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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

 
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/17/2017 7:35:34 PM   
Big Ivan


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quote:

ORIGINAL: **budd**

can a link for that info somehow be put under the help menu in game for us nato idiots


+1


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/17/2017 7:38:43 PM   
berto


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Good idea. No guarantees, but we will look into implementing it.

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Post #: 302
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/17/2017 8:32:43 PM   
Crossroads


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For now, I am pretty sure there's a folder called NATO Symbol Map or something under the /Manual folder. Not at my PC at the moment, but have a look around it should be there somewhere.

In the folder there's the NATO symbol bitmap like above, and a PDF with the explanations.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/17/2017 8:55:21 PM   
berto


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Using the F4 key, say, to access the NATO icon docs is not a bad idea. But yes, in the meantime, players can manually access the docs as Crossroads describes them.

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Post #: 304
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 3/19/2017 2:39:27 PM   
Warhorse


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My pleasure fellahs! Petri has goaded me to push it even more!!!! He all but double-dog dared me!!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 4/1/2017 9:02:32 AM   
Crossroads


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Random sneak peek of the day: ROK OoB was completed for the latest CS:VN Beta. They did not have chits yet, but do now. Turned out quite nice imho, blue is such a strong color to play with



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Post #: 306
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/4/2017 9:33:40 PM   
berto


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A sneak-peek preview of the new-and-improved, still work-in-progress Unit Handbook:



There are still a few to-dos in that display, but it is nearly settled.

An intensive effort is underway to give the game's UI a major facelift. Well, maybe not plastic surgery, but in some ways a bit beyond mere cosmetics. And striving for a consistent style and color theme. The tweaked Schedule Dialog, for instance:



The tweaked Target Dialog:



Everything still subject to change of course.

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Post #: 307
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/4/2017 10:02:22 PM   
dox44

 

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i love the sneek peeks.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/4/2017 10:04:46 PM   
dox44

 

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what about the new SP?? they need a coder and you have some room down there for another "XXXXXXXXXXX Lead Coder"?

:)

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Post #: 309
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/4/2017 10:34:55 PM   
berto


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You have little idea how busy I am!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 6:48:59 AM   
Phoenix100

 

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Nice! Great, clean, clear style. Is this still a long way off?

< Message edited by phoenix -- 5/5/2017 6:49:52 AM >

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 8:30:37 AM   
Big Ivan


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Hey berto,

Thanks for the sneak peek, I'm liking the white lettering on the forest green background.



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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 9:06:22 AM   
berto


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Credit goes to Crossroads, leader of the UI Improvement Project, and principal designer of the revamped UI. He does the design and graphics, I do the coding.

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Post #: 313
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 10:25:36 AM   
Big Ivan


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quote:

ORIGINAL: berto


Credit goes to Crossroads, leader of the UI Improvement Project, and principal designer of the revamped UI. He does the design and graphics, I do the coding.


Hey Crossroads,

+1



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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 11:44:42 AM   
Crossroads


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It is a team effort. Glad you guys are liking it

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 8:04:24 PM   
fritzfarlig


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my deepest respect for yours working

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Post #: 316
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/5/2017 11:48:45 PM   
berto


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quote:

ORIGINAL: phoenix

Nice! Great, clean, clear style. Is this still a long way off?

Not soon, but not too far off either. Sorry we can't commit to anything more specific.

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Post #: 317
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/20/2017 5:36:55 PM   
berto


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A sneak peek of the new work-in-progess CS Event Engine:




as hard as ever on all of this!

Attachment (1)

< Message edited by berto -- 5/20/2017 5:37:22 PM >


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Post #: 318
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/20/2017 5:53:30 PM   
berto


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Another sneak peek, this one very much a prototype work-in-progress:




Attachment (1)

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Post #: 319
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 5/20/2017 5:57:15 PM   
berto


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quote:

ORIGINAL: berto

Here are the EE Lua functions implemented thus far:



