RE: What hardware and operating system do you expect to use to play MWIF? (Full Version)

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Grotius -> RE: What hardware and operating system do you expect to use to play MWIF? (7/23/2005 7:37:08 PM)

OS: Windows XP Home
CPU: Intel P4/3GHz
Main memory: 2G RAM
Hard disk: 2x 10K-RPM SATA HDD in RAID 0 array
Display adapter: ATI Radeon 9800 Pro 128
Monitor: 21 inch Viewsonic CRT
Internet connection: DSL




rtamesis -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 3:46:02 AM)

I currently use Virtual PC 7.02 with Windows XP to play Matrix Games such as Flashpoint Germany and War in the Pacific on my Apple Powerbook, especially when I travel. Unfortunately, Gary Grigsby's World At War is unplayable unless you have tons of RAM and the latest, most powerful video card, which excludes even some desktop PCs and PC laptops. I hope that MWIF's requirements will be less demanding and allow it to work on vanilla Win XP under Virtual PC. By 2007, Apple will be using Intel processors in its Macs, so that should allow Windows under Virtual PC to have good performance.

Too bad MWIF couldn't be written in Java instead. That way, you'd be able to sell it to any platform that can run Java.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 4:51:34 AM)

quote:

ORIGINAL: rtamesis
I currently use Virtual PC 7.02 with Windows XP to play Matrix Games such as Flashpoint Germany and War in the Pacific on my Apple Powerbook, especially when I travel. Unfortunately, Gary Grigsby's World At War is unplayable unless you have tons of RAM and the latest, most powerful video card, which excludes even some desktop PCs and PC laptops. I hope that MWIF's requirements will be less demanding and allow it to work on vanilla Win XP under Virtual PC. By 2007, Apple will be using Intel processors in its Macs, so that should allow Windows under Virtual PC to have good performance.

Too bad MWIF couldn't be written in Java instead. That way, you'd be able to sell it to any platform that can run Java.

The version I inherited from Chris (CWIF) had over 100,000 lines of Pascal code. That struck me as a good head start on developing MWIF, so I went with Pascal instead of C++ (my preference). Actually one difficulty in writng MWIF in Java would be rendering the map and units on the screen. Other difficulties would be making System calls. Compared to Pascal and C++, Java is still a young language and my experience has been that people on the cutting edge of technology bleed a lot (ya wanna see the scars?).

I would be interested in how much memory (RAM) you have on your system, the speed of the CPU, the size of the screen display, and how much dedicated memory you have for the graphics card. That would help me understand, roughly, where your Powerbook fits within the range of other (Intel based) systems. I already have one person willing to play test MWIF (when it is presentable enough to be allowed to go visit others) on an Apple system running Windows under emulation. Would you be interested in doing that as well?




rtamesis -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 8:46:38 AM)

Microsoft Virtual PC 7.02 limits the total RAM assigned to the emulated PC to 512 Mb. Microsoft recommends that the total VRAM be set to to 4 Mb for best performance. According to Windows XP's Display control panel, the video card of this emulated PC is an S3 Trio32/64. No wonder why Greg Grigsby's World At War won't run in it at all in Microsoft's emulated PC hardware.

My Powerbook is an old 500 Mhz Power PC G3 Powerbook with Firewire whose processor has been upgraded to a 550 Mz G4 processor with 1 Gb of RAM and running Mac OS 10.4.2 Tiger. It has a 15 inch screen with a screen resolution of 1024 X 768 pixels. Despite it being 5 years old and slow compared to Apple's latest 1.6 Gz PowerPC G4 Powerbooks with screens up to 17 inches, it still runs Win XP under Virtual PC just fine. I set Win XP's screen resolution to 1024 X 768 most of the time. I'm hoping to buy a new Powerbook next year if Apple comes out with a PowerPC G5 Powerbook (unlikely) or a dual core G4 Powerbook. I do have a dual processor G4 desktop PowerMac that runs virtual PC faster than my Powerbook.

