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Recommended items necessary to design modules for Vassal ?

Talk about module design ideas and techniques.

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Postby gaet » January 15th, 2008, 8:52 pm

Whaouuuhh beautiful job Soft Bug...
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Postby Briggs » January 15th, 2008, 9:34 pm

Since we're posting some work here :wink:
In gimp, I've done these, and much, much more :wink:

Image

Image

Image

Image

the last thing was made entirely in gimp, nothing came from an outside source...

So you certainly don't need Photoshop to have nice stuff :roll:
And really good job, softbug!
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Postby bsmith » January 16th, 2008, 6:45 am

No-one is doubting you can use Gimp to produce stuff as good as PS.
But why work for an organization which thinks Gimp and Linux are great pieces of software? That would mean they know their shit, which would mean you have less chance of getting away with using Vassal all day. :shock:

Crappy but popular software like Visual Basic, MS Office and Photoshop are great to "master", you can work in a hair salon for 2 hours and get paid for a 40 hour week! :lol:
Current PBEMs:- Tunisia, ASL, Vimeiro, Europe Engulfed, EuroFront II.
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Postby soft-bug » January 16th, 2008, 1:03 pm

Well ...

I think it's out of subject to compare which is better than ...

The thread was here to discover a kind of useful toolbox for designing a Vassal Module. It's up to the module designer to choose the right tool for himself ...

I'm very interested about Scripts like tools ... a sample will be welcome to show in which case it could be used ...
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Recommended items necessary to design modules for Vassal ?

Postby tar » January 16th, 2008, 7:11 pm

On Jan 16, 2008, at 5:03 AM, soft-bug wrote:

I'm very interested about Scripts like tools ... a sample will be
welcome to show in which case it could be used ...

Well, you weren't very specific, but I've had good results using the
ImageMagick <http://www.imagemagick.org> tools and shell scripts.
This works quite well on Unix systems, which includes Mac OS X --
which is where I've done it.

An example would be the following CSH script for extracting individual
counter images from artwork for the counter sheet. The tricky part is
getting the dimensions and offsets correct so you get reasonable
results, but the process is a bit involved.

<code>
#! /bin/csh
#
# Counter Extraction Code for Top Front BB counters.
#
# extractTF file dir [prefix]
#

# Input parameters

echo "Beginning"

set src = $argv[1]
set dir = $argv[2]
set prefix = $argv[1]
if ($#argv > 2) set prefix = $argv[3]

echo "Initializing"

# General Configuration
set rowsize = 9
set colsize = 10
set imagewidth = 990
set imageheight = 765
set tempfile = temp$$.gif

set xsize = 4900
set ysize = 4900

# These values are x100 to allow more resolution when
# using integer arithmetic.

set border = 166
set xstart = 2200
set ystart = 3200
set hgap = 3300
set vgap = 1150

# Other items
set PAGE = +repage
@ xtemp = $xsize / 100
@ ytemp = $ysize / 100
set SIZE = ${xtemp}x${ytemp}
if (`convert -version` =~ *5.5*) set PAGE = (-page +0+0)

if (! -d $dir) mkdir $dir

# iterate over counters
echo "Resizing to ${imagewidth}x${imageheight}"

convert -resize ${imagewidth}x${imageheight} $src $tempfile

echo "Looping"

@ x0 = $xstart + $border
set col = 1
while ($col <= 2)
echo "Doing Column $col x100 = $x0"
@ y100 = $ystart + $border
set row = 1
while ($row <= $colsize)
@ x100 = $x0
@ y1 = $y100 / 100
@ y2 = ($y100 + $ysize + $border) / 100
echo "Doing row $row y1 = $y1"
set i = 1
@ row2 = $row + 1
while ($i <= $rowsize)
@ x = $x100 / 100
echo " Doing counter $i at $x x $y1"
convert $tempfile -crop ${SIZE}+${x}+${y1} $PAGE $dir/${prefix}-
${col}-${row}-${i}.gif
convert $tempfile -crop ${SIZE}+${x}+${y2} $PAGE $dir/${prefix}-
${col}-${row2}-${i}.gif
@ x100 = $x100 + $border + $xsize
@ i = $i + 1
end
@ y100 = $y100 + $ysize + $ysize + $border + $border + $vgap
@ row = $row + 2
end
@ x0 = $x0 + ($rowsize * $xsize) + ($rowsize * $border ) + $hgap
@ col = $col + 1
end

rm $tempfile

echo "Done"
</code>




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Postby tomvilfroy » January 17th, 2008, 5:29 am

although the latter items were "interesting to read", it really still doesn't answer my underlying question, since there definitely is some code involved in creating a module.

