When?

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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macgregor
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RE: When?

Post by macgregor »

Steve taught me most of what I know. He explains the game well. I suppose I don't play exactly like Steve. But I would if I could. You're welcome Froonp. I told Steve about Matrix taking over CWiF, and that there was a forum. He did the rest. I'm glad I was able to help.
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Klingon
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RE: When?

Post by Klingon »

JEDI: Japanese-English Dictionary Interface, I'll presume. Can translate to and from Kanji.

(I discovered this when doing some work for Classic battletech; the faction I was in was heavily influenced by the Japanese culture, so I needed a kanji character or two; this fit the bill nicely)

Japanese - English Dictionary Server
"That which does not kill me, had better run quickly."
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RE: When?

Post by Shannon V. OKeets »

ORIGINAL: Klingon

JEDI: Japanese-English Dictionary Interface, I'll presume. Can translate to and from Kanji.

(I discovered this when doing some work for Classic battletech; the faction I was in was heavily influenced by the Japanese culture, so I needed a kanji character or two; this fit the bill nicely)

Japanese - English Dictionary Server
I am not sure what JEDI stands for. It is a freeware library of components for the Borland Delphi programming environment that has been around for a long time (10+ years?).
Steve

Perfection is an elusive goal.
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Arron69
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RE: When?

Post by Arron69 »

Hello Steve.

I will start by saying that your progress on the game is great stuff. The counters are wonderfull. Cant wait to play with them.
So in an effort to get the game done, I offer my help with the British ships. I have a good knowledge of most of them and the rest i can find.

After 10 years of waiting i will give my right, ehhh no my left arm for a copy[:D]. Also if you need playtesters i can help.

You are now one of my heroes[&o].

Hope to hear from you
A crazy dane


The winner of a battle may not be the one who wins the War.
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RE: When?

Post by Shannon V. OKeets »

ORIGINAL: Graf Zeppelin
Hello Steve.

I will start by saying that your progress on the game is great stuff. The counters are wonderfull. Cant wait to play with them.
So in an effort to get the game done, I offer my help with the British ships. I have a good knowledge of most of them and the rest i can find.

After 10 years of waiting i will give my right, ehhh no my left arm for a copy[:D]. Also if you need playtesters i can help.

You are now one of my heroes[&o].

Hope to hear from you
A crazy dane

Darn, I could use another right hand. A second left hand would be of no use, since that is the one that makes all the mistaeks.[;)]

Thank you for volunteering. To get started, send Terje439 a personal message (PM), repeating your offer. Terje knows who is doing what on the naval units. As I understand it, there may be someone already working on the CW naval units. But there are a lot of CW naval units so your help will almost certainly be appreciated.

I am sure that Greyshaft will read this and add your name to the list of beta-tester-want-a-be's (its a long list).
Steve

Perfection is an elusive goal.
bredsjomagnus
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RE: When?

Post by bredsjomagnus »

[blockquote]quote:

ORIGINAL: bredsjomagnus

Hi! Im new in this forum but have looked around a bit. Im really looking forward to this game. I have the boardgame but havn´t played it as much as I want (don´t like to play solo). It´s a great game and I would really like to help if there is anything I can do.[/blockquote]


Welcome to the Forum

Help is always welcome. Over the last fortnight we've absorbed five new players into the beta-test team and an additional three into writing unit descriptions. That's put a bit of a strain on our welcome wagon as we try to determine everyones strengths and weaknesses and get them bedded down to meaningful work. However there is still plenty to do and there's always space for more hands at the pump. Did you have any specialty you want to use in the team? Knowledge of History? Programming skills? Desire to do proofreading?



_____________________________

/Greyshaft
 
Thanks!
 
I´m afraid that the best "skill" I can think of is my big interest in WWII and in WIF. [8|]
 
Hope that I can be of any help anyway [:)]
 
/Bredsjomagnus (a crazy sweed)
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Greyshaft
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RE: When?

Post by Greyshaft »

ORIGINAL: Shannon V. OKeets

I am sure that Greyshaft will read this and add your name to the list of beta-tester-want-a-be's (its a long list).

The beta-tester wannabe list is indeed extremely long and now covers two and a half walls of my study. Given the impressive resumes of many of the applicants I'm thinking that we'll be moving to a different system soon. Possibly something like this...