And yes, I would be interested in testing out MWIF in Win XP running in Virtual PC.




rtamesis -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 9:04:04 AM)

quote:

ORIGINAL: Caranorn

P.S.: I'm not up to date on Macs, but I don't think a Mac could run anything prgrammed for Unix, it would require porting... If at some point a Mac version is considered I will be available to test it too as my old Mac is still mostly working (some continuing HD problems as I did not replace the old one).


Mac OS X 10.4 is really the Mac GUI running on top of Darwin, a FreeBSD-based UNIX kernel. In fact, Mac OS X is now the most widely-sold UNIX-based operating system. And yes, it will run UNIX software in a Terminal application. See http://www.apple.com/macosx/features/unix/ for more info about it.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 10:45:41 AM)

quote:

ORIGINAL: rtamesis
quote:

ORIGINAL: Caranorn
P.S.: I'm not up to date on Macs, but I don't think a Mac could run anything prgrammed for Unix, it would require porting... If at some point a Mac version is considered I will be available to test it too as my old Mac is still mostly working (some continuing HD problems as I did not replace the old one).


Mac OS X 10.4 is really the Mac GUI running on top of Darwin, a FreeBSD-based UNIX kernel. In fact, Mac OS X is now the most widely-sold UNIX-based operating system. And yes, it will run UNIX software in a Terminal application. See http://www.apple.com/macosx/features/unix/ for more info about it.

Porting MWIF to Unix someday (not tomorrow) is a possiblity. The Borland package I am using to develop MWIF is Delphi (for Windows 32). It contains a parallel set of library routines for Unix. According to Borland, coverting the code from one to the other isn't too difficult - but I have never tried it. Let's see if MWIF runs ok under emulation; in which case the question will be mute.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 10:46:24 AM)


quote:

ORIGINAL: rtamesis

Microsoft Virtual PC 7.02 limits the total RAM assigned to the emulated PC to 512 Mb. Microsoft recommends that the total VRAM be set to to 4 Mb for best performance. According to Windows XP's Display control panel, the video card of this emulated PC is an S3 Trio32/64. No wonder why Greg Grigsby's World At War won't run in it at all in Microsoft's emulated PC hardware.

My Powerbook is an old 500 Mhz Power PC G3 Powerbook with Firewire whose processor has been upgraded to a 550 Mz G4 processor with 1 Gb of RAM and running Mac OS 10.4.2 Tiger. It has a 15 inch screen with a screen resolution of 1024 X 768 pixels. Despite it being 5 years old and slow compared to Apple's latest 1.6 Gz PowerPC G4 Powerbooks with screens up to 17 inches, it still runs Win XP under Virtual PC just fine. I set Win XP's screen resolution to 1024 X 768 most of the time. I'm hoping to buy a new Powerbook next year if Apple comes out with a PowerPC G5 Powerbook (unlikely) or a dual core G4 Powerbook. I do have a dual processor G4 desktop PowerMac that runs virtual PC faster than my Powerbook.

And yes, I would be interested in testing out MWIF in Win XP running in Virtual PC.

Thanks.




amwild -> RE: What hardware and operating system do you expect to use to play MWIF? (7/26/2005 10:44:21 PM)

I have several PCs, all of which may end up being used to play MWIF, all on a gigabit network with a router link to cable (700k) internet:

OS: Windows 2003 Server
CPUs: Dual HT 800MHz FSB Xeon 3.6 GHz
RAM: 1GB
HDDs: 3x U320 15k RPM 36 GB HDDs in a RAID 5, 1x 150 GB IDE, 1x 18 GB U160 SCSI
Monitor: 19" CRT @ 1280x1024
Video card: 128 MB NVidia G-Force 6600 GT

OS: Windows 2000 Pro SP4
CPU: PIII 1 GHz
RAM: 512 MB
HDDs: 1x 18 GB U160 SCSI
Monitor: 19" CRT @ 1280x1024
Video card: NVidia G-Force

