VPA feature request: minefield expansion / reduction track..

G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

I already filed a request (972111) on SourceForge VPA page, but I
would like it to be discussed in a.g.v. newsgroup for any enhancement
somebody could think:

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Minefield expansion / reduction tracking

In VPA, spaceships already have a well-visible tracking
functionality ("T" on main screen).

Minefields, on the other hand, are painted with just the
latest data available from minefield sweeping.

I would find very useful if a "minefield tracking" function
could be enabled, which could paint a dotted, dim circle
which would represent the data available on a minefield
preceding the more recent ones.

This way, it would be very easy to check at a glance
the results of:

a) enemy minefield sweeping (was the action set on
previous turn effective?);

b) own minefield explosion (where? how much has our
minefield been shrunk by enemy action)?

I normally go through all minefields reports to be sure I'm
not missing anything, but when they exceed 300 msgs a
turn it can be wearysome...
---------------------------------------------------------------------

Cassa

vgapNOmail@SP-AMvirgilio.it
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

Hello,

Are you the guy who developed Fleet Evaluator?

Dacus (Dacian)

"Cassa" <vgapNOmail@SP-AMvirgilio.it> wrote in message
news:6JZyc.320946$hc5.14050004@news3.tin.it...
> I already filed a request (972111) on SourceForge VPA page, but I
> would like it to be discussed in a.g.v. newsgroup for any enhancement
> somebody could think:

[...cut ...]

> Cassa
>
> vgapNOmail@SP-AMvirgilio.it
>
>
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

Sure, I already posted to this ng but I had my very old nick from another
group, now I've re-configured Outlook to show my usual nick... I'm also the
guy trying the modified Randgen from you, in case you noticed my e-mail
address.

Cassa

vgapNOmail@SP-AMvirgilio.it

"Dacian Hantig" <dacianhantig@rdslink.ro> ha scritto nel messaggio
news:2j3a9uFt85ruU1@uni-berlin.de...
> Hello,
>
> Are you the guy who developed Fleet Evaluator?
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

It looked somewhat familiar :)

Now that I noticed this (To myself - Why didn't I notice this earlier? :( ):

I want to expand fleet evaluator (to add some new features - like knowing
when ships destroyed should be removed from the known database, or
extracting the armament from the RST ...)
and I need your source files ... Is it written in C/C++?

Dacian

"Cassa" <vgapNOmail@SP-AMvirgilio.it> wrote in message
news:JV_yc.457821$rM4.19003189@news4.tin.it...
> Sure, I already posted to this ng but I had my very old nick from another
> group, now I've re-configured Outlook to show my usual nick... I'm also
the
> guy trying the modified Randgen from you, in case you noticed my e-mail
> address.
>
> Cassa
>
> vgapNOmail@SP-AMvirgilio.it
>
> "Dacian Hantig" <dacianhantig@rdslink.ro> ha scritto nel messaggio
> news:2j3a9uFt85ruU1@uni-berlin.de...
> > Hello,
> >
> > Are you the guy who developed Fleet Evaluator?
>
>
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

Cassa wrote:
> Minefields, on the other hand, are painted with just the
> latest data available from minefield sweeping.
>
> I would find very useful if a "minefield tracking" function
> could be enabled, which could paint a dotted, dim circle
> which would represent the data available on a minefield
> preceding the more recent ones.

How about using '+' and '-' to show previous turns? Sure, not so nice as
having it displayed directly, but I can imagine that concentric circles
for this turn's and the previous minefields can yield quite a mess on
the screen.


Stefan
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

I can assure you I tried to do it this way. But, this is not the same thing,
just like using "+" and "-" to track ships movements is not the same that
the original, on-screen ship "track" functionality.

I admit it would be VERY messy, especially with robots and crystals
minefields, so I thought it should be commanded via an "on / off" switch (it
would be used very early when opening the turn, to understand what happened
to minefields at a glance, then set to "off" for the rest of the turn
playing).

