Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Larger Strategy Map in 800x600 / 1024x768
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Re: Larger Strategy Map in 800x600 / 1024x768[message #295133]
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Wed, 14 December 2011 12:46 
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CptMoore |
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Messages:224
Registered:March 2009 |
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I'd like colors of the arrows to the amount needed for travelling.
A nice choppy gradient going from blue(fast road) to white (fast road without vehicle) to orange (slow in the green) and red (swamp slow?!).
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Sergeant 1st Class
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Re: Larger Strategy Map in 800x600 / 1024x768[message #295191]
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Thu, 15 December 2011 03:39 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Gotcha. Say, HeadrockI just managed to cycle the arrow colors as I see fit So first of all you can colour the arrows using simple hex codes, right? No predefined colour palette? That's good. Pretty unfortunate that you can't nail the variables containing travel time durations per sector during pathing though. Well, maybe somebody finds the information later on. If there can be a travel time display, there are per-sector travel times somewhere. Leave that for someone else to find out or maybe you'll stumble upon the info.
Anyway, can you make differently coloured pathing arrows for different means of transportation and maybe even travel bonuses (STOMP)? Well, first things first, for example I'd give Skyrider's pathing a different colour because he's in an aerial vehicle. I'd colour ground vehicle paths differently because they're restricted to certain terrain (roads and such). It would just LOOK cool, there is no actual strategical value to it. I've got a vision of Skyrider's paths being bright, almost white, it's just how I imagine it, doesn't mean this is the colour I'd prefer. Just looks cool.
Concerning travelling bonuses, that would be a cool addition I think because it shows you at a glance if your squad is being slowed down or has enough speed bonuses. I'd keep the colouring very close to the orange standard with only slight differences. Like you, I also don't want too much colour in there. Problem is I haven't figured out a scheme for myself. Travel bonuses (Hunter/Ranger trait) are determined in Skills_Settings.ini, which is where the maximum amount of stackable bonuses is found as well.
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES Also, an overloaded merc slows down the group I think. If so, I'd want the arrows to become slightly darker and have a slightly reddish hue. With the squad being sped up in comparison to regular speed I'd like more green but I don't know how I would want it to be scaled. Two bonuses should show more effect than one. Anyway, at the end the maximum reduction should result in a rather yellow colour rather than going all the way towards green.
But that can be implemented later as well I guess. And it isn't necessary. Just having ideas and I'm always like that when I get ideas. 
Cheeers.
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Re: Larger Strategy Map in 800x600 / 1024x768[message #295192]
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Thu, 15 December 2011 03:52 
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Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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Quote:Well, maybe somebody finds the information later on. If there can be a travel time display, there are per-sector travel times somewhere.
Oh I know where and how the travel times are calculated, but in order to co-opt those calculations for my purposes I would have to rewire a LOT of other functions, and that is out of the question for something so trivial.
Unfortunately the same goes for all your other suggestions - too much effort for what I (personally) consider too little gain. As you said, perhaps someone else will go to the trouble. For one, rewriting these functions means that they are now in HAM code - which is by definition easy to work with... especially compared to the utter mess that was there before I started to work on this. I have shaved off several hundred lines of code. This is partly because the original functions draw everything separately out of almost twice as many STI images as I'm using (and I could cut down mine by half if I gave a damn).
Interestingly however, the functions were particularly messy because of the two following things:
A) The ability to zoom the map was a planned feature in JA2, apparently, which was never used. That is why the map image is a high-resolution PCX which was only used recently when we got the larger mapscreen. This zoom feature is spread throughout the entire code - and is not usable in the least.
B) It seems that originally it was possible for the player to order his mercs to travel SLOWER than normal speed. Presumable this was supposed to improve the player's ability to attack a sector from two or more sides simultaneously. I bet they realized how stupid that would be and decided to have the "wait for simultaneous attack" feature - but they didn't remove the slow movement speed code. It too is strewn about all over the place, and makes it really hard to work with any movement-related function.
Fortunately this is really behind me at the moment. For the movement part of the map I still need to do the helicopter icon, see how the humvee works with it, and then I'm done. That leaves the city names, sector inventory counts, and the landing zone marker (though that last one looks fine to me at any size, really.
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