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RE: Modding unit bitmaps - 10/10/2006 9:49:57 PM   
Shannon V. OKeets

 

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One from today's allotment of 30 air units to format. I like the nickname for SB2C.




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RE: Modding unit bitmaps - 10/10/2006 10:17:19 PM   
Shannon V. OKeets

 

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From today's group of 4 HQs to format. Of the 57 HQs in the game, Greyshaft wrote 56 of the writeups. Peter (PAK###) edited those 56 and filled in the missing 1. Here is the writeup on Georges provided by Peter.




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Post #: 752
RE: Modding unit bitmaps - 10/10/2006 10:57:25 PM   
Froonp


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This transparency (behind the X of the INF symbol of Georges) is quite ugly, you're right Steve. Now that I spotted it, I only see that
The real white color would be much prefered.

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Post #: 753
RE: Modding unit bitmaps - 10/10/2006 11:32:26 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

This transparency (behind the X of the INF symbol of Georges) is quite ugly, you're right Steve. Now that I spotted it, I only see that
The real white color would be much prefered.

I have tried to track this down a couple of times for an investment of 4 hours so far, with no progress.

I have a related problem with some of the unit list boxes showing square corners instead of rounded - they need outlines added too. However, for the unit review form shown immediately above, the unit list is correct.

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Post #: 754
RE: Modding unit bitmaps - 10/11/2006 5:52:16 AM   
Shannon V. OKeets

 

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A wooden stake through the heart of the transparency bug. I just hope it doesn't pop out again.

I also got the outline and shadowing correct. The outlines for the units in the list are wider now. It's a little cleaner.




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Post #: 755
RE: Modding unit bitmaps - 10/11/2006 9:38:28 PM   
Shannon V. OKeets

 

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It can be depressing to read through all the histories of the Japanese naval units. Very few survived the war. Overall, the carrier Shokaku was more successful than most.

The green outline for some of the units is because they are being set up for Guadalcanal.




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Post #: 756
RE: Modding unit bitmaps - 10/13/2006 6:38:00 PM   
mlees


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Steve. In post #743, the description of the USS Arizona, the text states
quote:

The Arizona's air warning went off at approximately 0755, and at 0800 she was hit by the first Japanese bomb, which caused only minor damage. But only 6 minutes later, at 0806 she was hit


1) The time is stated twice for the same event. "6 minutes later" and "0806"... Redundant? (Minor nit pick.)

2) What does "the first Japanese bomb" statement mean? The first weapon dropped by the Japanese in the overall attack (which I believe is incorrect), or the first to hit the Arizona?

In either case, that statement could be dropped as unneeded extra info. May I suggest "The Arizona's air warning went off at approximately 0755, and at 0806 she was hit by a bomb that detonated in an ammunition chamber, destroying the forward section of the ship and ignited fires that raged for two days."

I realise that neither of these two nit picks have much to do with the game engine itself... sorry.

Carry on.

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Post #: 757
RE: Modding unit bitmaps - 10/13/2006 7:34:26 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: mlees

Steve. In post #743, the description of the USS Arizona, the text states
quote:

The Arizona's air warning went off at approximately 0755, and at 0800 she was hit by the first Japanese bomb, which caused only minor damage. But only 6 minutes later, at 0806 she was hit


1) The time is stated twice for the same event. "6 minutes later" and "0806"... Redundant? (Minor nit pick.)

2) What does "the first Japanese bomb" statement mean? The first weapon dropped by the Japanese in the overall attack (which I believe is incorrect), or the first to hit the Arizona?

In either case, that statement could be dropped as unneeded extra info. May I suggest "The Arizona's air warning went off at approximately 0755, and at 0806 she was hit by a bomb that detonated in an ammunition chamber, destroying the forward section of the ship and ignited fires that raged for two days."

I realise that neither of these two nit picks have much to do with the game engine itself... sorry.

Carry on.

Greyshaft did the text. I'll let him answer your query.

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Post #: 758
RE: Modding unit bitmaps - 10/13/2006 8:18:48 PM   
Shannon V. OKeets

 

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Terje, I have finished formatting all the naval writeups you have sent me so far. You could send me another batch to process.

Here are 2 of the Japanese cruisers. The missing last word in the writeup is 'Singapore'.




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Post #: 759
RE: Modding unit bitmaps - 10/13/2006 8:20:05 PM   
Shannon V. OKeets

 

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Second and last in the series.




