Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

3.4 ETA

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> The War Room >> 3.4 ETA Page: [1]
Login
Message << Older Topic   Newer Topic >>
3.4 ETA - 4/6/2009 2:59:17 AM   
Shazman

 

Posts: 118
Joined: 1/4/2009
Status: offline
Anyone know approximately when this will be available. What quarter would be good. What month would be better.

Also, is there a list of likely changes/fixes?
Post #: 1
RE: 3.4 ETA - 4/6/2009 3:03:16 AM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
 
Ralph keeps a journal on issues being addressed

http://www.operationalwarfare.com/

_____________________________

The TOAW Redux Dude

(in reply to Shazman)
Post #: 2
RE: 3.4 ETA - 4/6/2009 3:08:02 AM   
Shazman

 

Posts: 118
Joined: 1/4/2009
Status: offline
Yeah. I read it from time to time but nothing about an ETA.

cheers

(in reply to Shazman)
Post #: 3
RE: 3.4 ETA - 4/10/2009 3:29:56 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: Shazman

Yeah. I read it from time to time but nothing about an ETA.

cheers

That's because I've been programming for too many years . It will be released when it's ready.

It IS getting closer, the issue list is pretty small by now, and we need to figure out which of the remaining 'big' features that are left are going to be tackled for this. I'm very tempted to stop soon and put it out there for feedback, and put anything else in the next patch (along with the patches to this patch.) This patch has been far too ambitious, even if there is some really good stuff in there from the wishlist.

Then there's the packaging and polish. Also translating the release notes from Ralphish to English. That took way longer than I expected last time, I think it took over a month just for that piece.

Ralph


_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Shazman)
Post #: 4
RE: 3.4 ETA - 4/10/2009 3:47:23 AM   
L`zard


Posts: 362
Joined: 6/3/2005
From: Oregon, USA
Status: offline

quote:

ORIGINAL: ralphtrick

quote:

ORIGINAL: Shazman
Yeah. I read it from time to time but nothing about an ETA.
cheers


Also translating the release notes from Ralphish to English. That took way longer than I expected last time, I think it took over a month just for that piece.
Ralph


Kinda like learning to 'write' in 'Elvish' from the Lord of the Rings, eh?

No Doubt!






_____________________________

"I have the brain of a genius, and the heart of a little child! I keep them in a jar under my bed."


(in reply to ralphtricky)
Post #: 5
RE: 3.4 ETA - 4/10/2009 3:51:33 AM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
What major changes are there going to be? It would be nice to be able to design accordingly.

_____________________________

I am not Charlie Hebdo

(in reply to L`zard)
Post #: 6
RE: 3.4 ETA - 4/10/2009 4:06:16 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: ColinWright

What major changes are there going to be? It would be nice to be able to design accordingly.

Colin,
I've just posted some of the preliminary rules changes to the Blog.

These are in addition to the Supply Rule changes and the New Turn order.

I forgot these, they aren't exactly rules changes.

Weather bug fixed. The original intent was that the area around a weather boundary (3 hexes either side) could be from either zone, providing a mix. Unfortunatley, the way this was done didn't properly freeze the water. I've fixed it in .12, but it's deterministic.
Another problem is that the code was supposed to make the middle of the weather zone more overcast when it was warming or cooling. This is going to become more pronouced. It's very hard to determine exactly what the effect is going to be, but warm/code fronts should be cloudier along the boundaries in .12. This will become more pronounced if a zone is narrow.

(in reply to ColinWright)
Post #: 7
RE: 3.4 ETA - 4/10/2009 8:19:59 AM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline

quote:

ORIGINAL: ralphtrick


quote:

ORIGINAL: ColinWright

What major changes are there going to be? It would be nice to be able to design accordingly.

Colin,
I've just posted some of the preliminary rules changes to the Blog.

These are in addition to the Supply Rule changes and the New Turn order.

I forgot these, they aren't exactly rules changes.

Weather bug fixed. The original intent was that the area around a weather boundary (3 hexes either side) could be from either zone, providing a mix. Unfortunatley, the way this was done didn't properly freeze the water. I've fixed it in .12, but it's deterministic.
Another problem is that the code was supposed to make the middle of the weather zone more overcast when it was warming or cooling. This is going to become more pronouced. It's very hard to determine exactly what the effect is going to be, but warm/code fronts should be cloudier along the boundaries in .12. This will become more pronounced if a zone is narrow.



Thanks. I take it there's a more detailed description of the supply changes on the blog somewhere -- those sound really useful.

