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  #11  
Old May 16th, 2018, 07:55 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

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Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.
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  #12  
Old May 16th, 2018, 09:34 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

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Quote:
Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.
Yes - that is what I am looking to do, if its possible.
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  #13  
Old May 16th, 2018, 11:50 AM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

The big bombers look quite nice at Z7............

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Old May 16th, 2018, 12:11 PM

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Default Re: Experimental winSPWW2 EXE--May 15, 2018

This tool is simply incredible. Now the games are much more fluid and also greatly improves the graphics. Many thanks to Don and Andy, you are incredible, really. You make me happy every day of my life, your simulations are the best there is. I just have this question: Will there be something similar for winSPMBT ?. Take care and a big hug: Your friend Jorge
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Old May 16th, 2018, 12:17 PM

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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Thanks about this Don & Andy. Btw, do you have similar mod made (or under works) for WinSPMBT too?

Warhero
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Old May 16th, 2018, 12:28 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

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Thanks about this Don & Andy. Btw, do you have similar mod made (or under works) for WinSPMBT too?

Warhero
Lets see - we have something out for end user testing, using the same engine as the other game we make.....

Well, maybe if it all tests out fine then the changes just possibly might be ported over to the other game that uses the same engine, dontcha think?.

Duh - what a no brainer. Subject to testing not throwing a spanner in the works, of course these changes will be ported over to MBT for the next release.
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Old May 16th, 2018, 02:25 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Here is a couple of screen shots

Z5


Z6


I think that is right zoom levels.


One more view.




So far no issues, I have several campaign games going on (Long CG USMC, 20 game German 40-45, 10 game German SS West Front, Long CG German East Front 41-45, and UK 20 game 43-45). No issues so far, all is well and good.
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Last edited by zovs66; May 16th, 2018 at 02:30 PM.. Reason: add more clarifying text
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Old May 16th, 2018, 04:38 PM
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Exclamation Re: Experimental winSPWW2 EXE--May 15, 2018

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Originally Posted by Warhero View Post
Thanks about this Don & Andy. Btw, do you have similar mod made (or under works) for WinSPMBT too?

Warhero
Yes, of course, if this test continues to go well the changes will be ported over to MBT for the next patch release for sure.... maybe we might issue an EXE for MBT before then but as I have already said. We don't code in the summer any longer. This was a spin-off from a rainy day experiment and we decided to give it some playtesting over summer rather than wait then find out there are problems with some systems we didn't anticipate so nothing will be done for MBT until summers well over.

Don
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  #19  
Old May 16th, 2018, 04:44 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by zovs66 View Post
Quote:
Originally Posted by Mobhack View Post
Since that rendering routine also allows sprite rotation, my next hacking at the game will be for vertically laid out terrain hexes, so you can have the normal "wargames table" game view where you are on the bottom of the map looking across from behind your troops at the enemy player opposite. That may work or turn out to be a can of worms...
If your saying what I am thinking your saying that will be totally awesome! I have always had a wish for the map to be oriented (flipped if you will) around so I can always head 'north'. Much like when I used to play SL and ASL, one would sit on his side of the map looking down, it gives a more 'normal' view of the war game map.

That would be freaking awesome.


Yes - that is what I am looking to do, if its possible.

Would that change the hex spine alignment to this?

If so and add stone walls, and I'll buy both games...again

Thanks again for your continuing efforts and wizardry.
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  #20  
Old May 16th, 2018, 04:54 PM
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Default Re: Experimental winSPWW2 EXE--May 15, 2018

Thanks again guys for your continued work on the games!


With the effective removal of a large number of terrain .shp files, will we see the addition of some more tile sets (thinking Afghan-style compounds, Hesco barriers, red tiled roofed European houses, additional bridge types, etc)?
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