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RE: Admiral's Edition General Thread - 12/8/2007 1:05:14 AM   
Akos Gergely

 

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Yep I assume I'd do less browsing/scrolling with the mouse pointer as it was with the UV when one used the higher res. You see a lot more coloumns and rows in MS Excel at higher res don't you?

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RE: Admiral's Edition General Thread - 12/8/2007 1:06:33 AM   
Terminus


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I realized that was a stupid response, so I went back and changed the post...

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Post #: 92
RE: Admiral's Edition General Thread - 12/8/2007 1:09:38 AM   
MineSweeper


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quote:

ORIGINAL: csatahajos

I know Jon said it was an early writew off but I'm sure many of the gamers would agree that we would definitely would like to see some higher reolutions.

I'm not a programmer, but still back in UV a switch was implemented where yoou could choose between 800X600 or 1024X768. Nowadays even 22" wide screen TFTs are really affordable, so you might consider at least 1280X1024 and 1680X1050. I know it might involve a lot of work but it would GREATLY enhance the visual feeling of the game. It is really laughable to look at the game on a larger monitor with the current resolution. It's way too small and you have to browse a lot. Now this coupled with an even larger map could be a rail pain... I hope others do agree.



I agree....4:3 aspects will be obsolete in the near future....16:9 is the future...


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Post #: 93
RE: Admiral's Edition General Thread - 12/8/2007 1:12:32 AM   
Akos Gergely

 

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Ok so to put my question in a more specific form:

Would it be possible to add a res. change switch for some predefinded higher res. a la Uncommon Valour or is it still limited by the engine? I'm just forcing this because if it was possible back in the old UV days then I thought perhaps it's doable...(so I'm not looking for a dynamic resolution thing, just for some predefined switches.)

Joe?




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Post #: 94
RE: Admiral's Edition General Thread - 12/8/2007 1:12:55 AM   
Grotius


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Thanks for the response on the flags, Terminus. I know it's a minor issue, but which flag will you go with? I know there's a historical case for sun-with-rays, but my aging eyes find it easier to distinguish the simple red-dot-on-white-background flag of stock. Perhaps we could get a graphical option to choose? :)

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RE: Admiral's Edition General Thread - 12/8/2007 1:21:49 AM   
Nomad


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I use this res changing tool with the windowed version of WitP on my 24" widescreen. It works fairly well. http://www.greenparrots.com/aqr.html

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RE: Admiral's Edition General Thread - 12/8/2007 1:24:03 AM   
Dili

 

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Thanks Captain Cruft 

quote:

But it'll be easier to re-do them now. Check the editor screenshot that was posted and tell me if it doesn't look familiar...


Nice Terminus. I didnt saw one in game presentation webpage can you point me to it?




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RE: Admiral's Edition General Thread - 12/8/2007 1:34:49 AM   
Terminus


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quote:

ORIGINAL: Grotius

Thanks for the response on the flags, Terminus. I know it's a minor issue, but which flag will you go with? I know there's a historical case for sun-with-rays, but my aging eyes find it easier to distinguish the simple red-dot-on-white-background flag of stock. Perhaps we could get a graphical option to choose? :)


That's not finalized yet.

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Post #: 98
RE: Admiral's Edition General Thread - 12/8/2007 1:35:40 AM   
ctangus


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The more I read, the cooler this is... Few more questions:

1. Is any more progress expected on exterminating the synch bug?

2. Will art from some of the forum artists ship with the release?

3. Are geishas & USO Troupes modeled?

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Post #: 99
RE: Admiral's Edition General Thread - 12/8/2007 1:36:34 AM   
Terminus


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quote:

ORIGINAL: Dili

Thanks Captain Cruft

quote:

But it'll be easier to re-do them now. Check the editor screenshot that was posted and tell me if it doesn't look familiar...


Nice Terminus. I didnt saw one in game presentation webpage can you point me to it?



