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Post by almightyfoon on May 12, 2017 20:02:58 GMT
Hi folks, I know a few people have at least cloned the repo for Vassal when Mal decided to hang up his hat, but what is the plan going forward for continuing development? its a useful tool and I enjoy using it to get games in.
So I'll do what I can to help, I can program, but not in Java (but I can learn).
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Whiskie
Junior Strategist
Posts: 288
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Post by Whiskie on May 12, 2017 20:27:36 GMT
From what I've seen everything is pretty up in the air right now. Nobody has stepped forward to handle stuff. I wish I had a single relevant skill to offer to the project but I have zero knowledge of programming or drawing sprites.
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Post by Cryptix on May 12, 2017 20:29:05 GMT
I know java, but we're going to need someone for sprites. Anyone want to email Mal and find out how.
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Post by almightyfoon on May 12, 2017 22:39:19 GMT
Who was doing sprites before for Mal? Does anyone remember?
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Whiskie
Junior Strategist
Posts: 288
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Post by Whiskie on May 13, 2017 5:23:29 GMT
Who was doing sprites before for Mal? Does anyone remember? Unfortunately not, but I do remember someone going by the name PG_Corwin on the old PP forums was involved in the project at one time. If we can track him down maybe we can find a sprite artist too?
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GhostOfMalnormaPast
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Post by GhostOfMalnormaPast on May 15, 2017 4:05:02 GMT
You can't email Mal, he no longer exists.
Just to clarify, I never made any sprites except the CID ones. There is not an artistic bone in my body. CB aka Corwin aka PG_Corwin used to create them with Photoshop and photographs of painted models, which is why the visual quality of the newer models varies so greatly. I haven't heard from him since the PGs were axed, and I think he was not happy about it. Johnny was working on a few sprites in the original Hobo style, and they looked quite good, but he has disappeared again. If I was going to continue with it, I would scrap the lot and use CID-style sprites from the free card database for everything, ensuring at least a consistent look. I don't think the sprite overhang/pretend-model-view contributes much to the game, but some feel differently.
You do not need Java programming skills to edit the module, Vassal provides everything you need to edit the module to add new placeholders and add images to it. Just right click the module and edit it instead of launching. The definitions for everything are all there (there is a tiny bit of custom code in the module, but unless you need to modify how the bubbles are drawn, that won't affect anyone).
Find an existing model close the one you want to add, right-click the node in the tree and copy it. Navigate to where it should go, then paste and then edit the names in the relevant places. Remove any image if the old model had one. Change the name that's set under Basic Piece to rename the piece in the tree, then make sure you edit the name in the label trait as well, as this will affect the tooltip that displays when you hover over it. If you've ever used software before, and you do this five or six times, you'll easily get the hang of it.
Scenarios are a tiny bit trickier, but not much. Have a look at the card definitions for each one and you'll see it's just about placing existing pieces correctly. One thing that can trip you up is the value to add - you place scenario elements by their center point, and the value is measured at 30 pixels per inch. The Y value is negative, and both values have an offset to account for the edges of the window. You can figure out the offsets by looking at the existing definitions, I don't remember what they are. If you know Flag A is 14" from the left, look at the definition, subtract 14*30 from the number, and you have the left margin value. You can also copy/paste entire scenario definitions, or the pieces within a card if needed. The trickiest part about this is the additional definitions needed to add the menu options, and naming everything correctly (a typo in the wrong spot might mean your new scenario doesn't appear).
Give it a try, it's really pretty straightforward once you get used to Vassal's clunky UI. Good luck.
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Post by almightyfoon on May 17, 2017 19:51:54 GMT
With the new cards being posted we can probably just take the art from those and scale them to the bases, or would that be a blatant violation of PP's IP?
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Whiskie
Junior Strategist
Posts: 288
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Post by Whiskie on May 19, 2017 6:42:25 GMT
With the new cards being posted we can probably just take the art from those and scale them to the bases, or would that be a blatant violation of PP's IP? It was done with the Grymkin extension. Mal used PP's concept art and put those on the bases. Sort of sad that we might have to resort to doing that instead of sprites, but it's better than nothing for sure!