Anyway, this is a visual info that "I" feel very much the need of, I cannot
tell if the VP community has the same opinion... :)


Cassa

p.s.
Maybe I didn't explain clearly that I think of this feature as a "two-layer
only" painting: latest data (standard bright magenta) AND
"just-before-latest" data (dim, dotted grey). I have it SOOO clear in my
head... maybe too much pepperoni and sausage pizza before going to bed draw
some nightmare... )

"Stefan Reuther" <stefan.news@arcor.de> ha scritto nel messaggio
news:cailg1.f8.1@stefan.msgid.phost.de...
> Cassa wrote:
> > Minefields, on the other hand, are painted with just the
> > latest data available from minefield sweeping.
> >
> > I would find very useful if a "minefield tracking" function
> > could be enabled, which could paint a dotted, dim circle
> > which would represent the data available on a minefield
> > preceding the more recent ones.
>
> How about using '+' and '-' to show previous turns? Sure, not so nice as
> having it displayed directly, but I can imagine that concentric circles
> for this turn's and the previous minefields can yield quite a mess on
> the screen.
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

Fleet Evaluator is written is Borland Pascal (but is uses soooo little
Borland functions for what I can remember that you can consider it all
near-standard Pascal code). I used this program as a workbench to better
learn Pascal language.

Besides, I heard there are several Pascal-to-C converters out there,
although I never used one (I had some "C" classes several years ago, but
although I fell in love at once with the language, I never had the chance to
develop my skills due to my working life taking different directions).

If you ever have the time and feel like putting your hands on to it, first
of all you should find it a new name, because I was so much into coding that
I forgot to do it. Even a geeky "Eagle Eye" name or such could be better
than FE (besides, having it thought especially for the Bird player gives any
such name more substance! :).

I should search the code, if you are interested, long time no see it... ;)

Cassa


"Dacian Hantig" <dacianhantig@rdslink.ro> ha scritto nel messaggio
news:2j3lm0FssaonU1@uni-berlin.de...
> I want to expand fleet evaluator (to add some new features - like knowing
> when ships destroyed should be removed from the known database, or
> extracting the armament from the RST ...)
> and I need your source files ... Is it written in C/C++?
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

* Cassa <vgapNOmail@SP-AMvirgilio.it> wrote:

> Fleet Evaluator is written is Borland Pascal

Well, you should be able to implement the requested VPA
features. ;-) VPA is written in Pascal ...

Regards, Heiko
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

Yes, I'm interested :)

"Cassa" <vgapNOmail@SP-AMvirgilio.it> wrote in message
news:J%4zc.459844$rM4.19086788@news4.tin.it...
>

[cut]

> I should search the code, if you are interested, long time no see it... ;)
>
> Cassa
>
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

I've never been so great a coder, it was just a passion, an it's been five
years ago... if it wasn't so commented I couldn't probably figure out my own
program code, now! :)

I remember I often fantasized of adding it a graphical win32 interface, but
I had no experience on Delphi and overall I couldn't learn object
programming itself, I was too addicted to the top-down approach. ;)

Cassa

"Heiko Schlenker" <hschlen@gmx.de> ha scritto nel messaggio
news:slrnccpq5c.3uo.hschlen@humbert.ddns.org...
> * Cassa <vgapNOmail@SP-AMvirgilio.it> wrote:
>
> > Fleet Evaluator is written is Borland Pascal
>
> Well, you should be able to implement the requested VPA
> features. ;-) VPA is written in Pascal ...
 
G

Guest

Guest
Archived from groups: alt.games.vga-planets (More info?)

You're lucky, because although I completely lost all my Pascal diskettes
along with all the code I wrote many years ago, it seems another guy already
requested me the same code to modify it, because I found in Outlook a very
old message with a .ZIP attached with a full snapshot of my last working set
of files.

I can tell this is the very last because by a quick look at it I see some
small modifications that were never made into an executable and released.

I'll send you a separate e-mail with the .ZIP (170 kb overall, including all
my own and third-party TPUs I included in main code).

Cassa

"Dacian Hantig" <dacianhantig@rdslink.ro> ha scritto nel messaggio
news:2j5rlrFtv31iU1@uni-berlin.de...
> Yes, I'm interested :)
>
> "Cassa" <vgapNOmail@SP-AMvirgilio.it> wrote in message
> news:J%4zc.459844$rM4.19086788@news4.tin.it...
> >
> > I should search the code, if you are interested, long time no see it...
;)
 

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