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RE: Modding unit bitmaps - 10/13/2006 8:57:57 PM   
Shannon V. OKeets

 

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I finished formatting the US air units today, but that still leaves 800 more units to be formatted. Since I am caught up on the naval unit descriptions, I'll increase the air units per day from 30 to 50. That should get them done by the end of the month.




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RE: Modding unit bitmaps - 10/13/2006 9:00:50 PM   
Shannon V. OKeets

 

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Second and last in the series.

My grandfather was an 'expediter' for the military during the war. He traveled around making sure things got done faster and more efficiently, I guess. Anyway, he had this 'thing' about government waste. So these would have been his "tax dollars at work".




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Post #: 762
RE: Modding unit bitmaps - 10/13/2006 10:53:33 PM   
Froonp


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quote:

ORIGINAL: Shannon V. OKeets
Second and last in the series.



Those Mogami Cruisers were deadly.

Also, I still do't like the numbers for the range / speed being offset.
Seems very akward.

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Post #: 763
RE: Modding unit bitmaps - 10/13/2006 11:17:05 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
Second and last in the series.



Those Mogami Cruisers were deadly.

Also, I still do't like the numbers for the range / speed being offset.
Seems very akward.


You will be shocked to learn that I am coming around to that opinion myself. I moved them originally to allow for the naval unit bitmaps to not be obscured by the range #. I have since written a little program that allows me to reposition each unit bitmap within the counter frame by individual pixels (e.g., up 3, left 2). Someday I want to go through all the naval units and correct those that whose bitmaps are poorly positioned. There are only about 600 naval units (and I know that at least 7 or 8 of them are already correct).

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Post #: 764
RE: Modding unit bitmaps - 10/13/2006 11:35:48 PM   
Froonp


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quote:

You will be shocked to learn that I am coming around to that opinion myself. I moved them originally to allow for the naval unit bitmaps to not be obscured by the range #. I have since written a little program that allows me to reposition each unit bitmap within the counter frame by individual pixels (e.g., up 3, left 2). Someday I want to go through all the naval units and correct those that whose bitmaps are poorly positioned. There are only about 600 naval units (and I know that at least 7 or 8 of them are already correct).

I'm not shocked, I'm delighted !!!

I'm sure (as I've said 100 times already ) that the graphics of the ships whose name is in one and only one line, could be lowered dsown enough for the circle speed to be centered again.

Also, to help names hold on 1 and only 1 line, the Type of ships (CA, BB, CV...) may be written elswhere on the counter. Why not on the left of the graphic, centered on the height of the counter. It can also be on the top, between the speed and the surface factor.

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Post #: 765
RE: Modding unit bitmaps - 10/13/2006 11:47:02 PM   
terje439


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quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: mlees

Steve. In post #743, the description of the USS Arizona, the text states
quote:

The Arizona's air warning went off at approximately 0755, and at 0800 she was hit by the first Japanese bomb, which caused only minor damage. But only 6 minutes later, at 0806 she was hit


1) The time is stated twice for the same event. "6 minutes later" and "0806"... Redundant? (Minor nit pick.)

2) What does "the first Japanese bomb" statement mean? The first weapon dropped by the Japanese in the overall attack (which I believe is incorrect), or the first to hit the Arizona?

In either case, that statement could be dropped as unneeded extra info. May I suggest "The Arizona's air warning went off at approximately 0755, and at 0806 she was hit by a bomb that detonated in an ammunition chamber, destroying the forward section of the ship and ignited fires that raged for two days."

I realise that neither of these two nit picks have much to do with the game engine itself... sorry.

Carry on.

Greyshaft did the text. I'll let him answer your query.


Ah yes Steve, the well known Arizona fighter-bomber
The reason for the naval units having an somewhat ackward english language is that on some ships I have books translated into norwegian. This means that I'll read something in norwegian, and since I am then in a "norwegian state of mind" I tend to formulate my sentences in norwegian and then translate into english, something that does not always work out too well
Which is why of course I told Steve that my writing would indeed need quite a bit of proofreading. So please do not hesitate to post about it when you see something ackward about my sentences.

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Post #: 766
RE: Modding unit bitmaps - 10/14/2006 12:40:02 AM   
Shannon V. OKeets

 

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I'm sorry, I meant that Terje did the naval writeups.

