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RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:37 pm
by DuckofTindalos
ORIGINAL: ctangus

The more I read, the cooler this is... Few more questions:

1. Is any more progress expected on exterminating the synch bug?

2. Will art from some of the forum artists ship with the release?

3. Are geishas & USO Troupes modeled?

1. Yes.

2. Yes. All of the ship art and airplane art is new, and supplied by forum artists on the team. I won't tell you who they are, unless they choose to acknowledge it themselves.

3. Only if you buy the Super-Secret Only For Real Grognards version...[:D]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:37 pm
by hueglin
I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:37 pm
by Grotius
Thanks again, Terminus. You've been very patient with all our questions. Much appreciated.

I have more map-related questions; I hope Andrew starts his thread soon. :) I'll save most of them for him. But I do want to reiterate an earlier poster's wish that we'll have some sort of on-map indication of facilities present at a base, as Subchaser's map does.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:39 pm
by DuckofTindalos
ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

Not so much in the graphics, but in the number crunching.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:40 pm
by hueglin
Second question.

Any chance there will be an AE version of War Plan Orange (please, please! [&o][&o][&o].

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:40 pm
by DuckofTindalos
[:D]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:42 pm
by DuckofTindalos
ORIGINAL: Grotius

Thanks again, Terminus. You've been very patient with all our questions. Much appreciated.

Hey, I'm just happy to finally be able to talk about this openly... Plus, it gives me something to do; I'm just the Naval Team Lead, I don't actually do any useful work...[;)]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:42 pm
by hueglin
ORIGINAL: Terminus

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

Not so much in the graphics, but in the number crunching.

So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.



RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:42 pm
by ctangus
ORIGINAL: Terminus

3. Only if you buy the Super-Secret Only For Real Grognards version...[:D]

Sign me up! [:D]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:43 pm
by DuckofTindalos
ORIGINAL: hueglin

ORIGINAL: Terminus

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

Not so much in the graphics, but in the number crunching.

So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.



To be brutally honest, probably not. Sorry...[:(]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:46 pm
by jcjordan
I ask these here mostly because it fits in other places as well as general so trying not to have multiple posts -

1) Will there be an editor?
2) Will the air units be like CHS/RHS where individual squadrons are represented instead of the larger group as I assume most of the OOB stuff is coming from them?
3) Will there be slot dependencies like the abomb or Soviets or other unit has to be in this slot type thing?
4) Will there be limited # slots for units/leaders?
5) I liked the land unit system in UV where you had a HQ & Rgt unit breakdown for each division instead of a single division being split when wanted, will this/can this be included? (minor but a request)

Greatly looking forward to this - so is it ready yet! [;)][:D]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:48 pm
by DuckofTindalos
ORIGINAL: jcjordan

I ask these here mostly because it fits in other places as well as general so trying not to have multiple posts -

1) Will there be an editor?
2) Will the air units be like CHS/RHS where individual squadrons are represented instead of the larger group as I assume most of the OOB stuff is coming from them?
3) Will there be slot dependencies like the abomb or Soviets or other unit has to be in this slot type thing?
4) Will there be limited # slots for units/leaders?
5) I liked the land unit system in UV where you had a HQ & Rgt unit breakdown for each division instead of a single division being split when wanted, will this/can this be included? (minor but a request)

Greatly looking forward to this - so is it ready yet! [;)][:D]

1) Oh yes, and a VERY good one.
2) That's for the Air Team; at the moment it's like current stock
3) No slot dependencies for ANYTHING!
4) Yup, but much, much larger than today.
5) Yes.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:49 pm
by TommyG

I just want to add my two cents about the indexing proposal. I fervently hope ypu do take up Grotius's offer. I also volunteer my services for rewriting any section of the manual.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:52 pm
by DuckofTindalos
That's kind of you...[;)] We've got several poor souls working on it already...[:D]

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:55 pm
by Captain Cruft
ORIGINAL: hueglin

ORIGINAL: Terminus

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

Not so much in the graphics, but in the number crunching.

So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.

The main thing is to have enough memory. What with the much larger map and database the requirement will be a lot larger than the current version, which is already considerable (300mb plus IIRC). However if you can have enough RAM to prevent the executable from paging itself to death then it will work, but the execution phase will just take a long time.

I played WitP for ages on an old shed of a PC with a 500MHz CPU running Windows 98. It was very slow but I could get by due to having 380mb of RAM, which was just enough to prevent constant paging.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:57 pm
by LargeSlowTarget
Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option? 

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:57 pm
by DuckofTindalos
ORIGINAL: LargeSlowTarget

Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option?

Yes.

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:59 pm
by LargeSlowTarget
ORIGINAL: Terminus

That's kind of you...[;)] We've got several poor souls working on it already...[:D]

I offer to proofread their work!

ORIGINAL: Terminus

ORIGINAL: LargeSlowTarget

Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option?

Yes.

Cool! Thank you!

RE: Admiral's Edition General Thread

Posted: Fri Dec 07, 2007 11:59 pm
by DuckofTindalos
In German?[:'(]

RE: Admiral's Edition General Thread

Posted: Sat Dec 08, 2007 12:01 am
by LargeSlowTarget
Need a translator?[/align]