adaptive_ai(side, nation, index)
advantage()
aggressiveness(side)
ai(side)
ai_index(parm)
ai_parameter(index)
air_support(side)
ammo_level(side)
arty_ammo_level(side)
current_side()
current_turn()
event_points(side)
fow(side)
hexcoor(x, y)
isai(side)
isfow(side)
major_defeat()
major_victory()
message(string)
minor_defeat()
minor_victory()
objective_owner(x, y)
objective_value(x, y)
on_air_attack(x, y, pid, name, side, nation, points, strength)
on_next_phase(turn, side)
on_next_turn(turn)
on_objective_capture(x, y, value, side)
on_unit_kill(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reinforce(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release(pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
other_side(side)
random(x)
reinforcement_count(id)
reinforcement_flags(id)
reinforcement_hexcoor(id)
reinforcement_prob(id)
reinforcement_scatter(id)
reinforcement_turn(id)
reinforcement_x(id)
reinforcement_y(id)
release_prob(id)
release_track(id)
release_turn(id)
set_adaptive_ai(side, nation, index, value)
set_advantage(value)
set_aggressiveness(side, value)
set_air_support(side, value)
set_ammo_level(side, value)
set_arty_ammo_level(side, value)
set_event_points(side, value)
set_major_defeat(value)
set_major_victory(value)
set_minor_defeat(value)
set_minor_victory(value)
set_objective(x, y, value, side)
set_objective_owner(x, y, side)
set_objective_value(x, y, value)
set_reinforcement(id, x, y, turn, prob, count, flags, scatter)
set_reinforcement_count(id, count)
set_reinforcement_flags(id, flags)
set_reinforcement_hexcoor(id, hexcoor)
set_reinforcement_prob(id, prob)
set_reinforcement_scatter(id, scatter)
set_reinforcement_turn(id, turn)
set_reinforcement_x(id, x)
set_reinforcement_y(id, y)
set_release(id, turn, prob, track)
set_release_prob(id, prob)
set_release_track(id, track)
set_release_turn(id, turn)
set_smoke_ammo(side, value)
set_star_shells(side, value)
set_victory(majorfeat, minordefeat, minorvictory, majorvictory)
smoke_ammo(side)
star_shells(side)



That's 76 functions. More to follow of course.


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Post #: 320
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/4/2017 12:26:57 PM   
Big Ivan


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I'm starved for another sneak peak, oh please, oh pretty please with sugar on it!!!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/4/2017 9:39:29 PM   
fritzfarlig


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before christmas I write about atgm vs pillbox
here are something I want show





Attachment (1)

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Post #: 322
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/4/2017 9:43:29 PM   
fritzfarlig


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here no problem to attack the pillbox




Attachment (1)

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/5/2017 11:33:08 AM   
Crossroads


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Thanks for reporting this, Fritzfarligt! So the same issue, right: ATGM units can attack Pillboxes only when within Soft Attack range as well (should be determined by Hard Attack range alone).

This has been fixed and is to be available as in the coming CS:ME 2.0

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/5/2017 10:26:27 PM   
fritzfarlig


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in update 2.0 is it not possible to create pootonbridge units like panzer general

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Post #: 325
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/6/2017 5:39:18 PM   
berto


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quote:

ORIGINAL: Big Ivan

I'm starved for another sneak peak, oh please, oh pretty please with sugar on it!!!

We aim to please. Here's another one:

quote:

ORIGINAL: berto

Here's another cool new feature in today's release: user.lua.

When the game engine launches, one of the first things it does is to fire up the Lua EE engine. One of the first things in that start-up is to load and process the init.lua file -- this to set the stage, define some general variables and some but not all of the available Lua functions. (Many of the Lua functions are defined not in init.lua, rather in the C++ code.)

In the process of writing Lua code in the various <scenario>.lua files, what if the scenario designer finds himself writing the same code over and over? What if he gets the idea to write some new generalized functions? That he would want to use widely, again and again, across many different <scenario>.lua scripts. That's potentially a lot of needless repetition. More work, harder to keep things in sync across the many <scenario>.lua scripts, potentially more bugs.

This is where user.lua comes into play. user.lua is a new file in the top-level game folder. It is entirely optional. If absent, the game engine Lua EE start-up sequence won't complain. But if present, it will be processed much like init.lua. (init.lua is loaded up and processed first, then user.lua immediately following.)

Ordinarily, you should leave init.lua untouched. You may reference functions etc. therein, but you the user/designer/modder should otherwise leave it entirely alone. For now, init.lua is my baby. (And we will take steps to "encrypt" it, removing all possibility of user meddling.) You may however create a user.lua file and stuff it with things as you please.

In today's release, I have an example user.lua file:




Which defines five map-location functions:



function nw_quad(x, y)
function ne_quad(x, y)
function se_quad(x, y)
function sw_quad(x, y)
function map_center(x, y)



You could use those functions to locate events at places on the map, then program some actions accordingly. For example, if objectives are captured in the northeast map quadrant, hence your scenario script calls the ne_quad() function, you might hand out extra event points to the capturing side, or release all fixed units in that quadrant, or reposition some reinforcements (such as Jason's nifty idea of guerillas springing up in that corner of the map), and so on.

