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RE: Ideas for video triggers - 2/8/2009 9:49:58 AM   
bredsjomagnus

 

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It would also be nice with actual radio clips from different events. I´ve got alot of those on my computer (400-500) but I dont know if its possible to load it up here so that you can hear what I mean.

There is for example nice radio clips announcing that Pearl Harbor just got attacked by the Japanies. Witch would be nice to when 1941 scenarios start.

It would really give a nice atmosphere and feeling to the game I think.

(in reply to Stabilo)
Post #: 151
RE: Ideas for video triggers - 2/8/2009 11:27:25 AM   
Froonp


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quote:

ORIGINAL: bredsjomagnus

It would also be nice with actual radio clips from different events. I´ve got alot of those on my computer (400-500) but I dont know if its possible to load it up here so that you can hear what I mean.

There is for example nice radio clips announcing that Pearl Harbor just got attacked by the Japanies. Witch would be nice to when 1941 scenarios start.

It would really give a nice atmosphere and feeling to the game I think.

Good idea. Maybe there is a place somwhere where they can be downloaded from ?

(in reply to bredsjomagnus)
Post #: 152
RE: Ideas for video triggers - 2/8/2009 12:10:05 PM   
bredsjomagnus

 

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What I have is the "KM99´s WWII radio broadcasts" and you can download some of it (if not all) here http://beemp3.com/index.php?q=km99's+wwii+big+one&st=album

I havn´t tried that site myself so I don´t know if/how it works.


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Post #: 153
RE: Ideas for video triggers - 2/8/2009 3:22:47 PM   
Froonp


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quote:

ORIGINAL: bredsjomagnus

What I have is the "KM99´s WWII radio broadcasts" and you can download some of it (if not all) here http://beemp3.com/index.php?q=km99's+wwii+big+one&st=album

I havn´t tried that site myself so I don´t know if/how it works.



I searched the newsgroups (usenet) and found a number of them. This would definitely be good in MWiF. Very good nice atmosphere and feeling.

(in reply to bredsjomagnus)
Post #: 154
RE: Ideas for video triggers - 2/8/2009 4:11:46 PM   
FirstPappy


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Here's a link to the HOI Stony Road Mod community's forum where they discuss similar topics.

http://www.stonyroad.de/forum/forumdisplay.php?f=24

Here's the link from the HOI2 Wiki for music downloads.

http://www.gridcogames.com/HOI%20Stuff/military_music.htm

(in reply to Froonp)
Post #: 155
RE: Ideas for video triggers - 2/8/2009 6:46:25 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: bredsjomagnus

It would also be nice with actual radio clips from different events. I´ve got alot of those on my computer (400-500) but I dont know if its possible to load it up here so that you can hear what I mean.

There is for example nice radio clips announcing that Pearl Harbor just got attacked by the Japanies. Witch would be nice to when 1941 scenarios start.

It would really give a nice atmosphere and feeling to the game I think.

A new idea, and a good one. Thanks.

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Perfection is an elusive goal.

(in reply to bredsjomagnus)
Post #: 156
RE: Ideas for video triggers - 2/8/2009 7:20:16 PM   
Shannon V. OKeets

 

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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.



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Post #: 157
RE: Ideas for video triggers - 2/8/2009 7:27:40 PM   
peskpesk


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What about showing old Newspaper headlines?






Attachment (1)

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Post #: 158
RE: Ideas for video triggers - 2/8/2009 7:33:54 PM   
peskpesk


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The list look Promising. Also personally, I like more of specific historical of the type German forces marching through Paris type of event.


An on/off switch to show historical video/radio/pictures etc is a good feature and also the possibility to click to immediately end it. After seeing/hearing it for the 100 time…



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Post #: 159
RE: Ideas for video triggers - 2/8/2009 7:38:42 PM   
Froonp


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quote:

ORIGINAL: peskpesk
What about showing old Newspaper headlines?



This too is a great idea !
Do you know where more than what you posted can be found ?

