Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

GD1938 v3

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> GD1938 v3 Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
GD1938 v3 - 5/28/2017 5:14:08 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Some of you may have remembered that I had a Giant Map I was working on, of the world. It has been a while since I announced that, and making it slowed, but some time near the new year, I spent quite a lot of time on it. I finished it, basically. Others may have remembered that I wanted to make a big announcement this year. Well this is it, the Global Domination 1938 Scenario is heading towards a third version.

The first version employed the same map as the current one, the second version. The second version however was made once Advanced tacitcs went Gold, and his been developed ever since. This development may be slowed a little while Bombur and I are working on version three of GD 1938... That is if it gains popularity, the new map that is, and what follows from it.

So what is this new map... Well, I scrapped the Realist Terrain, mostly, and decided to try and implement the FourSeasons terrain. I think the results are good, but of course not perfect. The map is huge! About 4 times bigger than the current one used by GD1938 v2.

Here is a picture of Europe, zoomed out as much as possible, without the raster grid.





Attachment (1)
Post #: 1
RE: GD1938 v3 - 5/28/2017 5:16:51 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Now of course, there is nothing new in a map...

So to get a real grip on how big this map is, I took an example. Those of you who have played GD1938 v2 have mostly seen how cramped the map of Poland is... Not on this map:






Attachment (1)

(in reply to ernieschwitz)
Post #: 2
RE: GD1938 v3 - 5/28/2017 5:22:40 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Of course, with a big map comes more units, but not that many, compared to the extra size. The current amount of units has been determined by the actual (as good as we can get that information) size of the countries OOB. That is there is a 1 to 1 representation. In GD1938 v2, there is a 2:3 representation, that is 2/3s of the real forces.

One of the problems of GD 1938 (v2) currently is the lack of space for mobile warfare, in Europe, this should be better in this version (v3). Here is a look at approximately the same area as before, just with units on it.






Attachment (1)

(in reply to ernieschwitz)
Post #: 3
RE: GD1938 v3 - 5/28/2017 5:25:32 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
This of course still looks crowded. Which is why I would recommend playing certain areas, or combat areas anyway, in zoomed in mode. This is where the graphics from the Realist mod failed... things looked blurred. So to make it a better experience, I used the FourSeasons summer tileset, for now anyway. It looks much better zoomed in. The units also look more spread out, and thus it easier to plan offensives.

Here is a look at Poland, zoomed in:




Attachment (1)

(in reply to ernieschwitz)
Post #: 4
RE: GD1938 v3 - 5/28/2017 5:32:18 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Feel free to provide feedback. Is this project worth doing? Are you happy with the current version and such, all welcomed. That is constructive comments are. Non constructive comments, please keep those to yourselves :)

Tech stuff:

One thing that worries me somewhat is that between turns there can be an up to 3 minutte waiting periode, before the turn is ready to start. Vic has told me that he may look into speeding a few processes up, but no guarantees. The problem is NOT related to memory, the map does in fact not use that much. The trouble seems to be with the processor speed. So results may vary from computer to computer. Especially turns of big nations, like Britain and USSR matter alot.

(in reply to ernieschwitz)
Post #: 5
RE: GD1938 v3 - 5/28/2017 5:33:09 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Why post now:

Simple answer, to keep us motivated :)

(in reply to ernieschwitz)
Post #: 6
RE: GD1938 v3 - 5/28/2017 7:09:15 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
1.000 SFT´s!!!!!

(in reply to ernieschwitz)
Post #: 7
RE: GD1938 v3 - 5/28/2017 8:57:13 PM   
ironduke1955


Posts: 2037
Joined: 5/17/2006
From: UK
Status: offline
Looks awesome.

(in reply to Bombur)
Post #: 8
RE: GD1938 v3 - 5/28/2017 9:32:57 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Looks nice.....when will you be ready for test games?
Show the Pacific PLEASE--especially Japan/China area.

(in reply to ironduke1955)
Post #: 9
RE: GD1938 v3 - 5/28/2017 10:50:44 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Well, we (Bombur and I) aim to please, so here are a few pictures of Japan/China.. (also sent you some more in the mail, with more detail). Zoomed out first.




Attachment (1)

(in reply to LJBurstyn)
Post #: 10
RE: GD1938 v3 - 5/28/2017 10:51:45 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Then we have some more local pictures of Japan. First one zoomed in one mode, and without units.




Attachment (1)

(in reply to ernieschwitz)
Post #: 11
RE: GD1938 v3 - 5/28/2017 10:52:32 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
And the same area with units.




Attachment (1)

(in reply to ernieschwitz)
Post #: 12
RE: GD1938 v3 - 5/28/2017 10:54:51 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Also, please note that the correct starting positions (as I could find out through Wikipedia and other sites) have been made or as correct as possible. Note that Tsingtao for instance is now Japanese.





Attachment (1)

(in reply to ernieschwitz)
Post #: 13
RE: GD1938 v3 - 5/28/2017 10:56:26 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
And finally the area near Shanghai, that previously was wrongly represented in fronts. Now with an area much more expanded.





Attachment (1)

< Message edited by ernieschwitz -- 5/28/2017 10:57:51 PM >

(in reply to ernieschwitz)
Post #: 14
RE: GD1938 v3 - 5/28/2017 11:00:06 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

ORIGINAL: LJBurstyn
Looks nice.....when will you be ready for test games?


Unfortunately some time. While the map is 99,9% done, and populated all places except South America, it will take some time to add the relevant code... which may or may not be changed from GD1938 v2. In some cases though it may indeed be the same.

(in reply to LJBurstyn)
Post #: 15
RE: GD1938 v3 - 5/29/2017 9:10:04 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
Congratulations guys,

This looks very nice, and like everyone else I am excited for the progress.

