Richard II Commander
 3663 Posts




 | | 09/05/2005 5:50 PM |
| | recovered topic 8322 | |
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Richard II Commander
 3663 Posts




 | | 09/05/2005 5:50 PM |
| | Wow. Sounds like we're getting high tech. | |
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Aravis Underboss
 1155 Posts




 | | 09/05/2005 7:03 PM |
| | Is there going to be a radius 12 at all? | | Welcome to Eternal Crack... "Corn is no place for a mighty warrior!" Champion of the Frost Salamander | |
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eMpTy Kay Underboss
 1068 Posts




 | | 09/05/2005 8:15 PM |
| Radius 12? I am guessing you mean for the Line 12 spells?
Will it be possible to put multiple LOS lines on the map? Or is that an option already that I don't know how to do?
Thanks for all the work you do on the mod Tullywi. It is appreciated, even if we don't say it often.
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The Mighty jai Commander
 3235 Posts



 | | 09/05/2005 8:19 PM |
| | I changed the link in the EC Standings page. the only difference from the 1.7.2 link is to change the 2 to a 3 [:)] | | | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/05/2005 10:02 PM |
| quote: Originally posted by TheCloakedRanger
Is there going to be a radius 12 at all?
No. It is too large. I told Galneweinhaw this and he said he would just make those magic items LOS instead. | | | |
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oldcoast Sergeant
 394 Posts




 | | 09/05/2005 10:11 PM |
| | The King of the Hill Scenario has specific set of rules that goes along with it, they are specifically related to Line of Sight and how it applies to this scenario. We are playtesting them now, and I will post them soon for those interested in trying it out. I hope to include KoH as the upcoming scenario for the Eternal Campaign in the coming weeks | | Check out The Old Coast my online Greyhawk campaign featuring all maxmini's members!, and.........Champion of Aspect of Zuggtmoy | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 09/06/2005 11:36 AM |
| | Do you know when we'll get the tomb map? | | Im out- find me on Hordelings if you want to chat. | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/06/2005 12:45 PM |
| quote: Originally posted by AesophDarkfable
Do you know when we'll get the tomb map?
When the map is either scanned or released by WOTC. At this point, I don't know when that will be as I am not pushing anyone to get it scanned. | | | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 09/06/2005 12:46 PM |
| tullywi, you rock.
| | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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oldcoast Sergeant
 394 Posts




 | | 09/06/2005 1:09 PM |
| I've ordered the Fane of the Drow FL thing so whenever I get it I can scan the Tomb map ( and i guess there is a third map?) and put them together for us, no problem. That's is if someone doesn't get it done sooner.
If you guys like the map I did for the new mod, I've also got a standard assault map I've done for Lathanm's map contest, that can be potentially added in the future. | | Check out The Old Coast my online Greyhawk campaign featuring all maxmini's members!, and.........Champion of Aspect of Zuggtmoy | |
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E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 09/06/2005 6:18 PM |
| heya tullywi..
http://www.maxminis.com/forums/topic.asp?TOPIC_ID=8053
how difficult would it be to code something like this to work?
it seems like it could work pretty much the same as the LoS in the mod.... all you'd have to do is increase the width of the line, and giv it a maximum length.
is this possible? would be cool.... =D | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
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Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 09/06/2005 7:16 PM |
| | Is there a way to add map options quickly without distributing a new mod? | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/06/2005 11:15 PM |
| quote: Originally posted by Zippy
Is there a way to add map options quickly without distributing a new mod?
No | | | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/06/2005 11:24 PM |
| quote: Originally posted by galneweinhaw
http://www.maxminis.com/forums/topic.asp?TOPIC_ID=8053
how difficult would it be to code something like this to work?
Well, in case you haven't tried it out, the new LOS line has a range on it. The problem is that the range indicator doesn't accomodate the D&D version of diagonals. I suppose I could resurrect the Radius 12 template that Old Coast got working. I nixed it because it was too big, but it could work for lines.
I actually think that the creature markers with the LOS tool work well for determining lines. It is how Dagni schooled me on them a year or so ago. Of course, all those rules are gone now. Lines stop at walls now. | | | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/06/2005 11:31 PM |
| quote: Originally posted by tullywi
quote: Originally posted by Zippy
Is there a way to add map options quickly without distributing a new mod?
No
I suppose I could offer a real reply. The problem with distributing a map (or tiles or units) is that everyone needs the same version of the image. Without sending out the module, how does everyone get the image? It would be possible to create a placeholder for new maps. I create multiple versions of an empty map and then distribute just the maps by having everyone copy it into the module. Then, I'm not really updating the module though - everyone would need to do it.
I did experiment a little bit with using an extension. It didn't work out quite the way I wanted. I don't remember exactly what happened, but I know it wasn't good. I'll try to experiment with it again and see what happens. | | | |
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The Mighty jai Commander
 3235 Posts