1. Give (say) one weeks notice in the Forum that the lists are opening (what? you don't read the Forum at least once per week? [&:] well ok, but that's your decision. [:-])
2. Divide the applicants into two groups - a first group with game specific skills (Delphi programmers and those with a PhD in the history of WWII), and a second group of enthusiastic readers with no specific skills - kinda like me.
3. Take an equal number from both groups.
4. Announce the new testers.
5. Retreat back into protective custody to avoid the slings and arrows of those who missed out.

... or alternatively I might sort the list by the size of bribe offered and take the top three... cutting in Karlis and Eric for their customary 10% and Steve for half the remainder which leaves me with ... uh... take away the first from the second and carry the one... enough for a cup of coffee.
/Greyshaft
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Zorachus99
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RE: When?

Post by Zorachus99 »

Some of us have spent over $1000 on the retail game and are quite eager [:D]
Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln
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Zorachus99
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RE: When?

Post by Zorachus99 »

Looking forward to our after-halloween update
Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln
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RE: When?

Post by Shannon V. OKeets »

November 1, 2006 Status Report for Matrix Games’ MWIF Forum

Accomplishments of October

Project Management I have a revised project plan but I need to discuss it with David Heath before I post summary information from it for all the read. I should be able to present that here within the next couple of days.

Communications
Rob Armstrong provided new coastal and river/lake bitmaps for Africa and revised ones for Scandinavia.

I monitored all the threads in the MWIF World in Flames forum daily.

A half a dozen members of the forum have newly volunteered to help write up unit descriptions. Jesper Pehrson has taken on the task of orchestrating the writeups on land units.

Terje continues to work on the naval units and has accepted my offer for him to organize the naval units writeups. Graham Dodge has agreed to do the same for the air units.

Patrice has wrapped up all the preparatory work on the maps. Patrice is also assisting Peter Kanjowski with a project on the Yahoo WIF Discussion group to clarify all outstanding rules questions. To that end, they will have Harry Rowland act as the judge of last resort - which Harry has agreed to do.

I sent Chris Marinacci and Harry Rowland some samples of the tutorials and they were enthusiastic about them.

Graham Dodge contacted the current list of beta testers and determined that we had 5 openings to fill in order to bring our head count back up to 20. Withstanding enormous pressure placed on him in having to choose just 5 individuals from a long list of people wanting to participate, Graham selected the new beta testers. So far 3 of them have completed the process of signing a NDA agreement, setting up accounts, et al, and have successfully downloaded version 2.00.

Dan Hatchen (I hope) is waiting on me to install what he has already done on NetPlay.

No activity with the AI Opponent team, mostly because they are waiting on me for more specifics.

Beta Testing
I decided to upload 3.00 even though it contains dozens of bugs that I have already identified. This accomplishes 3 goals: (1) it lets the beta testers look for yet more problems, (2) it will let Patrice examine the maps in detail as the new bitmaps arrive from Rob, and (3) it will let the text writeup coordinators (Graham, Terje, and Jesper) post screen shots to the forum on unit writeups (rather than me taking the time).

I expect to spend half of November just correcting bugs in 3.00 through 3.0x.

Units
Terje and Eric Osborne have sent me samples of their writeups on the naval units, but I believe there are several other people working on them as well. Jesper Pehrson, Gary Bezant, Wosung, and Hazpak have sent me writeups on land units, and again I believe there are several other people also working on them.

I completed formatting all the writeups I had received earlier, which was 1200+ air units and several hundred naval units. By informing the authors of the rather simple mechanics required to format writeups, and having them do that task, I won’t do that any more. In addition, by delegating responsibility for coordination to Graham, Terje, and Jesper, I should have minimal involvement in the whole process. Which is as it should be since it does not involve programming skills.

I tidied up some loose ends with how the units are displayed on the screen. In particular I moved the shadow to the bottom right and fixed transparency problems with unit pictures on forms. All that remains are: (1) implementing low resolution and (2) cleaning up some dirty edges (non-transparency that should be transparent) when units are moved around on the map.

Map
I processed Africa and Scandinavia coastal and river/lake bitmaps from Rob and integrated them into the program. After a couple of passes on these, we have just a few touch ups left to do. I expect to leave those undone for now, to see if the beta testers find any more, before asking Rob for a final set of bitmaps for those map segments.

Rob is now working on the USSR east of the Urals, from Siberia down to the Indian Ocean. As mentioned above, Patrice completed a review of the world map and has uploaded draft coastlines and river/lake JPEG files for Rob to work from. There are dozens of those files so Rob should be busy on them for some time to come.