You know we appreciate your work!

Chuck

(in reply to ernieschwitz)
Post #: 16
RE: GD1938 v3 - 5/29/2017 1:41:06 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Well, I guess that the only thing I can do is wait patiently. I think this map would be a great improvement for the game. And I know and appreciate how much work goes into this kind of work. Thank you.

(in reply to cpdeyoung)
Post #: 17
RE: GD1938 v3 - 5/29/2017 3:25:49 PM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
Status: offline

quote:

ORIGINAL: ernieschwitz

One thing that worries me somewhat is that between turns there can be an up to 3 minutte waiting periode, before the turn is ready to start. Vic has told me that he may look into speeding a few processes up, but no guarantees. The problem is NOT related to memory, the map does in fact not use that much. The trouble seems to be with the processor speed. So results may vary from computer to computer.


Is this really a problem?

(in reply to ernieschwitz)
Post #: 18
RE: GD1938 v3 - 5/29/2017 3:36:06 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

ORIGINAL: CSO_Talorgan
quote:

ORIGINAL: ernieschwitz

One thing that worries me somewhat is that between turns there can be an up to 3 minutte waiting periode, before the turn is ready to start. Vic has told me that he may look into speeding a few processes up, but no guarantees. The problem is NOT related to memory, the map does in fact not use that much. The trouble seems to be with the processor speed. So results may vary from computer to computer.


Is this really a problem?


Depends I guess on the player. If that player can wait for the game to respond before he/she has a chance to save after the turn is played, I assume it won't be a problem. If not it is a problem.

(in reply to CSO_Talorgan)
Post #: 19
RE: GD1938 v3 - 5/29/2017 4:27:54 PM   
lordlau1

 

Posts: 181
Joined: 1/30/2012
From: Traverse City, MI, USA
Status: offline
Guys, that looks great! I can't wait to play on it and test it. I say it's worth it. Keep up the great work!

Ed

(in reply to ernieschwitz)
Post #: 20
RE: GD1938 v3 - 6/1/2017 2:01:00 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
What is hex size? I guess we will recalculate aircraft range for every plane.

(in reply to lordlau1)
Post #: 21
RE: GD1938 v3 - 6/1/2017 5:08:38 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
I thought this looked familiar. If I am not mistaken, it looks like you went with interior graphics.

Great work!

< Message edited by Ormand -- 6/1/2017 5:12:01 AM >

(in reply to Bombur)
Post #: 22
RE: GD1938 v3 - 6/1/2017 7:42:43 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

ORIGINAL: Bombur
What is hex size? I guess we will recalculate aircraft range for every plane.


No need, already did that. But hex size is approximately 100 kms pr. hex. Which is 1:2 compared to earlier.

(in reply to Bombur)
Post #: 23
RE: GD1938 v3 - 6/1/2017 7:44:02 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

ORIGINAL: Ormand
I thought this looked familiar. If I am not mistaken, it looks like you went with interior graphics.

Great work!


I think I went with interior graphics yes.. but I am not sure.. I only have a rough grasp of the editor when it comes to landscape types...

(in reply to Ormand)
Post #: 24
RE: GD1938 v3 - 6/1/2017 11:02:10 AM   
basilstaghare

 

Posts: 173
Joined: 7/5/2015
Status: offline
I am new to GD1938 and have very much enjoyed playing with some of the old hands over on TWC. I really like the work that you'all have done and are doing...thanks for your labor of love...you have brought to life the flavor of some of the old hardcore boardgames for the PC. Keep up the good work!

Q: Would you be able to implement the TO&E system for the new version?

Thanks!

(in reply to ernieschwitz)
Post #: 25
RE: GD1938 v3 - 6/1/2017 12:38:57 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

Q: Would you be able to implement the TO&E system for the new version?


Well, yes. It is also present in the GD 1938 v2, game. It is just not forced upon you. You have the choice of designing your own TO&E and then apply it. It will most likely be the same in GD 1938 v3.

(in reply to basilstaghare)
Post #: 26
RE: GD1938 v3 - 6/1/2017 3:28:17 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
I like the city dots much more than the other city graphics. I don't care much for the forest or hill terrain though but that's just my preference, otherwise the map looks good

(in reply to ernieschwitz)
Post #: 27
RE: GD1938 v3 - 6/1/2017 3:42:55 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline

quote:

ORIGINAL: lion_of_judah

I like the city dots much more than the other city graphics. I don't care much for the forest or hill terrain though but that's just my preference, otherwise the map looks good


Thanks :)
I guess you would prefer the alternate graphics from the DC-series instead?

(in reply to lion_of_judah)
Post #: 28
RE: GD1938 v3 - 6/1/2017 4:09:04 PM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
probably, but it's not my decision. Like I said, other than the hill and forest the map looks good but I don't know what you would use to replace it with. It's your scenario and so whatever you like is what is important.

(in reply to ernieschwitz)
Post #: 29
RE: GD1938 v3 - 6/1/2017 8:51:43 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Just timed this on my own PC, an Older model, AMD FX(tm)-4300 quad core processor (3.80 Ghz). Getting from the Japanese turn to the Soviet one, took 6 minutes and 16 seconds. My friends machine, a newer one (Ryzan 5) took 3 minutes and 13 seconds. Both times were including an autosave. His done on an SSD.

Hope that everyone can live with times like these... If you are looking for a computer, go for one with a high single thread benchmark. There are better machines out there than the one that my friend had. Some i5s are faster, and most i7s are too.

(in reply to lion_of_judah)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> GD1938 v3 Page: [1] 2 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.703