OS: Windows 2000 Pro SP4
CPU: HT P4 3.2 GHz
RAM: 1GB
HDDs: 2x U320 15k RPM 36 GB HDDs in a mirrored RAID, 1x U320 SCSI 15k RPM 36GB HDD, 1x 18 GB U160 SCSI
Monitor: 19" CRT @ 1280x1024 and 19" LCD @ 1280x1024, configured as a 2560x1024 screen spanning both monitors.
Video card: 256 MB NVidia G-Force FX 5900 Ultra




YohanTM2 -> RE: What hardware and operating system do you expect to use to play MWIF? (7/29/2005 1:59:07 PM)

My config is almost identical to yours. and I have a widescreen monitor.

quote:

ORIGINAL: Shannon V. OKeets

One risk in developing software is that the developer writes the code to run on his machine and it doesn't perform as well on for the person who buys it. I would appreciate it if you let me know the hardware and software you expect to use to play MWIF. Maybe then I can write it so it runs great on your machine too.

My own configuration is:
Operating system - Windows XP Professional
CPU - 2.52 GHz
Main memory - 1 GB RAM
Disk - 80 GB, (1/3 used)
Monitors - 19 inch flat and 21 inch CRT, both of which support 1280 by 1024 resolution, configured as one logical screen
Screen memory - 128 MB
Internet connection - DSL





herwin -> RE: What hardware and operating system do you expect to use to play MWIF? (8/16/2005 6:00:33 PM)

I run CWIF on Virtual PC 7 on a Macintosh PowerBook. When the Intel-based PowerBooks come out, I'll either run it under VPC then or under Windows native. Java is probably too slow.




Anendrue -> RE: What hardware and operating system do you expect to use to play MWIF? (2/14/2006 7:02:27 PM)

Will there be any wide screen support and if so at what screen resolutions.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 3:05:03 AM)


quote:

ORIGINAL: abj9562

Will there be any wide screen support and if so at what screen resolutions.


Could you be more specific when you say wide screen? For example, the game already supports dual monitors side by side.




Anendrue -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 5:03:47 AM)

I apologize for not being specific in my question. I know I don't sound real clear here. A better question would be...

Will a larger video mode such as 1600x1200 display more physical map than 1024x768?

Or does the map quality just improve with larger video modes selected?

So if a wide screen monitor or dual monitors is used what is the net effect visually?




tigercub -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 5:30:03 AM)

Operating system: Windows xp (second edition)
CPU: AMD Athlon 3.5ghz
Main memory: 1gig RAM
Hard Disk: 1.90gb, configured FAT 32 (66.6gb used)
Display Adaptor: NVIDIA GeForce GT 6600 256 meg great card at a good price
Monitor: 19 inch Benq LCD flat
Internet connection: DSL 512k
if that helps.
my computer is petty much top end because i am a photographer.(need the power)




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 7:23:35 AM)

quote:

ORIGINAL: abj9562

I apologize for not being specific in my question. I know I don't sound real clear here. A better question would be...

Will a larger video mode such as 1600x1200 display more physical map than 1024x768?

Or does the map quality just improve with larger video modes selected?

So if a wide screen monitor or dual monitors is used what is the net effect visually?


I do not know for certain - I did not write the original code that handles this. What the program does is take the width of a panel (the full screen can be viewed as a panel), multiples it by the pixels per inch for the screen and then divides by 96. Each hexagon is 136 pixels wide at the highest zoom level, so we are talking about 1.4 inches per hex - if the density of the pixels on your monitor are 96 per inch. I am a little out of my depth here - the more you drift into hardware, the less sure I am of my footing.

A simple analysis would say 1600/96 = 16 2/3 hexes at zoom level 8. I am not certain that is a valid conclusion however.

As you zoom out the pixels per hex (width) drop by multiples of 17: 136, 119, 102, 85, 68, 51, 34, 17 are zoom levels 8 through 1 respectively.