Look in the GAMES section for AE, and check the Screenshots (it's the one on the left of the third row). That's the editor that will ship with the final product.



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RE: Admiral's Edition General Thread - 12/8/2007 1:37:30 AM   
Terminus


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quote:

ORIGINAL: ctangus

The more I read, the cooler this is... Few more questions:

1. Is any more progress expected on exterminating the synch bug?

2. Will art from some of the forum artists ship with the release?

3. Are geishas & USO Troupes modeled?


1. Yes.

2. Yes. All of the ship art and airplane art is new, and supplied by forum artists on the team. I won't tell you who they are, unless they choose to acknowledge it themselves.

3. Only if you buy the Super-Secret Only For Real Grognards version...

< Message edited by Terminus -- 12/8/2007 1:38:58 AM >


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Post #: 101
RE: Admiral's Edition General Thread - 12/8/2007 1:37:36 AM   
hueglin


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I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended

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Post #: 102
RE: Admiral's Edition General Thread - 12/8/2007 1:37:51 AM   
Grotius


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Thanks again, Terminus. You've been very patient with all our questions. Much appreciated.

I have more map-related questions; I hope Andrew starts his thread soon. :) I'll save most of them for him. But I do want to reiterate an earlier poster's wish that we'll have some sort of on-map indication of facilities present at a base, as Subchaser's map does.

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Post #: 103
RE: Admiral's Edition General Thread - 12/8/2007 1:39:27 AM   
Terminus


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quote:

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended


Not so much in the graphics, but in the number crunching.

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Post #: 104
RE: Admiral's Edition General Thread - 12/8/2007 1:40:10 AM   
hueglin


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Second question.

Any chance there will be an AE version of War Plan Orange (please, please! .

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Post #: 105
RE: Admiral's Edition General Thread - 12/8/2007 1:40:29 AM   
Terminus


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RE: Admiral's Edition General Thread - 12/8/2007 1:42:03 AM   
Terminus


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quote:

ORIGINAL: Grotius

Thanks again, Terminus. You've been very patient with all our questions. Much appreciated.



Hey, I'm just happy to finally be able to talk about this openly... Plus, it gives me something to do; I'm just the Naval Team Lead, I don't actually do any useful work...

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Post #: 107
RE: Admiral's Edition General Thread - 12/8/2007 1:42:23 AM   
hueglin


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quote:

ORIGINAL: Terminus


quote:

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended


Not so much in the graphics, but in the number crunching.


So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.



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Post #: 108
RE: Admiral's Edition General Thread - 12/8/2007 1:43:00 AM   
ctangus


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quote:

ORIGINAL: Terminus

3. Only if you buy the Super-Secret Only For Real Grognards version...


Sign me up!

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Post #: 109
RE: Admiral's Edition General Thread - 12/8/2007 1:43:48 AM   
Terminus


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quote:

ORIGINAL: hueglin


quote:

ORIGINAL: Terminus


quote:

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended


Not so much in the graphics, but in the number crunching.


So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.





To be brutally honest, probably not. Sorry...

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Post #: 110
RE: Admiral's Edition General Thread - 12/8/2007 1:46:23 AM   
jcjordan

 

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I ask these here mostly because it fits in other places as well as general so trying not to have multiple posts -

1) Will there be an editor?
2) Will the air units be like CHS/RHS where individual squadrons are represented instead of the larger group as I assume most of the OOB stuff is coming from them?
3) Will there be slot dependencies like the abomb or Soviets or other unit has to be in this slot type thing?
4) Will there be limited # slots for units/leaders?
5) I liked the land unit system in UV where you had a HQ & Rgt unit breakdown for each division instead of a single division being split when wanted, will this/can this be included? (minor but a request)

Greatly looking forward to this - so is it ready yet!