And the example text they have for the one module just doesn't seem to really get into the nitty-gritty of developing modules (and it seems, based on reading in other forums, the help docs haven't been updated in quite some time either).

Thus what I was hoping for is a good reference to the code that goes into the modules so one can develop games.

Thanks
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Recommended items necessary to design modules for Vassal ?

Postby Brent Easton » January 17th, 2008, 6:00 am

Thomas,

*********** REPLY SEPARATOR ***********

On 16/01/2008 at 9:29 PM tomvilfroy wrote:

although the latter items were "interesting to read", it really still
doesn't answer my underlying question, since there definitely is some code
involved in creating a module.

Not quite sure what you mean by 'code' here. 'Coding' as such is not required. That is not to say that to get the most out of Vassal, you don't need to set up an intricate interlocking set of Key Commands and components responding to them. It just requires care, organisation and an attention to detail, but no actual 'coding'.

And the example text they have for the one module just doesn't seem to
really get into the nitty-gritty of developing modules (and it seems,
based on reading in other forums, the help docs haven't been updated in
quite some time either).

Unfortunately, 'they' have been so busy developing Vassal that 'they' have not got round to writing guidelines for creating modules. In fact, most of 'them' do more work building Vassal than build modules, so in fact it is 'you' module guys who need to get organized and get the module design doco in order. A new documentation project has recently got underway to address this need.

Thus what I was hoping for is a good reference to the code that goes into
the modules so one can develop games.

Your assistance with the documentation project would be gratefully received. Some docs written by a new user covering the issues you have would be very useful. Experienced users often have difficulty writing doco for newbies.


Regards,
Brent.

Thanks

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Recommended items necessary to design modules for Vassal ?

Postby uckelman » January 17th, 2008, 9:51 am

Thus spake "tomvilfroy":
although the latter items were "interesting to read", it really still doesn't
answer my underlying question, since there definitely is some code involved
in creating a module.

And the example text they have for the one module just doesn't seem to really
get into the nitty-gritty of developing modules (and it seems, based on read
ing in other forums, the help docs haven't been updated in quite some time ei
ther).

Thus what I was hoping for is a good reference to the code that goes into the
modules so one can develop games.

Thanks

Most modules contain no custom code. None. That's why no one mentioned it.

--
J.

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Postby tomvilfroy » January 19th, 2008, 12:54 am

As for "no code necessary" Well I must be missing something since obviously not everyone is designing the modules either. So there must be something to it.

And saying to "write the docs" when one has no idea doesn't help matters. It's one thing when you know WHAT you are doing, totally different when one is lost.
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Recommended items necessary to design modules for Vassal ?

Postby Brent Easton » January 19th, 2008, 3:59 am

As for "no code necessary" Well I must be missing something since
obviously not everyone is designing the modules either. So there must be
something to it.

I'm not saying it is trivially easy to do. You have to be prepared to spend some time to learn the system. Many people do not have the mindset to put together a module. It takes many hours of sometimes mind numbingly boring work, but is ultimately very satisfying. But no coding is necessary.


And saying to "write the docs" when one has no idea doesn't help matters.
It's one thing when you know WHAT you are doing, totally different when
one is lost.

If you are willing to invest the time to learn the VASSAL module editor, you will gain valuable insights into the
shortcomings of the current documentation that we more experienced developers are just not able ti see. If you could share these insights and help the documentation team to incorporate your findings, this would be valuable for all.

Regards,
Brent.
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