I expect the game to be primarily played at zoom levels 5 and 6, with some dropping back to zoom levels 3 and 4 for seeing the big picture and naval moves. Level 2 should also work for naval moves (I certainly intend to make the counters legible for that purpose). Zooming in to levels 7 and 8 will be used for analyzing close in combet - which units attack which hexes along a short section of the front line.

I still am unable to answer your going in question though: "Will a larger video mode such as 1600x1200 display more physical map than 1024x768?".

Sorry.

Perhaps some one who is more familiar with how the hardware (monitor/video card) and software (operating system's definition of pixels per inch) interact can provide more insight into this issue.

The hexes are interlaced vertically, so the 152 pixel vertical height per hex is effectively 114 pixels per row. 1200/114 = 10 1/2 hexes.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 7:25:30 AM)


quote:

ORIGINAL: tigercub

Operating system: Windows xp (second edition)
CPU: AMD Athlon 3.5ghz
Main memory: 1gig RAM
Hard Disk: 1.90gb, configured FAT 32 (66.6gb used)
Display Adaptor: NVIDIA GeForce GT 6600 256 meg great card at a good price
Monitor: 19 inch Benq LCD flat
Internet connection: DSL 512k
if that helps.
my computer is petty much top end because i am a photographer.(need the power)


Typo?




amwild -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 10:09:12 AM)

quote:

ORIGINAL: Shannon V. OKeets

I do not know for certain - I did not write the original code that handles this. What the program does is take the width of a panel (the full screen can be viewed as a panel), multiples it by the pixels per inch for the screen and then divides by 96. Each hexagon is 136 pixels wide at the highest zoom level, so we are talking about 1.4 inches per hex - if the density of the pixels on your monitor are 96 per inch. I am a little out of my depth here - the more you drift into hardware, the less sure I am of my footing.

A simple analysis would say 1600/96 = 16 2/3 hexes at zoom level 8. I am not certain that is a valid conclusion however.

As you zoom out the pixels per hex (width) drop by multiples of 17: 136, 119, 102, 85, 68, 51, 34, 17 are zoom levels 8 through 1 respectively.

I expect the game to be primarily played at zoom levels 5 and 6, with some dropping back to zoom levels 3 and 4 for seeing the big picture and naval moves. Level 2 should also work for naval moves (I certainly intend to make the counters legible for that purpose). Zooming in to levels 7 and 8 will be used for analyzing close in combet - which units attack which hexes along a short section of the front line.

I still am unable to answer your going in question though: "Will a larger video mode such as 1600x1200 display more physical map than 1024x768?".

Sorry.

Perhaps some one who is more familiar with how the hardware (monitor/video card) and software (operating system's definition of pixels per inch) interact can provide more insight into this issue.

The hexes are interlaced vertically, so the 152 pixel vertical height per hex is effectively 114 pixels per row. 1200/114 = 10 1/2 hexes.


As a Windows developer myself, I can say that unless C/MWiF includes code that scales visual elements to the size of the window, the larger the window, the more that should be able to be displayed in it. Thus, the more screen pixels available for the window to fit inside, the more map should be visible within a maximised window.

Since I have been reading posts regarding the "number of pixels" in display element positioning, I can guess that there is probably no code that scales the map to the window size. If there was, I'd expect to be hearing about inches, centimetres or twips.

Whether working in pixels, centimeters, inches or twips, Windows appears to assume that the number of pixels per whatever unit of linear measurement you use is constant for monitors (72 DPI, I think), regardless of the screen resolution. It is variable for other devices such as printers where the DPI is variable.

Of course, the units used depends upon the development environment. MS products tend to use twips, or centimetres/inches if MS was being nice when they produced the development software. Some Windows system API calls require pixels. I don't know what other dev environments require for form development.

With what Steve described, it seems that MWiF may scale graphics to the window size. This can be answered by performing the following tests:

1. If the size of the map window is increased or decreased, is more or less of the map shown, or do the hexes and their contents grow or shrink?