 | | 09/07/2005 11:26 AM |
| quote: Originally posted by tullywi
I did experiment a little bit with using an extension. It didn't work out quite the way I wanted. I don't remember exactly what happened, but I know it wasn't good. I'll try to experiment with it again and see what happens.
My MiniTracker (java app) doesn't include the figure pictures as part of the download. When the image is viewed, it checks the image folder before downloading from the server. I also have set list updates in a similar fashion. Perhaps we can write some code in the mod that when run it checks for the latest list of maps and if there is a new list and/or map images are missing it will download them automatically ... Or we could even write a very simple app that does nothing but check for the latest maps and tiles and units and such ... basically a mod autoupdater app ... that is getting high-tech, but is a relatively simple solution. | | | |
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alepulp Underboss
 1538 Posts



 Manchester, England
 | | 09/07/2005 6:40 PM |
| quote: Originally posted by tullywi
Hello Everyone,
The latest module is ready to be released and is available here: http://www.members.iinet.net.au/~pnmcomputers/ in the left hand panel. This one has lots of new features.
First, here are the things that are no longer in the module:
- The Unofficial tiles have been removed due to space limitations.
- The RPG tiles have been removed due to space limitations.
- There were several tiles that were flipped to be consistant with the new tiles. The old versions of these tiles were included in the module so that older versions of the module would still work. These old versions of the module have been removed.
I'd like to thank Old Coast for helping me with manipulating images. This module would not look like it does without his help.
Here is the list of new features:- A new map called King of the Hill created by Old Coast.
- The End Game tile.
- Labels for dual activation creatures. When you move a dual activation creature, it will have a Red "Move" label on it. This will go away when you click on the MOV button or right click and mark a movement moved. A new right click feature that indicates "2nd Move". Clicking this will have a Black "MOVE" label come up over the top of the Red "Move". The text on the unit that appears in the log will now say "Unit 2nd move".
- Right clicking any of the cone or radius templates will display an option to change cones into the various shapes or radius in the various radius.
- All units that have a cone or radius special ability or spell can be right clicked to produce the cones or radius.
- There are new radius templates for the different commanders. Basically, commander 6 templates for 1x1, 2x2, and 3x3 commanders. These effects can be retrieved by right clicking a commander and selecting Commander Effect.
- Units that have require a radius 6 effect also can be right clicked to produce this effect.
- Movement Trails are available on all units. Clicking the MOV button at the end of the turn will reset the current movement trails. Right clicking a unit and selecting the "Mark Moved" will either turn on the Current movement trail or reset the trail. Right clicking a unit and selecting "Movement Trail" will toggle the movement trail for the unit to be off or on. In other words, this should stop the movement trail from displaying for that unit.
I will be doing some final testing with the new mod this evening and I expect it to get released within the next few days. If you have any comments or suggestions, please ask away.
Wow - majetic work!!!! Thanks. | | One of these days WoTC will update their tournament page when I'm in the top 5... they never seem to do when I'm in that bracket :( My Collection My DDM Website And My Trade Refs Be a part of the UK DDM Forum
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/07/2005 8:44 PM |
| quote: Originally posted by jaiMy MiniTracker (java app) doesn't include the figure pictures as part of the download. When the image is viewed, it checks the image folder before downloading from the server. I also have set list updates in a similar fashion. Perhaps we can write some code in the mod that when run it checks for the latest list of maps and if there is a new list and/or map images are missing it will download them automatically ... Or we could even write a very simple app that does nothing but check for the latest maps and tiles and units and such ... basically a mod autoupdater app ... that is getting high-tech, but is a relatively simple solution.
Oh yeah, this might work. VassalEngine.org has sample imports of java code for the mod. The difficult part is going to be assigning a map to an existing object. That is going to be hard to find in their code. When do you want to start? | | | |
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juice Warrior
 175 Posts