While I am apologizing, I keep forgetting to give credit to Dan Hatchen who took the 1200 air unit writeups from Greyshaft and converted them into simple ASCII strings for me. His restructuring of the original material allowed me to read them into the program directly. While doing that conversion Dan kept muttering and how 'convenient' it was that Greyshaft was on the other side of the globe (Australia versus Canada), where Dan couldn't take him aside for a long lecture about "the correct file structure for text data".

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Post #: 767
RE: Modding unit bitmaps - 10/14/2006 4:20:40 AM   
christo

 

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quote:

ORIGINAL: Shannon V. OKeets

Terje, I have finished formatting all the naval writeups you have sent me so far. You could send me another batch to process.

Here are 2 of the Japanese cruisers. The missing last word in the writeup is 'Singapore'.





I am being really nit picking (sorry)...
should it be "sunk" or "sank" the american ....?

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Post #: 768
RE: Modding unit bitmaps - 10/14/2006 6:05:55 AM   
Greyshaft


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quote:

ORIGINAL: Shannon V. OKeets
...While doing that conversion Dan kept muttering and how 'convenient' it was that Greyshaft was on the other side of the globe (Australia versus Canada), where Dan couldn't take him aside for a long lecture about "the correct file structure for text data".

Gee Dan, you know we Australians do everything upside down.
Turn the file the other way up and see if it reads better

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Post #: 769
RE: Modding unit bitmaps - 10/14/2006 6:20:17 AM   
Mziln


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To get an Australian view press:

The Ctrl key, the Alt key, and the down pointing arrow at the same time.

Or with the num lock on the Ctrl key, the Alt key, Shift key, and the 2 key on the number pad at the same time.

To reverse this:

The Ctrl key, the Alt key, and the up pointing arrow at the same time.

Or with the num lock on the Ctrl key, the Alt key, Shift key, and the 8 key on the number pad at the same time.


< Message edited by Mziln -- 10/14/2006 6:25:36 AM >

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Post #: 770
RE: Modding unit bitmaps - 10/14/2006 11:33:42 PM   
Shannon V. OKeets

 

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2 from today's quota of 50 air units to format. Look at the range on this plane!




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Post #: 771
RE: Modding unit bitmaps - 10/14/2006 11:34:53 PM   
Shannon V. OKeets

 

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Second and last in the series. Here is the replacement model.




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Post #: 772
RE: Modding unit bitmaps - 10/16/2006 5:57:53 AM   
arc3371

 

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Has it been decided if there will be one or two versions of the counters (because of the German ban on swastikas and SS units in games)?

< Message edited by arc3371 -- 10/16/2006 5:59:56 AM >

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Post #: 773
RE: Modding unit bitmaps - 10/16/2006 9:08:15 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: arc3371

Has it been decided if there will be one or two versions of the counters (because of the German ban on swastikas and SS units in games)?

Yes. No swastikas. The flags will be simple bitmaps and players can change them if they want to after they buy the game. I expect someone will make and post a replacement for the German flag that includes a Swastika. But it will not be part of the MWIF product.

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Post #: 774
RE: Modding unit bitmaps - 10/16/2006 10:45:54 PM   
Rexor

 

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I have noticed that ships and planes have an ASW strength. How is this determined? I can't find those numbers on the counters. Or am I just not looking hard enough...?

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Post #: 775
RE: Modding unit bitmaps - 10/16/2006 11:04:11 PM   
mlees


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There are no ASW values displayed on the counters.

RAW 11.5.10 Submarine Combat defines what the ASW strengths are, based on unit type.

The screen shot probably shows the computer version precalulating the combined total for you, to help you in planning your path to ultimate victory.

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Post #: 776
RE: Modding unit bitmaps - 10/16/2006 11:06:33 PM   
Rexor

 

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Thanks. I thought it was something like that. By the way, will Days of Decision be included as one of the optionals in MWIF?

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RE: Modding unit bitmaps - 10/17/2006 12:04:06 AM   
mlees


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See post #23 of this thread: http://www.matrixgames.com/forums/tm.asp?m=1082338

I am not an "insider", but i believe that list is still accurate.

(No. DoD will not be in this version of Matrix WiF.)

< Message edited by mlees -- 10/17/2006 12:08:05 AM >

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Post #: 778
RE: Modding unit bitmaps - 10/18/2006 2:05:41 AM   
Shannon V. OKeets

 

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I finished formatting all the Japanese air units and have started on the Russian.




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Post #: 779
RE: Modding unit bitmaps - 10/18/2006 3:27:49 AM   
arc3371

 

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You know ofcourse that SS-units are also banned in germany (in games)?

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