2. If the Windows screen resolution is increased or decreased, is more or less of the map shown, or do the hexes and their contents grow or shrink?

It seems to me that ideally the users should have the choice between scaling the graphics or displaying more of the graphics, though if such a choice is not available, I would prefer to see more map than a scaled map, especially since scaling TTF fonts is occasionally prone to problems.




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 10:17:43 AM)

It's all done with one line of code. I wrote the comment based on MS documentation of the call.

================
// Screen is a system variable for the current screen display device
// Technically, PixelsPerInch is for the vertical, not the horizontal
Width := MulDiv(Width, Screen.PixelsPerInch, 96);
================

MulDiv performs the following: X = (A * B)/C





wfzimmerman -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 4:26:41 PM)

quote:

ORIGINAL: Shannon V. OKeets

It's all done with one line of code. I wrote the comment based on MS documentation of the call.

================
// Screen is a system variable for the current screen display device
// Technically, PixelsPerInch is for the vertical, not the horizontal
Width := MulDiv(Width, Screen.PixelsPerInch, 96);
================

MulDiv performs the following: X = (A * B)/C




Letting Windows worry about it strikes me as the right approach.

CWIF works fine on the WEGA 1920 x 1200 screen on my Dell Laptop.

It also worked fine on my Tablet PC (1024 x 768) and in dual monitor mode with an additional 1280 x ? screen.

So I think people should be optimistic.




Anendrue -> RE: What hardware and operating system do you expect to use to play MWIF? (2/15/2006 5:37:55 PM)

Thanks for the prompt response. Based on what I have read and my humble understanding of programming the map is of a fixed size and will display more map as more pixels are used. Higher resolution = more map. As for dual monitors it will depend on a persons settings on their video card and/or windows xp dual view modes.




tigercub -> RE: What hardware and operating system do you expect to use to play MWIF? (2/16/2006 3:00:11 AM)

yes 190gig




dhatchen -> RE: What hardware and operating system do you expect to use to play MWIF? (3/6/2006 10:04:28 AM)

quote:

ORIGINAL: Shannon V. OKeets

Porting MWIF to Unix someday (not tomorrow) is a possiblity. The Borland package I am using to develop MWIF is Delphi (for Windows 32). It contains a parallel set of library routines for Unix. According to Borland, coverting the code from one to the other isn't too difficult - but I have never tried it. Let's see if MWIF runs ok under emulation; in which case the question will be mute.


If you ever do this, call me. Off the cuff though, I would recommend against it unless there is a compelling reason. I write in the CLX library mostly and have ported applications, but you need the unofficial patches to make it work right and you need to start with the intention to port. Changing the forms between the two libraries is a bear-wrestling match and all Window-isms need to be removed or isolated for drop-in replacement.




po8crg -> RE: What hardware and operating system do you expect to use to play MWIF? (3/12/2006 3:06:58 PM)

By the time it's released:

Pentium D at 3 GHz or so
2GB RAM
Windows Vista Ultimate Edition
...and a nice new video card as well.




wodin -> RE: What hardware and operating system do you expect to use to play MWIF? (3/12/2006 5:08:23 PM)

AMD 3600
1 gig ram
Nvidia 6600GT.




stewart_king -> RE: What hardware and operating system do you expect to use to play MWIF? (3/21/2006 2:22:57 AM)

OS: Windows XP pro
CPU Speed: 2.4 ghz
Memory: 1 gig
Disk: 40 GB + 20 GB
Monitors: 1068 x 760 resolution
Video card memory: 32 mb
Internet connection: dial-up at home, T3 available for downloading patches, etc.

I have never played any of these games over the internet, only ftf hotseat or against the AI. Who knows what the future holds, though?




hakon -> RE: What hardware and operating system do you expect to use to play MWIF? (3/21/2006 1:47:40 PM)

OS WinXP Media Center Ed
CPU: AMD 4400+ (dual core)
2 gig ram
ATI X1600XT
1 TB disk
Resolution 720p (1280x720)

Dual core cpu means that multithreading support would be good. It also means that problems could arise if the app is not thread safe. Btw, a lot of dual core cpu's are being sold these days.