 | | 09/12/2005 3:18 AM |
| Thank you, tullywi, jai, oldcoast and everyone else who have made available vassal and mod 1.7.3 for all the deprived ddm players out there. [:D]
I was wondering whether (1) there is a toggle button to switch off globally the movement tracking trails and (2) there is an option for the creator of a lock room to unlock a room subsequently.[?]
Thank you.
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TKort Sergeant
 583 Posts




 | | 09/12/2005 12:08 PM |
| quote: Originally posted by juice
Thank you, tullywi, jai, oldcoast and everyone else who have made available vassal and mod 1.7.3 for all the deprived ddm players out there. [:D]
I was wondering whether (1) there is a toggle button to switch off globally the movement tracking trails and (2) there is an option for the creator of a lock room to unlock a room subsequently.[?]
Thank you.
Probably not the best person to answer this but I saw it first :)
1: I think they may just turn off if you turn one off, I haven't played around with it tooo much but that might work. If not, try holding shift and clicking on all of your units, and while still holding shift try right-clicking them.. this may allow you to do something to all of them but again, just guessing I haven't tried it :). This is a good way to select everyone to move them all at once though so it's not a total waste :).
2: There is no way to unlock a room, so general concensus is never lock the room unless you're doing something in there that no one should see..... ?? What are you doing in there?!
Tkort.
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 09/12/2005 11:15 PM |
| quote: Originally posted by juice
(1) there is a toggle button to switch off globally the movement tracking trails and (2) there is an option for the creator of a lock room to unlock a room subsequently.[?]
Thanks for answering these TKort. I'll just add a few things.
I really like the Movement Trails, but they are sort of a pain. I originally thought that the CTRL T (or right clicking and selecting Movement Trail) was a toggle that turned off the movement trail for the mini. I was wrong. What I tend to do now is turn the trails off individually after my turn is finished and I'm waiting for my opponent to move. TKort's suggestion of either Shift and clicking each unit or clicking and dragging to select a bunch of minis does work to turn them off for the current turn. (CTRL T when you have a bunch of them highlighted). I wish I had another means of doing it but I don't.
Locking and unlocking a room is a Vassal function. I don't have any control of it in the module.
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TKort Sergeant
 583 Posts




 | | 09/13/2005 8:51 PM |
| quote: Originally posted by tullywi
quote: Originally posted by juice
(1) there is a toggle button to switch off globally the movement tracking trails and (2) there is an option for the creator of a lock room to unlock a room subsequently.[?]
Thanks for answering these TKort. I'll just add a few things.
I really like the Movement Trails, but they are sort of a pain. I originally thought that the CTRL T (or right clicking and selecting Movement Trail) was a toggle that turned off the movement trail for the mini. I was wrong. What I tend to do now is turn the trails off individually after my turn is finished and I'm waiting for my opponent to move. TKort's suggestion of either Shift and clicking each unit or clicking and dragging to select a bunch of minis does work to turn them off for the current turn. (CTRL T when you have a bunch of them highlighted). I wish I had another means of doing it but I don't.
Locking and unlocking a room is a Vassal function. I don't have any control of it in the module.
Okay wait a sec.. turn OFF the trails? why do ya wanna do that? Just hitting the Move reset button wipes out all the trails from the previous round? I thought you were talking about turning them on for the first time at the beginning of the match.. why ya wanna turn them off? :)
TKort.
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eMpTy Kay Underboss
 1068 Posts




 | | 09/15/2005 10:29 PM |
| | I don't know if anyone else is having this problem, but I get a warning when I start the new mod saying I have an old version of Vassel (2.0.4, while 2.0.5 was used to make the mod). When I go and download the latest version of Vassel, I get 2.0.4 so, am I don't something wrong, or do you guys have access to the newest, juiciest software? | | | |
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DJ Dodgy Sneak
 110 Posts




 | | 09/20/2005 11:03 AM |
| Thanks tullywi, some great new changes. Just thought Id report a few things that could need changing for the next version:
1. When you add a condition marker on a unit, it no longer reports it in the chat window
2. Clicking the tiles/units button extends the menu a long way down the screen, could consider resizing so you dont have to keep manually resizing.
DJ. | | | |
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