm leaning in Greyshaft's direction on this one as it might be alot of movies playing each impulse/turn. Would it be possible to turn the movies off in an options panel? I do like the movies, but want to be able to turn them down/off if they are too annoying. (Remember the combat animations in the original Panzer General? Loved em, but too much after awhile.)

Great job and I am looking forward to the release. Cheers.
On/Off capability definitely. I'll look at maybe given gradations in between. For example, turning off certain videos, or reducing their frequency. First up is to identify the videos.
Steve

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