_____________________________

I am not Charlie Hebdo

(in reply to ralphtricky)
Post #: 8
RE: 3.4 ETA - 4/10/2009 8:31:04 AM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
I poked around but didn't find much. The user-set values for supply points I get. What are the other changes to supply?

Incidentally, that 700x700 size sounds like it'll come -- someday. Care to hazard a guess as to when? Six months? Four years?

_____________________________

I am not Charlie Hebdo

(in reply to ColinWright)
Post #: 9
RE: 3.4 ETA - 4/10/2009 12:25:31 PM   
Shazman

 

Posts: 118
Joined: 1/4/2009
Status: offline

quote:

ORIGINAL: ColinWright

What major changes are there going to be? It would be nice to be able to design accordingly.


Thanks for the update. It's like Colin said, if someone has something in the pipeline a release time will make a difference. And thanks for all the work.


(in reply to ColinWright)
Post #: 10
RE: 3.4 ETA - 4/10/2009 5:44:41 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
Supply changes

http://www.operationalwarfare.com/post/2009/02/22/More-readme-portions.aspx



_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Shazman)
Post #: 11
RE: 3.4 ETA - 4/10/2009 5:53:12 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: ColinWright

I poked around but didn't find much. The user-set values for supply points I get. What are the other changes to supply?

Incidentally, that 700x700 size sounds like it'll come -- someday. Care to hazard a guess as to when? Six months? Four years?

Somewhere between those figures, I'm hoping. It all depends on how smoothly everything goes.

I'm planning two more patches for TOAW III, the major one, and a smaller one after that to clean up bugs and catch the items that didn't make it.

After that, I need to work on the next game, which I'm planning to make backward compatible with TOAW III so it will be able to load all the scenarios, but can deall with 700x700, etc. I'll post more once I've got the plans for that more finalized, but I would like to put out a separate editor as an early step that can edit TOAW III scenarios, but will also be able to edit up to 700x700 although they won't be playable in TOAW III.

I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.

Ralph


_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to ColinWright)
Post #: 12
RE: 3.4 ETA - 4/10/2009 5:59:26 PM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline

quote:

ORIGINAL: ralphtrick
I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.

Ralph



More or less my thinking. I'm working on a 300x300 map, and am thinking that it really would be nice to incorporate some areas that are stilljust off the edge of the map.

Now, I could contort things -- but it's going to be years before the scenario actually has to have the areas added.

Hence my question. If the increase is indeed sitting on the ways, then I might as well just proceed on the assumption that you are likely to work faster than I.


_____________________________

I am not Charlie Hebdo

(in reply to ralphtricky)
Post #: 13
RE: 3.4 ETA - 4/10/2009 11:41:55 PM   
rhinobones

 

Posts: 1540
Joined: 2/17/2002
Status: offline

quote:

ORIGINAL: ralphtrick
I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.
Ralph


For the current 300X300, or the expanded 700X700, can you raise the maximum number of Supply Points to around 100?

The number and placement of supply points becomes critical when Supply Points are not coaxial with rail roads, or are in historical periods prior to the rail road system.

Also, Happy Easter

Regards, RhinoBones

(in reply to ralphtricky)
Post #: 14
RE: 3.4 ETA - 4/11/2009 1:35:58 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: ColinWright


quote:

ORIGINAL: ralphtrick
I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.

Ralph



More or less my thinking. I'm working on a 300x300 map, and am thinking that it really would be nice to incorporate some areas that are stilljust off the edge of the map.

Now, I could contort things -- but it's going to be years before the scenario actually has to have the areas added.

Hence my question. If the increase is indeed sitting on the ways, then I might as well just proceed on the assumption that you are likely to work faster than I.


That should be a safe assumption. Absolute worst case, we can work something out. The current and the new editor should be able stitch 300x300 maps together.

(in reply to ColinWright)
Post #: 15
RE: 3.4 ETA - 4/11/2009 1:47:38 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: rhinobones
quote:

ORIGINAL: ralphtrick
I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.
Ralph


For the current 300X300, or the expanded 700X700, can you raise the maximum number of Supply Points to around 100?

The number and placement of supply points becomes critical when Supply Points are not coaxial with rail roads, or are in historical periods prior to the rail road system.

Also, Happy Easter

Regards, RhinoBones

Actually, it's probably going to have to be a lot higher than that for the 700x700. In 3.4, You can turn on and off supply points and adjust the supply level from the event editor for pockets, beach landings, etc. I'll see if I can fit in increasing the supply points for 3.4.

