berto 
		  
		   
		   
		  Posts:  20708 
		  Joined:  3/13/2002  From:  metro Chicago, Illinois, USA Status: offline
		   
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		    In Coder Diary #21, I had written:      quote:
  You might know that, soon, we will be releasing a JTCS 2.02 bug-fix update. For various reasons, we are being conservative with the JTCS changes, fixing what really needs fixing, but holding back on the non-essentials and/or the stuff with the potential to break things, hence requiring lots of testing. Which we don't have time for right now. No, we need to focus on new game development now...    In the 2.02 Update, the only EXE changes are these:      Fixed the night visibility bug(s).    For new scenarios, the default, hard-coded GFV (gun flash visibility) is now 6.      (In the 2.02 Update, there are several data fixes, and much new content.  Please look elsewhere for details.)      First reported at The Blitz, the night visibility bug(s) in effect lifted the usual 1-hex night visibility restriction and had night visibility functioning as if it were daytime.      I was dismayed by the bug, but equally dismayed (astonished even) that nobody -- not I, not the Dev Team, not even the great mass of players -- observed or reported the bug since February's 2.00 release (and for me and the Dev Team, even earlier).      I think I understand better why that may be so:      Night scenarios are not plentiful.   Night scenarios are not played much.   The rules for night scenarios are rather obscure.      Demonstrating my first point:      Out of 206 stock EF scenarios, only 16 are night scenarios.   Out of 222 stock WF scenarios, just 15 are night scenarios.   Out of 102 stock RS scenarios, 17 are night scenarios -- a considerably higher percentage than for EF or WF.      Why, compared to EF & WF, are there so many night scenarios in RS?  It's because night scenarios were introduced to the series with the release of Rising Sun.  The great majority of East Front and West Front were developed before Rising Sun's release.      That so many of us all overlooked the night visibility bug for so long -- I think that demonstrates my second point.      What about my third point?      In a perverse sort of way, I'm kind of happy to discover the 2.01 night visibility bug, because it forced us to look more closely at night scenarios. The more we looked, the more issues we saw.      Refer to the Visibility table on p. 45 of the 2.0* JTCS Manual.  You will see where Night Visibility is 1 (unless Variable Visibility).      Refer to p. 56, where it says:      quote:
  A set-piece scenario that takes place at night will be so noted in the introduction to that battle, just prior to the recommended side (example: "Tenaru, 7km ESE of Lunga Point, Guadalcanal: NIGHT [Best played as Axis]").  The "Visibility" window of Scenario display (Hot Key I) also states if Night rules are in effect and the maximum visibility that a gun flash can be seen.    In Rising Sun 1.04, if you launch the Tenaru.scn, the Scenario Briefing dialog indicates "Visibility Night (17)".  So too "Visibility 17" in the Hex Info Box.      Here are the Tenaru.scn specifications.  Look for Visibility as the last number in the fourth line of the .scn file:          Robert@roberto /cygdrive/f/Games/Matrix Games/John Tiller's Campaign Series 2.01 SUPPORT/Rising Sun   $ cat Tenaru.scn   10   Trouble Along the Ilu   0 1 0 120   0 0 0 1 17   0 0 4 8 70 75   1   0 110 190 300 3   65 85 0 0   /@I<MPhH<K   /@I<MPhJMB    3 1 2 3 2 1 1 2 2    3 3 3 3 3 3 3 3 3   1 6 8   ...          The blue line, the fourth line, is where you see the (gun flash) visibility.  The red line, first number, indicates that this is a night scenario.  (The 6 & 8 indicate each side's star shell count.)      In all games, for all legacy scenarios:      Standard night visibility is 1 hex, or occasionally 2, if the Variable Visibility optional rule is in effect.   Gun flash visibility (also for illuminated hexes, with wrecks in them) differs scenario by scenario, according to the designer's specifications, as set in the .scn file.      That is for older, legacy pre 2.0* legacy scenarios.  For newer 2.0* scenarios, Dynamic Visibility is specified as, for example:          0 0 0 1-15[n]   0 0 0 0 1-2[2] 3-13[1] 14-15[2]          In 2.0* and later scenarios, night visibility is no longer fixed at 1 (or 2, if the Variable Visibility optional rule is in effect).  It may vary, as the scenario designer specifies.      In 2.0* and later scenarios, in their .scn files, where is the gun flash visibility set?  Nowhere!  Beginning with 2.02, for now, we have assigned a standard gun flash visibility of 6 hexes.  Why 6?  You'll soon discover why...      Let's review the gun flash visibility across all night scenarios, all games:          Robert@roberto /cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/Campaign Series   $ "/cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/work/nitescnchk" ef | egrep -i "night scenario"   Arnswalde.scn - version 10, visibility 6, night scenario   Balakleya.scn - version 10, visibility 8, night scenario   Blinov.scn - version 10, visibility 6, night scenario   Bryle.scn - version 10, visibility 8, night scenario   Dubrova Valley.scn - version 10, visibility 20, night scenario   Hango.scn - version 10, visibility 6, night scenario   Haukila.scn - version 10, visibility 6, night scenario   Kaurita.scn - version 10, visibility 6, night scenario   Lyutezh.scn - version 10, visibility 6, night scenario   Martynovka.scn - version 10, visibility 8, night scenario   