Search found 347 matches

by Bill Barrett
30 Dec 2014, 01:50
Forum: General discussion
Topic: Scenario Loading Issue
Replies: 5
Views: 8893

Many thanks for your prompt reply Jerome - and it's a great Christmas present to have you back "on the stage" :smile: I'll admit that I'm probing with some questions that I long ago intended to ask. I didn't ask them before, because I'd assumed they'd come up during v2.0's development... A...
by Bill Barrett
29 Dec 2014, 03:13
Forum: General discussion
Topic: Scenario Loading Issue
Replies: 5
Views: 8893

Actually, the list of graphics assets to load can differ between scenarios. Well that's obviously the case, but I still maintain that most scenarios use mostly the same components. The thing is that ZT doesn't currently appear to manage memory as efficiently as it should :wink: One of the gameboxes...
by Bill Barrett
21 Dec 2014, 01:04
Forum: General discussion
Topic: Scenario Loading Issue
Replies: 5
Views: 8893

Scenario Loading Issue

In my experience most scenarios, in most gameboxes, differ from each other only in the relative position of a few counters. They usually use exactly the same graphics files, so why does ZunTzu automatically unload and then reload those same files when another scenario is selected from the Menu? Sure...
by Bill Barrett
27 Nov 2014, 01:05
Forum: Technical support
Topic: Wasteful masks (?)
Replies: 7
Views: 9714

Yes, well it's not such a big deal when (for example) there are only a few non-square/rectangular markers, but if for merely aesthetic reasons one wants to give all the counters a "clipped" appearance (see screenshot below) then the memory impact of the current method quickly becomes prohi...
by Bill Barrett
27 Nov 2014, 00:35
Forum: General discussion
Topic: Red Dragon Green Cresent
Replies: 1
Views: 4860

Kevin,

I can do this one for you, as I have for the others :wink:, but you'll need scans for all the components...

Regards, Bill.
by Bill Barrett
23 Nov 2014, 20:40
Forum: Technical support
Topic: Wasteful masks (?)
Replies: 7
Views: 9714

Yay! An actual post from the main man :smile:

So that invites the obvious question: how difficult/time consuming would it be to implement an alternative, more RAM efficient method? And I for one, only use the PNG format for counters these days...

Regards, Bill.
by Bill Barrett
23 Nov 2014, 00:43
Forum: Technical support
Topic: Wasteful masks (?)
Replies: 7
Views: 9714

I've been busy/distracted with some other issues, and things have moved more slowly with a new version of ZunTzu than I would like. I'll try to keep this question in mind when I (finally) get to my initial code review and design scoping of the code base. Real life is such a waste of time :wink: I h...
by Bill Barrett
20 Nov 2014, 21:09
Forum: Technical support
Topic: Wasteful masks (?)
Replies: 7
Views: 9714

Wasteful masks (?)

Am I right in thinking that ZT allocates a separate chunk of RAM for front and back counter masks, even when front and back masks are exactly the same?

And if so, is this not needlessly wasteful of resources?

Regards, Bill.
by Bill Barrett
19 Nov 2014, 01:08
Forum: General discussion
Topic: Counter visibilty on low contrast maps/charts
Replies: 5
Views: 7261

Are you thinking of something like pulsing all the counters on the map as if you were hovered over them with the mouse? Exactly that, but I think there should also be an option to include/exclude cards too (and maybe terrains). We might be able to add a toggle for that over on the side, near the tr...
by Bill Barrett
17 Nov 2014, 19:53
Forum: General discussion
Topic: Counter visibilty on low contrast maps/charts
Replies: 5
Views: 7261

It's mainly an issue with large wargames, where you frequently want to zoom out to review the overall strategic situation. The "shadows" on counters quickly become invisible even at low extremes...
by Bill Barrett
14 Nov 2014, 02:45
Forum: General discussion
Topic: Counter visibilty on low contrast maps/charts
Replies: 5
Views: 7261

Counter visibilty on low contrast maps/charts

One thing I'd like to see implemented is a "pulse/flash" option for counters (and maybe cards etc with an "and/or" condition). At the moment it's often very difficult to clearly identify the "active" components in a game, particularly if there is low contrast between co...
by Bill Barrett
05 Nov 2014, 23:14
Forum: Game boxes
Topic: Revolution Games
Replies: 0
Views: 5314

Revolution Games

I've posted two new gameboxes for Celles and Washington's Crossing from Revolution Games. Others will follow in due course. Largely as an experiment, I developed an alternative Fatigue/Troop level marker system for Washington's Crossing by creating "thousands" of extra counters to replace ...
by Bill Barrett
02 Nov 2014, 19:09
Forum: Game boxes
Topic: Fire in the Lake
Replies: 2
Views: 5213

GMT doesn't require encryption per se, but they're wary of releasing graphics above 200dpi, especially for new or "in print" games. I also think their experience with VASSAL and Cyberboard modules makes them wonder why anyone would want to go higher than that. I got lucky when I did "...
by Bill Barrett
02 Nov 2014, 18:15
Forum: Technical support
Topic: Encryption
Replies: 9
Views: 9420

Unfortunately I don't - I've looked at a lot :wink:

However, as soon as I get it I'll use it on one of the projects I've got in the pipeline and then signpost it here...

Regards, Bill.
by Bill Barrett
02 Nov 2014, 17:24
Forum: Technical support
Topic: Encryption
Replies: 9
Views: 9420

Ah yes - I now remember looking inside one a while back. Anyway my request is in with Jerome...