(in reply to rhinobones)
Post #: 16
RE: 3.4 ETA - 4/11/2009 1:52:10 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: rhinobones
Also, Happy Easter

Makes me wonder how white rabbit's been doing.


_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to rhinobones)
Post #: 17
RE: 3.4 ETA - 4/11/2009 1:10:37 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
As Mr. Bones suggested more supply points, 700 x 700 maybe should also include more place names and exclusion zones?

And for Elmers sake, 39 objectives and 3 tracks might not be enough.

(in reply to ralphtricky)
Post #: 18
RE: 3.4 ETA - 4/11/2009 10:07:14 PM   
BillLottJr


Posts: 333
Joined: 4/24/2006
Status: offline

quote:

ORIGINAL: ralphtrick


quote:

ORIGINAL: ColinWright

I poked around but didn't find much. The user-set values for supply points I get. What are the other changes to supply?

Incidentally, that 700x700 size sounds like it'll come -- someday. Care to hazard a guess as to when? Six months? Four years?

Somewhere between those figures, I'm hoping. It all depends on how smoothly everything goes.

I'm planning two more patches for TOAW III, the major one, and a smaller one after that to clean up bugs and catch the items that didn't make it.

After that, I need to work on the next game, which I'm planning to make backward compatible with TOAW III so it will be able to load all the scenarios, but can deall with 700x700, etc. I'll post more once I've got the plans for that more finalized, but I would like to put out a separate editor as an early step that can edit TOAW III scenarios, but will also be able to edit up to 700x700 although they won't be playable in TOAW III.

I suspect that creating a 700x700, 10K/side 'mega-monster' is going to take at least a couple of weekends.

Ralph



Ralph,
Will the 700x700 map include an increase in available place-names?
Also, if you need someone to give the separate editor a once over to look for bugs, oddities etc., I'd really be interested.
Bill

(in reply to ralphtricky)
Post #: 19
RE: 3.4 ETA - 4/12/2009 4:39:10 AM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: Bill II
Ralph,
Will the 700x700 map include an increase in available place-names?
Also, if you need someone to give the separate editor a once over to look for bugs, oddities etc., I'd really be interested.
Bill

Bill,
There's a whole list of things that were increased from the 100 to the 300 version. I also don't have the memory constraints that used to exist, so there aren't any major reasons not to increase many of the structures, except to worry about execution times, and presentation.

I'm still working on just how I'm going to do the editor. Since I want to rewrite it from scratch, there's a chance I'll be able to put the code (not assets) up on CodePlex as an open source project. I'm not sure what the con's might be except for some potential legal issues.

Ralph


_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to BillLottJr)
Post #: 20
RE: 3.4 ETA - 4/12/2009 5:07:16 AM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline

quote:

ORIGINAL: ralphtrick


...I'm still working on just how I'm going to do the editor. Since I want to rewrite it from scratch, there's a chance I'll be able to put the code (not assets) up on CodePlex as an open source project. I'm not sure what the con's might be except for some potential legal issues.

Ralph



That would be GREAT!!! The more time I spend with this game, the more I tend to see each scenario as calling for rules and routines and such unique to itself.

The notion of a single universally applicable engine really is invalid. What we want are the wheels and the old lawnmower engine and such so that we can build our own go-cart for exactly what we're trying to do with each scenario.

...and some way, some day, we need volume-based supply. One division does not consume as much supply as ten divisions! I mention this because the shift required seems deeper than will ever be available through the editor -- but it's essential.


_____________________________

I am not Charlie Hebdo

(in reply to ralphtricky)
Post #: 21
RE: 3.4 ETA - 4/12/2009 10:52:49 AM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline
quote:

ORIGINAL: ralphtrick

Makes me wonder how white rabbit's been doing.


Probably not well. It's been some time since we last heard, and I believe he had terminal cancer. At least, he was taking preparations for his Will very seriously.


< Message edited by golden delicious -- 4/12/2009 10:53:33 AM >


_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to ralphtricky)
Post #: 22
RE: 3.4 ETA - 4/12/2009 10:56:17 AM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: ColinWright

The notion of a single universally applicable engine really is invalid.


This is the opposite of the design philosophy behind TOAW. Naturally you have a point, but I think we need to have an engine which users can run with and make 80% of scenarios without having to get a degree first. Then there'd be extra flexibility for the crazies like you and me who need to change the core variables.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to ColinWright)
Post #: 23
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> The War Room >> 3.4 ETA Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.907