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RE: WitP-AE Topo Map Project

 
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RE: WitP-AE Topo Map Project - 5/19/2014 8:17:14 PM   
Symon


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Found a Win memory-blivet. Sent an email to Chem. It's a gnarly one, will take some time to find and get righteous. I trust Chem to get it right. Please wait and pay attention to his subsequent download instructions.

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RE: WitP-AE Topo Map Project - 5/21/2014 2:35:12 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:19:37 AM >

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RE: WitP-AE Topo Map Project - 5/22/2014 1:55:14 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:19:31 AM >

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Post #: 123
RE: WitP-AE Topo Map Project - 5/22/2014 3:32:08 PM   
oldman45


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Thanks much chemkid!

Just put it into my current game and it looks GREAT!

< Message edited by oldman45 -- 5/22/2014 5:00:39 PM >


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Post #: 124
RE: WitP-AE Topo Map Project - 5/22/2014 5:22:59 PM   
Von Weber


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Thanks a lot chemkid!
Put it into my current game and it looks very GREAT!
Thanx for your work.

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Post #: 125
RE: WitP-AE Topo Map Project - 5/23/2014 5:20:17 PM   
Rainer

 

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Looks and works great as is.
For the upcoming version without hexes I would like to see the deep water ocean hexes without the lines to have more of a map style picture. But that's probably a matter of personal preference (yes, I followed the discussion).
As others rightly said: great work. Thank you.


Edit: Tested with WinXP SP3 and Windows 8 without problems (no scroll delay, no tearing).
Full screen, native resolution (no px,py). Deep color for W8.
Win XP switches: -altFont -cpu2 -f -dd_def
W8 Switches: -altFont -cpu2 -f -deepColor -dd_def

< Message edited by Rainer -- 5/23/2014 6:44:12 PM >


_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

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Post #: 126
RE: WitP-AE Topo Map Project - 5/24/2014 1:50:18 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:19:19 AM >

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Post #: 127
RE: WitP-AE Topo Map Project - 5/24/2014 3:36:36 PM   
KenchiSulla


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Nice job!

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Post #: 128
RE: WitP-AE Topo Map Project - 5/24/2014 8:14:00 PM   
Von Weber


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How to make this map work in Combat Reporter Tool?

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Post #: 129
RE: WitP-AE Topo Map Project - 5/24/2014 10:57:23 PM   
Rainer

 

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Combat Reporter uses the map files in the ART folder of WitPAE (that's why the installation asks for the installation folder of WitPAE).
If all the original files in the art folder are replaced by the new files Combat Reporter should show this.
Unfortunately there are no appropriate files available right now. The files released as a preview are WPEH*.*, which means they are hexed tiles.
Combat Reporter is looking for WEPN*.*. which are the non-hexed files. And these are not released yet.




_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

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Post #: 130
RE: WitP-AE Topo Map Project - 5/25/2014 10:41:36 AM   
Von Weber


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Thanks Rainer for explanation. But when I used stock map with WPEH map was not shown correctly, when I tried zoom it or spread or do anything, I got at least 8 pieces of the same area on the map and nothing changedMay it because of Beta I used to playor something else.

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Post #: 131
RE: WitP-AE Topo Map Project - 5/25/2014 10:55:07 AM   
Rainer

 

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Combat Reporter works fine with the Beta (assuming you talk about the stock beta, and not any DB version with an extended map).
If your CR setup doesn't show the stock map correctly you should not expect to show the Topo Map.
I suggest you go to the Combat Reporter section to search for a solution to show the stock map, or report your problem with the stock map there.

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

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Post #: 132
RE: WitP-AE Topo Map Project - 5/25/2014 11:08:49 AM   
Rainer

 

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This is how CR will look with the Topo Map.
To make this happen I renamed all the Topo Map tiles to WEPN*.*.




Attachment (1)

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to Rainer)
Post #: 133
RE: WitP-AE Topo Map Project - 5/25/2014 12:07:29 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:19:14 AM >

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Post #: 134
RE: WitP-AE Topo Map Project - 5/25/2014 8:26:17 PM   
Rainer

 

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Looking forward to it.
Keep going

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to chemkid)
Post #: 135
RE: WitP-AE Topo Map Project - 5/26/2014 8:06:06 PM   
zuluhour


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Looking forward to stock map

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Post #: 136
RE: WitP-AE Topo Map Project - 5/27/2014 7:55:18 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:19:09 AM >

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RE: WitP-AE Topo Map Project - 5/27/2014 9:52:34 AM   
RogerJNeilson


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Just used the base map and it looks great. Only small quibble might be the colour of the lettering for locations against a yellow/beige terrain.