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npe
Junior Strategist
Posts: 221
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Post by npe on May 26, 2017 16:17:14 GMT
Who was doing sprites before for Mal? Does anyone remember? Unfortunately not, but I do remember someone going by the name PG_Corwin on the old PP forums was involved in the project at one time. If we can track him down maybe we can find a sprite artist too? I contacted Ben Boyd who I believe did the original sprites, but didn't get any response. If we can find a pixel artist we could set up some sort of crowd funding.
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Post by shisenshi on Feb 26, 2018 15:44:03 GMT
Hey folks, Figured I would chime in here and post up the latest updates. My GIT-fu has not yet been developed but I have been trying to keep up with the releases as they occur. Below is a link to the latest version of v5.0 in prep for today's SR2018 CID. Please send any bugs, missing models, missing sprites/art to warmahordes.vassal@gmail.com BETA version 5.0 Release 2 : drive.google.com/open?id=1vz1Lp26vfmUkQxx96AmTbrXqtjfC2p8jBeta 5.0 Release 2 Notes: 1) Fixed the issue with the unit leader chevrons not showing up. 2) Fixed some maps that were broken. 3) Added additional graphics to the objectives to graphically differentiate between the 3 types. 4) Fixed the objective markers so that you can once again add Control E and Control ; labels. 5) Began removing the blank base sprites from some models without sprites to allow for the colored bases to show(small progress).
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Post by shisenshi on Feb 26, 2018 15:45:55 GMT
All of the latest updates and CID extensions are posted to the warmachine mod page on vassalengine.org
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Post by shisenshi on Feb 27, 2018 3:07:38 GMT
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Post by shisenshi on Apr 15, 2018 18:38:07 GMT
Version 5.0 is now live: drive.google.com/open…Please send any issues to warmahordes.vassal@gmail.com Change notes from v4.6.2 1) Merged all prior CID extensions into the main module, up to and including Primal Terrors. (Crucible Guard, Man-o-War, and SR2018 are still seperate extensions) 2) Reworked the sprite archetecture to allow the player to change the base color of each model. This can be done with shift ] and shift [ 3) Added multiple missing game pieces, including but not limited to Craelyx, Elais Gade, Dire Troll Brawler, Agata, Lt Gwen Keller. 4) Removed prior steamroller versions and out of date menus. 5) Removed the old, illegal maps. 6) Added a set of 11 current "legal" maps. 7) Updated the scoreboard to have a better turn counter. it now cycles from Top of 1, bottom of 1, Top of 2, etc... 8) Corrected the unit chevron marker to work with the new sprite archetecture. 9) Added additional graphics to the objectives to graphically differentiate between the 3 types. These can be cycled with ] and [ 10) Fixed the objective markers so that you can once again add Control E and Control ; labels. 11) Updated the terrain system a) Added new library of 2D terrain to more accurately reflect boundaries and actual tournament pieces b) Restructured the terrain menus.(old terrain is still there) c) Added Corrosion and Continuous fire markers for Burning and Acid terrain. d) Updated the Terrain placement grid to show where terrain is not allowed. 13) Added Lightning AOE templates. 14) Added Artwork for all current game pieces that did not have sprites, so there should no longer be any blank bases.
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Post by davycannonhound on Apr 19, 2018 20:55:04 GMT
Hey guys, really late to the party, but I'm working on my drawing skills and could maybe do a re-haul of all the sprites once I get to be a bit more skilled. They won't be as photo-realistic, but it at least would be consistent. I have a few ideas for the UI as well, though I have no idea how to actually do anything on the programming end (though I could probably learn, should I be able to find the material).
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Post by dogganmguest on Apr 20, 2018 0:18:44 GMT
Hey guys, really late to the party, but I'm working on my drawing skills and could maybe do a re-haul of all the sprites once I get to be a bit more skilled. They won't be as photo-realistic, but it at least would be consistent. I have a few ideas for the UI as well, though I have no idea how to actually do anything on the programming end (though I could probably learn, should I be able to find the material). You will need to know Java, Swing, and the general architecture of Vassal itself to adjust anything significant in the UI. But it depends what you mean - if you post your suggestions, it is easier to comment on how feasible they are.
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