These five map location functions are just suggestions. It will be interesting to see what other creative ideas, and functions, that scenario designers/modders cook up.

So, Jason and Petri & co., as you write your <scenario>.lua scripts, make good use (or not) of this new user.lua feature. After a time, we might all agree to elevate the best, most widely used and useful creations to the "official" init.lua file.

Have fun with this.


Attachment (1)

< Message edited by berto -- 6/6/2017 5:45:49 PM >


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(in reply to Big Ivan)
Post #: 326
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/7/2017 9:19:03 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline

quote:

ORIGINAL: berto

quote:

ORIGINAL: Big Ivan

I'm starved for another sneak peak, oh please, oh pretty please with sugar on it!!!

We aim to please. Here's another one:

quote:

ORIGINAL: berto

Here's another cool new feature in today's release: user.lua.

When the game engine launches, one of the first things it does is to fire up the Lua EE engine. One of the first things in that start-up is to load and process the init.lua file -- this to set the stage, define some general variables and some but not all of the available Lua functions. (Many of the Lua functions are defined not in init.lua, rather in the C++ code.)

In the process of writing Lua code in the various <scenario>.lua files, what if the scenario designer finds himself writing the same code over and over? What if he gets the idea to write some new generalized functions? That he would want to use widely, again and again, across many different <scenario>.lua scripts. That's potentially a lot of needless repetition. More work, harder to keep things in sync across the many <scenario>.lua scripts, potentially more bugs.

This is where user.lua comes into play. user.lua is a new file in the top-level game folder. It is entirely optional. If absent, the game engine Lua EE start-up sequence won't complain. But if present, it will be processed much like init.lua. (init.lua is loaded up and processed first, then user.lua immediately following.)

Ordinarily, you should leave init.lua untouched. You may reference functions etc. therein, but you the user/designer/modder should otherwise leave it entirely alone. For now, init.lua is my baby. (And we will take steps to "encrypt" it, removing all possibility of user meddling.) You may however create a user.lua file and stuff it with things as you please.

In today's release, I have an example user.lua file:




Which defines five map-location functions:



function nw_quad(x, y)
function ne_quad(x, y)
function se_quad(x, y)
function sw_quad(x, y)
function map_center(x, y)



You could use those functions to locate events at places on the map, then program some actions accordingly. For example, if objectives are captured in the northeast map quadrant, hence your scenario script calls the ne_quad() function, you might hand out extra event points to the capturing side, or release all fixed units in that quadrant, or reposition some reinforcements (such as Jason's nifty idea of guerillas springing up in that corner of the map), and so on.

These five map location functions are just suggestions. It will be interesting to see what other creative ideas, and functions, that scenario designers/modders cook up.

So, Jason and Petri & co., as you write your <scenario>.lua scripts, make good use (or not) of this new user.lua feature. After a time, we might all agree to elevate the best, most widely used and useful creations to the "official" init.lua file.

Have fun with this.



Thanks berto, this is real cool!

Just thinking about it the possibilities appear endless. Based on a quadrant alone one could mod just about anything
like Jason's idea of guerillas springing up in that corner of the map or perhaps the vanguard of an enemy armored brigade/division
arriving when least expected. I can just imagine playing as the IDF and having the Syrians on the ropes when suddenly
a whole butt load of Syrian tanks arrive and my beleaguered shot up battalion or so has to try and hold them off. Cool stuff indeed!!


_____________________________

Blitz call sign Big Ivan.

(in reply to berto)
Post #: 327
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/7/2017 10:10:16 AM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

A new category of victory point, Event Points:




Attachment (1)

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(in reply to Big Ivan)
Post #: 328
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/13/2017 11:32:42 PM   
fritzfarlig


Posts: 422
Joined: 1/13/2016
From: Denmark
Status: offline
I have to ask berto
old scenarios and update 2,0
how will it works no problem ?
I Am really looking forward to the update

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Post #: 329
RE: Sneak Peeks, Coming Attractions, Works-In-Progress - 6/14/2017 2:08:22 AM   
berto


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From: metro Chicago, Illinois, USA
Status: offline

There are so many changes in 2.0 that, although in theory the code will be backwards compatible with pre-2.0 scenarios, as a practical matter it will be better to convert them. I will be preparing a stand-alone utility program to handle the conversions. It will probably also work that you can load older scenarios into the 2.0 game engine, then resave them. The load/save process should do the trick. In theory. We shall see how well this works in practice.

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Post #: 330
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