CWIF Conversion
I’ve installed the new player interface, with the usually caveats about loose ends that need to be cleaned up. Tracking down and correcting the bugs created by the conversion from the old style interface to the new really delayed the release of version 3.00 to the beta testers.

Game Interface
I decided on all the game interface component conversions and implemented at least several examples of each. Actually, I have converted all the individual components except ten or so.

I extended the language for formatting text descriptions to 6 symbols. The most commonly used ones are .P for paragraph, .B for bullet, and .T for tab. These have been heavily used (over 1500 writeups) and the code is sound.

Internet - NetPlay
No changes here. This is the only area where I will be putting in new code in November.

MWIF Game Engine
I would like to get to this in November but that depends on what progress I can make on the debugging 3.00 and NetPlay.

Saved Games
I fixed a couple of small bugs in Game Save & Restore. Though it appears to work at this point, it needs much more testing before I’ll be confident about that. The massive rewrite of code for the player interface had numerous repercussions I had not anticipated, some of which were in the save and restore routines.

Player’s Manual
The Optional Rules writeups are finished and they look good as far as I have examined them. Further review is a task for the beta testers.

Scenario Information
I had the beta testers proofread the Barbarossa scenario data as it appears to the program for processing. They gave it the ok. I would really like to have 7 more of the scenario data code proof read too, even though I, myself, have gone over those 8 repeatedly. If they are not right, it will be difficult for players to detect because of the randomness of drawing units and the sheer volume of units referenced when setting up a scenario.

If I can get 8 of the scenarios to run correctly, then the last 3 should be vastly simpler to do. Each scenario has a little something weird about it that makes it unique; and I am not referring to the start date. No, there’s special code, unique for each scenario, that has to be written and tested to make sure it works.

Help System, Tutorials, and AI Assistant
I created the content for the first 6 Introductory Tutorials which was about 60 pages with a couple of hundred screen shots total. I got pretty efficient at doing them but they still take time. After posting them to the forum, I received numerous comments from forum members which enabled me to correct mistakes and improve the clarity of the content.

I expect to do the remaining 4 Introductory tutorials towards the end of November if time permits. The reason I am giving these a rather high priority is that I want the Introductory Tutorials done and out of the way prior to starting on designing the much more difficult Interactive tutorials.

The Interactive tutorials will have to permit the players to mess around with units and the map, plus a host of different forms (e.g., for combat, production, and US Entry). Presently the player interface is hard coded to proceed through the sequence of play. Therefore, a redesign of the game engine is necessary to enable the Interactive tutorials to perform as intended. This leads to me wanting to have a very good understanding of what the Interactive tutorials will do prior to implementing the game engine redesign. In project terms, specification of player interface requirements for the Interactive tutorials is a prerequisite for redesigning the game engine.

Artificial Intelligence (AI)
Nothing new here.

Other
An earthquake in Hawaii cost me a day. It’s very hard to work on the computer without electricity. I have a UPS and it cut in smoothly, as it has done before. But the UPS is only for shutting down the machine without loss of data; it does not support continuing use of the computer. Being forced to work solely with pen and paper for 12 hours was annoying to the point of being upsetting. I also lost a couple of days doing work for the chorus: I generated the 3500 labels for the mailing after updating the customer database (which I maintain) and I revised the script for the Xmas show (Sleigh Daze).
====================================================================
October summary: Good progress on the bitmap graphics for the map, the tutorials, and unit writeups. Too little on fixing bugs and none at all (still) on NetPlay (sigh).
====================================================================


Tasks for November

Communications
Continue monitoring the forum threads.

Beta Testing
Fix more bugs, so that version 3.00 can play through the entire Barbarossa scenario cleanly. [est. 80 hours]

Map and Units
Continue adding coastal and river/lake bitmaps as I receive them from Rob. [est. 30 hours]

CWIF Conversion
Thoroughly test the new random number generator (I really mean it this time!). [est. 1 hour]

Game Interface
Get the bidding capability to function cleanly and modify other aspects of the Player Interface to support NetPlay. [est. 20 hours]

Redesign of MWIF Game Engine
Continue refining the superstructure of the MWIF game engine (if time permits). [est. 0 hours]

Software Development Tools
Finish replacing all the old components with new ones from JEDI (as part of the debugging process for 3.00). [est. 10 hours]

NetPlay
Incorporate the Indy10 code for the new design for the multiplayer system into MWIF. [est. 100 hours]

AI Opponent
Nothing planned for November.

