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Connecting gaming pieces ? - RFE:1611311

Suggestions for additional features for the module editor and Vassal engine.

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Postby lesse » September 17th, 2008, 11:27 pm

once more: thank you :)
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Postby ghoust » September 23rd, 2008, 5:12 pm

OK, I'm finished.

The code can be taken freely from here
http://www.fightingchaos.com/vassal/battle/warhammer_src.zip
Compiled classes are in the draft mod
http://www.fightingchaos.com/vassal/battle/warhammer.mod

Happy modding!

If you want to start a new mod read the docs about how to add custom classes to a mod.
a warhammer node campaign mod at http://www.fightingchaos.com/vassal/campaign
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Postby ghoust » October 17th, 2008, 8:22 pm

lesse has spotted an issue with decks, which use the standard stack metrics to draw the gamepieces, which is of course different from the grouping stack metrics

@rodney would it be possible to change the initialization from hardcoded stackmetrics to a call asking the map for the stackmetrics as a satck does in the deck code?

I'll also be working on rotating groups around the center of the group, which could be used to rotate rooms with people in it, which seems an obvious feature for me.

lesse mentioned sporadic problems with pieces resisting to group/ungroup which I's also investigate.
a warhammer node campaign mod at http://www.fightingchaos.com/vassal/campaign
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Connecting gaming pieces ? - RFE:1611311

Postby rk » October 20th, 2008, 10:34 pm

@rodney would it be possible to change the initialization from hardcoded stackmetrics to a call asking the map for the stackmetrics as a satck does in the deck code?

What's the issue? It's probably better to give the Deck its own StackMetrics instance, since using the Map's could cause other problems.

rk

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Postby ghoust » October 28th, 2008, 6:32 pm

sorry, posted before having a closer look, a deck is a deck and should always behave as a deck :-)
just ignore the post.

I finished rotations around the group center, fixed an issue with decks on a grouping map. Code will follow soon.

The problem of not being able to group/ungroup items was not encountered so far on my side (good, or bad news...)
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Postby Pickle » November 1st, 2008, 11:15 pm

When will the new code be put up, as currently when you rotate it glitches the sprites up and they move off randomly leaving their black box outlines somewhere else. This is a problem for a Warhammer module. Also you need to click about 5 times in a spot to make them even rotate, and then its in a rnadom direction.
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Postby ghoust » November 3rd, 2008, 7:02 pm

do you have a screenshot or log of the problem? the code works fine in beta 1-4, though it is up to date not documented how you perform the rotation, which could be your problem perhaps? do you have a module for testing? Do you have a grouping map, otherwise in the last edition strange things could happen indeed :-)

Interacitve rotation works like this:
1) select a group and then the rotate command from the menu/or the key combi
2) now click somewhere where the pivot point should be for your group (the top left edge for example)
3) now click somewhere where the start of your rotation should begin (the top right edge for example)
4) the rotation wheel will appear

the lack of documentation is one reason for the code not being released at the moment.. I wanted to make the package this weekend.
a warhammer node campaign mod at http://www.fightingchaos.com/vassal/campaign
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Postby Pickle » November 4th, 2008, 2:40 am

Oh ok, I see now, was wondering why, now I understand, I'll wait till the weekend and rebundle the test sprites and terrain etc for a working mod for people to use.
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Postby mehrunes » November 4th, 2008, 11:03 am

Are there now two fantasy modules in construction?
Apologize my bad english - I'm not a native speaker. ;)
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Postby Pickle » November 4th, 2008, 6:04 pm

Yeah, as people were getting sick of waiting, and well, now we have a working module minus full out sprites. Which people like.
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Postby ghoust » November 4th, 2008, 6:44 pm

please keep rants to another thread.

There are problems with the actual beta4 and the code with the new image op code which has changed, I'll have a look at it, and try to provide the documentation as described..
a warhammer node campaign mod at http://www.fightingchaos.com/vassal/campaign
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Postby ghoust » November 17th, 2008, 10:55 pm

Hi all,

The bin/src/example mod package is available from here: http://www.fightingchaos.com/vassal/battle/index.html
Should you encounter any bugs you can report them here.

What is open is a customizable reporting of the rotation in degrees/distance

@rk would it be possible for the LabelOp to become public? I'd like to use custom drawing with a LabelOp for the arc text, which at the moment I do by copying the LabelOp code from a different class
a warhammer node campaign mod at http://www.fightingchaos.com/vassal/campaign
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Connecting gaming pieces ? - RFE:1611311

Postby uckelman » December 2nd, 2008, 9:26 pm

Thus spake "ghoust":
@rk would it be possible for the LabelOp to become public? I'd like to use cu
stom drawing with a LabelOp for the arc text, which at the moment I do by cop
ying the LabelOp code from a different class


I intentionally made LabelOp private, because I don't want anyone depending
on it to be any particular way at present. It's safer right now to copy the
code from LabelOp.

--
J.

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