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Post #: 111
RE: Admiral's Edition General Thread - 12/8/2007 1:48:21 AM   
Terminus


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quote:

ORIGINAL: jcjordan

I ask these here mostly because it fits in other places as well as general so trying not to have multiple posts -

1) Will there be an editor?
2) Will the air units be like CHS/RHS where individual squadrons are represented instead of the larger group as I assume most of the OOB stuff is coming from them?
3) Will there be slot dependencies like the abomb or Soviets or other unit has to be in this slot type thing?
4) Will there be limited # slots for units/leaders?
5) I liked the land unit system in UV where you had a HQ & Rgt unit breakdown for each division instead of a single division being split when wanted, will this/can this be included? (minor but a request)

Greatly looking forward to this - so is it ready yet!


1) Oh yes, and a VERY good one.
2) That's for the Air Team; at the moment it's like current stock
3) No slot dependencies for ANYTHING!
4) Yup, but much, much larger than today.
5) Yes.

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RE: Admiral's Edition General Thread - 12/8/2007 1:49:11 AM   
TommyG


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I just want to add my two cents about the indexing proposal. I fervently hope ypu do take up Grotius's offer. I also volunteer my services for rewriting any section of the manual.

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Post #: 113
RE: Admiral's Edition General Thread - 12/8/2007 1:52:09 AM   
Terminus


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That's kind of you... We've got several poor souls working on it already...

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Post #: 114
RE: Admiral's Edition General Thread - 12/8/2007 1:55:26 AM   
Captain Cruft


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quote:

ORIGINAL: hueglin


quote:

ORIGINAL: Terminus


quote:

ORIGINAL: hueglin

I'm wondering why there is such a jump in system requirements over the original WITP? Has there been that much change to the engine (particularly graphics)?

WITP
Pentium II 600 Mhz CPU (rec. 800Mhz)
128 MB RAM (rec. 256 MB)
8MB Video Graphics Card 16 BIT Color

WITP-AE
CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
Video/Graphics: 128M minimum, 256M recommended
RAM: 512MB minimum, 1GB recommended


Not so much in the graphics, but in the number crunching.


So does that mean it will play, but very sloowly, on my 900Mhz Thinkpad with 256 MB of RAM.



The main thing is to have enough memory. What with the much larger map and database the requirement will be a lot larger than the current version, which is already considerable (300mb plus IIRC). However if you can have enough RAM to prevent the executable from paging itself to death then it will work, but the execution phase will just take a long time.

I played WitP for ages on an old shed of a PC with a 500MHz CPU running Windows 98. It was very slow but I could get by due to having 380mb of RAM, which was just enough to prevent constant paging.

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Post #: 115
RE: Admiral's Edition General Thread - 12/8/2007 1:57:01 AM   
LargeSlowTarget


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Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option? 

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RE: Admiral's Edition General Thread - 12/8/2007 1:57:34 AM   
Terminus


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quote:

ORIGINAL: LargeSlowTarget

Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option?


Yes.

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Post #: 117
RE: Admiral's Edition General Thread - 12/8/2007 1:59:14 AM   
LargeSlowTarget


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quote:

ORIGINAL: Terminus

That's kind of you... We've got several poor souls working on it already...


I offer to proofread their work!


quote:

ORIGINAL: Terminus


quote:

ORIGINAL: LargeSlowTarget

Interface question - my pet subject: will there be ship class filters in the 'create TF ship selection'-screen, so we can hide the long rows of AKs and APs to quickly get at the AOs we are looking for in between? Or at least a 'show only merchant ships' - 'show only warships' -'show only auxiliaries' option?


Yes.


Cool! Thank you!

< Message edited by LargeSlowTarget -- 12/8/2007 2:00:36 AM >

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Post #: 118
RE: Admiral's Edition General Thread - 12/8/2007 1:59:39 AM   
Terminus


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In German?

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Post #: 119
RE: Admiral's Edition General Thread - 12/8/2007 2:01:25 AM   
LargeSlowTarget


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Need a translator?

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Post #: 120
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