On 7/20/06, Brent Easton <[EMAIL PROTECTED]> wrote: > Hi Randy, > > Don't forget to delete out the old map if you put in a new one with a > different name!
---------- Will do! I'll certainly do a backup of my mod and then carefully go through and weed out unused files before uploading any real release. It would be nice if there could be an option in the mod editor to show a list of files in the mod that aren't used by anything to assist in this process. ---------- > Also, try turning Dithering off when you reduce the map to 256 colors. If yor > intial artwork has flat colors, you will end up with flat colors in the final > image (as opposed to the heavily dithered/stippled colors you have now). You > will find that this will significantly reduce the size of your saved map. ---------- Sadly, the original art are all JPGs, so upon close inspection there's a fair amount of noise in the original, but no more than I'd expect from a pretty clean scan. I may not be able to do much better. I'll keep it in mind for the future, though. ---------- > >I would think that echoing something like "Russian Player moves 2 Don > >Cossack from 1243 -> 1343" for every piece moved would be awfully > >noisy. Do people like this in a mod? > > Probably not needed for on-line play. Essential or Play by mail play. Depends > who will be using your mod. ---------- Good point. I'll probably solicit response in the Help file or on the Modules page to see if anyone's using it at all, let alone for PBM. (It isn't the world's most popular game after all.) I can either add more of these features later, or someone else can take the ball and run with it! ---------- > >By status layers, do you mean some kind of overlay or alternate image > >that shows a unit's broken or out of supply or something? > > Yep, some games have heaps, some have none. ---------- I suspect the Done markers are about it. Later I could add Out of Supply markers or layers, though the physical game doesn't include any. ---------- > Your activation chit handling looks good. What happens when you pull a chit? > I've done a couple of game where the chits are used to activate units on the > board that can then get moved. I have a Global key command on the chit that > Activates all of the associated units on the board by activating a later that > draws a yellow border around the counter. The yellow border is then turned > off automatically whenever you move a unit or use certain key commands on it. > A 'Deactivate All' button is used to tidy up when the activation finishes. ---------- While that would work for the White forces (when the AFSR chit is pulled, all the AFSR units could be highlighted), the Reds are more complicated. Their chits determine which regions of the board may have units activated. The DONE markers are so that if a Red unit is activated in, say, the South Front and uses that activation to move into the Central Asia Front, he doesn't get activated again when that chit is pulled. I'll definitely look at the Global key commands, though, for cleaning up the Done markers (or Done layers, however I choose to do it). Thanks again! Randy... ------------------------ Yahoo! Groups Sponsor --------------------~--> Something is new at Yahoo! Groups. Check out the enhanced email design. http://us.click.yahoo.com/SISQkA/gOaOAA/yQLSAA/IMSolB/TM --------------------------------------------------------------------~-> Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/vassalengine/ <*> To unsubscribe from this group, send an email to: [EMAIL PROTECTED] <*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
