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RE: rest and work

Posted: Wed Sep 26, 2012 3:19 pm
by Centuur
Hmmm. I always thought that chess was one of the oldest wargames made... So that wouldn't exist too, wouldn't it...

RE: rest and work

Posted: Fri Sep 28, 2012 1:41 am
by Falcon1
So what's the latest release date being tossed around?

Soon the world will be on it's fourth version of Windows since this thread started. Just sayin. :-)

RE: rest and work

Posted: Fri Sep 28, 2012 3:37 am
by warspite1
ORIGINAL: Falcon1

So what's the latest release date being tossed around?

Soon the world will be on it's fourth version of Windows since this thread started. Just sayin. :-)
Warspite1

Given the unfortunate health dramas of Steve, as far as I'm aware there is no release
date being worked to at the moment. Steve continues to work with the beta testers on getting this monster finished, but frankly, his recuperation and recovery has to be the focus first and foremost.

The end of month update report is due next week.

RE: rest and work

Posted: Fri Sep 28, 2012 2:38 pm
by helmseye

TECHNICALY GUINESS IS A STOUT NOT A BEER.........




ORIGINAL: paulderynck

Careful, careful - you may get Americans attacking Irish embassies all over the world when you put such things on the internet...

RE: rest and work

Posted: Fri Sep 28, 2012 2:44 pm
by Falcon1
I see some screenshots in the Sep 1 report above. So are those the graphics we are going with here? I know wargamers aren't supposed to care about graphics, but it is 2012 and some of the text on those counters is difficult to read, and it looks like a zoomed in view.

RE: rest and work

Posted: Fri Sep 28, 2012 3:40 pm
by warspite1
The graphics are just fine - the counters are a faithful reproduction of the board game and the map is a billion times better than the last map design ADG brought out - and the whole world too.

There will be no changes to either of these.

RE: rest and work

Posted: Fri Sep 28, 2012 9:16 pm
by Falcon1
Like I said, the screen shots look a bit too zoomed in to be the typical view used to play the game. Are there any screen shots available that show a typical view from game play, rather than being zoomed in to a tiny section of the map?

RE: rest and work

Posted: Fri Sep 28, 2012 10:17 pm
by michaelbaldur
ORIGINAL: Falcon1

Like I said, the screen shots look a bit too zoomed in to be the typical view used to play the game. Are there any screen shots available that show a typical view from game play, rather than being zoomed in to a tiny section of the map?


how much of the map do you want to see

RE: rest and work

Posted: Fri Sep 28, 2012 11:46 pm
by Falcon1
I'm looking for a typical view of the map used while playing. Don't the screenshots above seem quite a bit zoomed in? Like the purpose is showing something on the map, not playing the game. Show me a typical view seen while playing the game, including unit counters.

Something like this looks more typical scale:

tm.asp?m=1288557

Are the unit counters readable at this scale? Or is better resolution needed?

RE: rest and work

Posted: Sat Sep 29, 2012 1:55 am
by paulderynck
Look through some of the other threads where you found the screen shots you posted. There are literally dozens of pix with counters in them at that same scale.

RE: rest and work

Posted: Sat Sep 29, 2012 4:51 am
by Cad908
ORIGINAL: Falcon1

I'm looking for a typical view of the map used while playing. Don't the screenshots above seem quite a bit zoomed in? Like the purpose is showing something on the map, not playing the game. Show me a typical view seen while playing the game, including unit counters.

Something like this looks more typical scale:

tm.asp?m=1288557

Are the unit counters readable at this scale? Or is better resolution needed?
Falcon1,

The program allows the player to scale the graphic presentation to their system and preferences. Below is Zoom level 3 of 8 with Medium resolution counter graphics

Image

RE: rest and work

Posted: Sat Sep 29, 2012 4:52 am
by Cad908
And the same view with High resolution counter graphics.

Image

RE: rest and work

Posted: Sat Sep 29, 2012 4:59 am
by Cad908
All this is dependent on your specific system. The maps are from my 25" 1920x1080 monitor. I use it for main detailed maps, and a second smaller monitor for other forms. MWIF is massive is scale, and every inch of screen can be used.

With the use of map views and screen layouts, you can customize all this to meet your preferences. There are some older threads where Steve details some of this.

-Rob


RE: rest and work

Posted: Sat Sep 29, 2012 9:03 am
by Centuur
On zoom level 4 and higher, the details are quite good readable with high resolution counter graphics...

Steve really did a good job there...

RE: rest and work

Posted: Sat Sep 29, 2012 10:59 am
by Klydon
There was a game from earlier this year that you can get a good idea of the graphics and general interface.

tm.asp?m=2943601

RE: rest and work

Posted: Sun Sep 30, 2012 5:03 am
by paulderynck
Note also that there is a size limitation on the jpg files that can be attached to forum posts so the picture files are highly compressed. Generally, the view on the screen has more resolution than what you see in some of the pictures here.

RE: rest and work

Posted: Mon Oct 01, 2012 1:10 am
by Baelfiin
I wish the whiteprint numbers had a little black outline but maybe they are better "in person".

RE: rest and work

Posted: Mon Oct 01, 2012 4:36 am
by Cad908
ORIGINAL: Baelfiin

I wish the whiteprint numbers had a little black outline but maybe they are better "in person".

As Paul mentioned above, the screen shots are highly compressed. I had to get them under 500 KB for this forum, so the appearance is not as sharp as in game.

-Rob

RE: rest and work

Posted: Mon Oct 01, 2012 6:46 pm
by Falcon1
Thanks guys this is very helpful.

RE: rest and work

Posted: Mon Oct 01, 2012 8:46 pm
by Shannon V. OKeets
ORIGINAL: Baelfiin

I wish the whiteprint numbers had a little black outline but maybe they are better "in person".
The white numbers do have a black outline when displayed against a light color background. For example, for the French and Chinese. And of course for the Danes and Yugoslavs, which have a pure white background. Similarly, the black numbers have a red background for the SS units (and Belgians and Afghans).

Basically, I went through all the units in the game and added outlines for the numbers if they became illegible. For instance, Japanese Tank Buster numbers are shown in red on red, so I added a Black outline. A lot of this stuff had to be coded for individual units - a real pain to do.

The screenshot is at zoom level 8 (maximum).

Image

EDIT: I just threw some units on the map in the Balkans. In retrospect, I could have made better choices, since the SS and Belgian units don't show the use of the red outline.