Player’s Manual
Nothing planned for November.

Historical Detail, Animations, and Sound
Nothing planned for November.

Help System, Tutorials, and AI Assistant
Finish the Introductory Tutorials. [est. 30 hours]

Other
Perform in the Xmas show - as one of the anonymous basses in the back row. We sing pretty much the same music every year so it is just a question of dusting off the brain cells.
================================================================
November summary: Debug version 3.00. Continue mass production of the coastal and river/lake bitmaps. Implement NetPlay.
================================================================


Steve

Perfection is an elusive goal.
Davidt
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RE: When?

Post by Davidt »

Hi Steve,
 
Thanks for the update[X(].
 
I must say the that the screenshots and tutorials,  just make me wanna play immeadiately. So even though im impatient im still impressed with the progress. So much that it doesnt even hurt that much anymore when i read abut you spending time on other projects than MWIF [;)].
 
In some way, i cant help but feel that software development, where earthquakes seem to be a factor [:)] is just destined to turn out right in the end [:D].
 
 
Best regards
David
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Ballista
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RE: When?

Post by Ballista »

Kudos to you.

I get the feeling that neither an Act of God (Earthquake) nor Act of Real Life (Non-MWIF commitments) will prevent the successful completion of this project. Just keep your sanity, please :)
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BumMcFluff
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RE: When?

Post by BumMcFluff »

About once a year I check in to see what progress has been made, and about once a year I wonder why the hell I bothered. Is there any progress? Will this thing ever get made? Will I bother coming back next year? Or next f*cking DECADE?
They do say, Mrs. M, that verbal insults hurt more than physical pain. They are, of course, wrong, as you'll soon discover when I stick this toasting fork in your head.
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RE: When?

Post by Davidt »

Dear Mr BumMCFluff,

May i suggest utilizing the power of your reading skills. Plenty of threads in this forum quite cleary show that progress is most definately being made.

While posts like yours most certianly are helpful [>:] my personal oppinion is that 1 a year should be adequate!

Thank you for chipping in.

Regards
David



cockney
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RE: When?

Post by cockney »

As a long time lurker on this forum, and having read most (but not all) of the threads, I can't wait until WiF is compeleted, I tip my hat to all of those who have made positive suggestions and thank form the bottom of my heart the hard work put into this by a very dedicated programing team.
 
Sirs If I ever meet you in a pub, the beers will be on me.
 
I've been waiting for this game to happen since I first had a p.c. and I'm sure it will be worth the wait.
 
Cheers Andy
 
use your loaf and take a butchers!
 
goin dahn the frog to the battle for a pigs I saw me skin and asked 'ow's the dustbins?
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composer99
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RE: When?

Post by composer99 »

Amen to that! [:D]
~ Composer99
maxdrs
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RE: When?

Post by maxdrs »

Is WIF still an ongoing concern? Please say yes. Just found it on the net and looking forward to playing it again. Not too hopefull though, given the dates on this.
I'm here for WIF. But I like all gamsies.
maxdrs
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RE: When?

Post by maxdrs »

Just found out about WIF PC. Time line is a bit ify, but at least they still got a time line. Cant wait for the finished product. But I guess I'll have too.
I'm here for WIF. But I like all gamsies.
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delatbabel
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RE: When?

Post by delatbabel »

Having done a fair bit of AI software design and building in my time, and reading between the lines as to where the MWiF software team are at with the AI (i.e. "we're about to start looking at it"), I would be extremely surprised to see the game go from where it is now to a releasable game with a competent AI inside 18 months.

Take a look at some of the forums on other recent game software releases and where the AI has gone with that (Medieval II Total War for an example), and you'll see that building a competent AI is an extremely complex process, and very easy to mess up despite any amount of testing.

(The AI in M2TW often has its cavalry charge at archers, only to stop a short distance away, put away their lances, draw their swords, and mill around until they all get shot, and that was a much larger team than is working on MWiF with a dedicated test crew and a company like Sega bankrolling the development team.)
--
Del
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RE: When?

Post by Manfred »

I think the AI will be awful anyway, WiF is a very complex game with so much variables, I don't think that it is really possible to make a decent AI for this kind of game, or the programmer is really THE MAN !
In fact I don't really care about the AI because I will only play WiF by e-mail, so I prefer to get the game in a few month (even with bad AI) rather than wait 2 years to get it with good AI [:D]
 
"Nous vaincrons parce que nous sommes les plus forts."
Paul Reynaud, 20/03/1940
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