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Post #: 160
RE: Ideas for video triggers - 2/8/2009 7:45:09 PM   
Froonp


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quote:

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.

(in reply to Shannon V. OKeets)
Post #: 161
RE: Ideas for video triggers - 2/8/2009 7:55:04 PM   
Orm


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quote:

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




(in reply to Shannon V. OKeets)
Post #: 162
RE: Ideas for video triggers - 2/8/2009 7:57:40 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Orm

quote:

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).

_____________________________

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(in reply to Orm)
Post #: 163
RE: Ideas for video triggers - 2/8/2009 7:59:36 PM   
Orm


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

-Orm



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Post #: 164
RE: Ideas for video triggers - 2/8/2009 8:01:18 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: peskpesk

What about showing old Newspaper headlines?






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

Perfection is an elusive goal.

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Post #: 165
RE: Ideas for video triggers - 2/8/2009 8:11:20 PM   
Froonp


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quote:

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 ?

(in reply to Shannon V. OKeets)
Post #: 166
RE: Ideas for video triggers - 2/8/2009 8:23:50 PM   
wosung

 

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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

(in reply to Froonp)
Post #: 167
RE: Ideas for video triggers - 2/8/2009 9:21:57 PM   
Shannon V. OKeets

 

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quote:

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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Post #: 168
RE: Ideas for video triggers - 2/8/2009 10:00:25 PM   
jjax


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quote:

ORIGINAL: peskpesk

What about showing old Newspaper headlines?







Hi,

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

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Post #: 169
RE: Ideas for video triggers - 2/8/2009 10:06:17 PM   
peskpesk


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Yes, http://www.lbl.gov/Science-Articles/Research-Review/Magazine/1981/81fchp3.html

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"'Malta - The Thorn in Rommel's Side"

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Post #: 170
RE: Ideas for video triggers - 2/8/2009 10:08:45 PM   
peskpesk


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I just checked on google http://images.google.com/images?q=newspaper%20headlines%20wwii&rls=com.microsoft:sv:IE-SearchBox&oe=UTF-8&sourceid=ie7&rlz=1I7HPEA&um=1&ie=UTF-8&sa=N&hl=sv&tab=wi

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Post #: 171
RE: Ideas for video triggers - 2/8/2009 10:12:06 PM   
jjax


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quote:

ORIGINAL: peskpesk

Yes, http://www.lbl.gov/Science-Articles/Research-Review/Magazine/1981/81fchp3.html


Thanks.

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Post #: 172
RE: Ideas for video triggers - 2/8/2009 10:34:13 PM   
wosung

 

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quote:

ORIGINAL: Shannon V. OKeets


quote:

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.php?t=11826&highlight=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

(in reply to Shannon V. OKeets)
Post #: 173
RE: Ideas for video triggers - 2/8/2009 10:50:40 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: wosung

quote:

ORIGINAL: Shannon V. OKeets


quote:

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.php?t=11826&highlight=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 - after I decide on all the sounds et al.

_____________________________

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(in reply to wosung)
Post #: 174
RE: Ideas for video triggers - 2/9/2009 1:18:57 AM   
Greyshaft


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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


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/Greyshaft

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Post #: 175
RE: Ideas for video triggers - 2/9/2009 2:44:12 AM   
Shannon V. OKeets

 

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quote:

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.
===
From Monty Python: Whoosh! What was that? That was your life son. Do I get another? No.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Greyshaft)
Post #: 176
RE: Ideas for video triggers - 2/9/2009 3:15:31 AM   
Greyshaft


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quote:

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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Post #: 177
RE: Ideas for video triggers - 2/9/2009 4:15:13 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Greyshaft


quote:

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.

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Post #: 178
RE: Ideas for video triggers - 2/9/2009 5:38:46 AM   
HansHafen

 

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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.

(in reply to Shannon V. OKeets)
Post #: 179
RE: Ideas for video triggers - 2/9/2009 8:51:35 AM   
Shannon V. OKeets

 

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quote:

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

Perfection is an elusive goal.

(in reply to HansHafen)
Post #: 180
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