Roger

< Message edited by Roger Neilson 3 -- 5/27/2014 10:53:02 AM >


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Post #: 138
RE: WitP-AE Topo Map Project - 5/27/2014 1:42:11 PM   
Kitakami


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TYVM chemkid! The map is beautiful. I installed the Topo Map Project Dot (X)_u1 - r&r, with ocean dots (different colors for OS OD) + land-hex grid in Win 8.1, and it works perfectly.

The one minor thing (so minor that I hesitated to write about it) that would make me love it even more would be a more visible hex grid on land... it gets lost in mostly dark-green colored hexes. But it is so minor that I am quite willing to use the map as it is. In fact, I am waiting for RA 6.7 to be published so I can start a new campaign.

Cheers!

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Post #: 139
RE: WitP-AE Topo Map Project - 5/27/2014 1:56:14 PM   
richlove


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It's gorgeous. Thank you!

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Post #: 140
RE: WitP-AE Topo Map Project - 5/27/2014 6:38:01 PM   
Rainer

 

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Beautiful!
Works without flaws.

For users of Combat Reporter there is no need to do anything special. Combat Reporter will simply use the new map.

A big cheer and thank you to chemkid

EDIT: This post is in reference to chemkid's maps for the Stock Version (not extended versions) without Hexes.

EDIT2: Tested with Windows XP SP3 and Windows 8.1 without problems (NVidia).
If you experience scroll delays with W8.1 try the -deepColor switch (see WitP AE Full Screen Windows 8.1 in Tech Support).
Note: The delay has nothing to do with chemkid's maps.

EDIT3: Please be aware that not all bridges are shown on the map. Neither do the default maps show all the bridges.
The bridges are defined in the pwhexe.dat file independent of the artwork (e.g. maps). In order to know exactly where a bridge is (or not) check with the R (Roads) or Y (railroads) key.

< Message edited by Rainer -- 5/27/2014 8:04:39 PM >


_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to chemkid)
Post #: 141
RE: WitP-AE Topo Map Project - 5/27/2014 6:48:35 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:18:59 AM >

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RE: WitP-AE Topo Map Project - 5/28/2014 10:20:59 PM   
mikkey


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Excellent map, thank you chemkid

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Post #: 143
RE: WitP-AE Topo Map Project - 5/28/2014 10:24:17 PM   
Rainer

 

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@chemkid
I advertised your maps (and this thread) in the main forum. Hope you don't mind.

< Message edited by Rainer -- 5/28/2014 11:25:10 PM >


_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to chemkid)
Post #: 144
RE: WitP-AE Topo Map Project - 5/29/2014 6:52:31 AM   
Barb


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The map seem great... I will have to try it :D

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Post #: 145
RE: WitP-AE Topo Map Project - 5/29/2014 2:18:21 PM   
jeffk3510


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From: Kansas
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Very well done.

It does look odd not seeing urban areas, but that isn't a problem at all.

Wonderful wonderful work.

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Post #: 146
RE: WitP-AE Topo Map Project - 5/31/2014 7:03:10 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:18:54 AM >

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Post #: 147
RE: WitP-AE Topo Map Project - 5/31/2014 3:10:59 PM   
Rainer

 

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Respected, of course.

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to chemkid)
Post #: 148
RE: WitP-AE Topo Map Project - 6/1/2014 7:53:51 AM   
Von Weber


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quote:

@von weber - i hope it'll work for you.

Rainer saves againThanx a lot, now it really works but a little bit slowly, I mean map scrolling but it because of java I guess or because I have only 3GB of Ram. Anyway thanks to Rainer my Compatreporter looks like now in another way, providing me with reports and hot mapview

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Post #: 149
RE: WitP-AE Topo Map Project - 6/2/2014 4:43:41 PM   
btd64


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chemkid, Perfect. Love it. Very nice work. GP

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