Maryevka.scn - version 10, visibility 4, night scenario   Pliski.scn - version 10, visibility 6, night scenario   Pochapintsy.scn - version 10, visibility 6, night scenario   [REV]Novgorod.scn - version 11, visibility 2, night scenario   Rossosh.scn - version 10, visibility 6, night scenario   Rzhavets.scn - version 10, visibility 6, night scenario      Robert@roberto /cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/Campaign Series   $ "/cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/work/nitescnchk" wf | egrep -i "night scenario"   Benouville.scn - version 12, visibility 1, night scenario   Biggin Hill.scn - version 10, visibility 1, night scenario   Dover1.scn - version 10, visibility 1, night scenario   Fall Braun.scn - version 11, visibility 8, night scenario   Hamich3.scn - version 11, visibility 10, night scenario   La Fiere.scn - version 10, visibility 1, night scenario   Leopold.scn - version 11, visibility 7, night scenario   Marvie2.scn - version 10, visibility 1, night scenario   Mechili.scn - version 10, visibility 3, night scenario   Monte Maio.scn - version 10, visibility 4, night scenario   Rochefort.scn - version 10, visibility 1, night scenario   St Vith2.scn - version 10, visibility 1, night scenario   Ste Come.scn - version 10, visibility 1, night scenario   Ste Mere Eglise.scn - version 10, visibility 1, night scenario   woensdrecht2.scn - version 10, visibility 20, night scenario      Robert@roberto /cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/Campaign Series   $ "/cygdrive/c/Documents and Settings/Robert/My Documents/Games/Matrix Games/CS/devel/work/nitescnchk" rs | egrep -i "night scenario"   Blackforce2.scn - version 11, visibility 3, night scenario   Bootcamp4.scn - version 10, visibility 20, night scenario   Buitzenzorg.scn - version 11, visibility 2, night scenario   Clevesy Pass.scn - version 10, visibility 12, night scenario   Edson's Ridge.scn - version 10, visibility 17, night scenario   Hill 40 Guam.scn - version 10, visibility 17, night scenario   Kadanghaoer.scn - version 11, visibility 2, night scenario   Kyaikthin.scn - version 10, visibility 6, night scenario   Oleai.scn - version 10, visibility 20, night scenario   Poerwakarta.scn - version 11, visibility 2, night scenario   Porong.scn - version 11, visibility 2, night scenario   Shing Mun.scn - version 10, visibility 12, night scenario   SingII 2.scn - version 10, visibility 3, night scenario   Sittang.scn - version 10, visibility 2, night scenario   Tenaru.scn - version 10, visibility 17, night scenario   Trail 429.scn - version 10, visibility 6, night scenario   White Beach 2.scn - version 10, visibility 17, night scenario          Wow!  That's quite a scatter.      In East Front, gun flash visibility is generally a single number, 6, with a few exceptions. In West Front, gun flash visibility is mostly just 1 -- identical to general night visibility -- and ranges up from there to as high as 20. In Rising Sun, much variation, many low, many high, fewer in the middle.      In other words, gun flash visibility:      In EF, is mostly 6.   In WF, is mostly 1.   In RS, tends to the extremes, few in the middle.      What are we to make of this wide variation in gun flash visibility?      First off, what is a reasonable figure for gun flash visibility?  Remember:  1 hex equals 250 meters.  For some of those night scenarios, night gun flash visibility is as high as 17 to 20.  Visibility extending outward as much as 5,000 meters, 5 kms, about 3 miles?  As far reaching as most day-time visibilities.  Is that reasonable?   Secondly, what about the many WF night scenarios with gun flash visibility set to 1, same as general night visibility.  What, so gun flashes offer no extended visibility?  Is that reasonable?  (Is it even possible that the designers of those West Front scenarios didn't understand the concept of gun flash visibility and mistakenly set, in the .scn file, visibility to the default 1?  Or did the rules and/or code somehow change along the way, but the .scn files didn't?)   Thirdly, the wide scatter, within each game, across all games -- Is that reasonable?      In the 2.02 Update, we have decided:      GFV is 6 for any newer scenarios, with the new #-#[v] specs.  A GFV of 6 just so happens to agree with the most common East Front GFV. It also has the virtue of being mid-range, in between the outlier GFVs of 1 or 2, or 17 to 20, seen in WF & RS.   For older scenarios, including likely all of the stock scens in 2.0*, GFV remains set at whatever the .scn file specifies.   In the Hex Info box, also in the Scenario Briefing, for night scenarios, Visibility will show 1 (or whatever the Dynamic Visibility for the current turn specifies).      A standard, fixed GFV of 6 is a reasonable near-term compromise.  But consider this: In the early years of WWII in the Pacific, Allied infantrymen were disadvantaged by having rifles that produced significant gun flashes, while the Japanese firearms were almost flashless. Later in the war, the Allies adapted to the Japanese way. For other combatants, other wars, I couldn't say.  It's an interesting topic to research.      In the long term, for JTCS 2.10 and beyond (also for all newer spin-off games), we are considering the specification of GFV on a per country, per year, and maybe even per unit basis.  Maybe, maybe not.  We'll see.      But for now (for newly developed scenarios), GFV is simply 6.      Apologies for the night visibility bug(s).  Stuff happens.  We aim to do better! 
			
								
			
			 
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