Support for res of 720p would be very nice, since others resolutions appear blurry on my projector.





caine -> RE: What hardware and operating system do you expect to use to play MWIF? (3/21/2006 4:31:07 PM)

Windows XP Professional (5.1, Build 2600) (2600.xpclient.010817-1148)
Intel(R) Pentium(R) 4 CPU 1500MHz, ~1.5GHz
512MB RAM
NVIDIA GeForce4 MX 4000
128.0 MB
1024 x 768 (32 bit) (60Hz)




Matt242 -> RE: What hardware and operating system do you expect to use to play MWIF? (3/21/2006 6:59:01 PM)

Operating system - Windows XP Professional
CPU - 3.00 GHz
Main memory - 512 MB RAM
Disk - 160 GB
Monitor - 19 inches
Screen memory - 128 MB
Internet connection - DSL




Jeff Gilbert -> RE: What hardware and operating system do you expect to use to play MWIF? (3/28/2006 5:21:47 AM)

The three main systems I would be using for MWiF are below.
Obviously, I would be using the emulator [Virtual PC] on the Mac.

OS: Win2k Pro SP4
CPU: Intel 2.4 GHz
Main Memory: 1 GB
Hard Disk: 80 GB
Display Adapter: ATI 9250 256MB VRam
Monitor: 17 inch LCD
Display Resolution: 1024x768
Internet Connection: 768k Cable

OS: WinXP Pro Pro SP2
CPU: AMD 1.2 GHz
Main Memory: 512 MB
Hard Disk: 40 & 30 GB
Display Adapter: ATI 9250 256MB VRam
Monitor: 17 inch LCD
Display Resolution: 1024x768
Internet Connection: 768k Cable

OS: Mac OSX 10.3.9
CPU: PowerMac 1 GHz
Main Memory: 1 GB
Hard Disk: 20 & 30 GB
Display Adapter: 2 x ATI [128MB Vram each]
Monitor: 2 x 17 inch Studio Displays
Display Resolution: 1024x768
Internet Connection: 768k Cable




Shannon V. OKeets -> RE: What hardware and operating system do you expect to use to play MWIF? (3/28/2006 5:57:34 AM)


quote:

ORIGINAL: Jeff Gilbert

The three main systems I would be using for MWiF are below.
Obviously, I would be using the emulator [Virtual PC] on the Mac.

OS: Win2k Pro SP4
CPU: Intel 2.4 GHz
Main Memory: 1 GB
Hard Disk: 80 GB
Display Adapter: ATI 9250 256MB VRam
Monitor: 17 inch LCD
Display Resolution: 1024x768
Internet Connection: 768k Cable

OS: WinXP Pro Pro SP2
CPU: AMD 1.2 GHz
Main Memory: 512 MB
Hard Disk: 40 & 30 GB
Display Adapter: ATI 9250 256MB VRam
Monitor: 17 inch LCD
Display Resolution: 1024x768
Internet Connection: 768k Cable

OS: Mac OSX 10.3.9
CPU: PowerMac 1 GHz
Main Memory: 1 GB
Hard Disk: 20 & 30 GB
Display Adapter: 2 x ATI [128MB Vram each]
Monitor: 2 x 17 inch Studio Displays
Display Resolution: 1024x768
Internet Connection: 768k Cable




Thank you to everyone who posts to this thread.

The beta testers just pointed out to me that several of my new screens assumed 1280 by 1024. I am in the process of revising them down to 1024 by 768 (2 done, 1 to go). That is the minimum screen size MWIF will support. I would like to add extra capability for players who have higher resolution available (1280x1024 and 1600x1200). The main screen supports those already, so it is just a question of giving some of the smaller pop-up forms variable size - depending on the current screen resoultion the player is using. The program also supports dual monitors (side by side).




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