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Tabletop - A 3d Tabletop Wargame Simulator

 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 10:20 am 
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Is it in a ready enough state where some of us could playtest it while you're off travelling?


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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 10:44 am 
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Evil and Chaos wrote:
You should put out a copy for testing before you go away Zombiecom. I might be able to walk a few people through how to set up online games etc. There will have been a lot of testing done by the time you get back. Perhaps even a few extra armies created (that's just sprites & external text files, so doesn't require coding, right?).


Not a terrible idea. I'm hoping to be able to set up a simple menu system for setting up online games etc before I go though...

Yes, new armies are just a matter of sprites, a little bit of text file editing and making copies of some existing files. There's no coding required.

I should really write up a guide on how to do it.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 10:48 am 
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Aye, it's not much more difficult to input new armies than it is in Vassal, certainly within the skills of a non-coder.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 11:02 am 
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And of course Tabletop is able to handle 3d models of units rather than just sprites, if anyone could be bothered to make them.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 12:35 pm 
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it _probably_ works on linux.

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 Post subject: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 12:51 pm 
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I'd be able to test it on pc and osx - I could also have a stab at creating some 3d sprites if something like blender could export to the right format


Last edited by Alf O'Mega on Fri Jun 07, 2013 4:25 pm, edited 1 time in total.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 1:00 pm 
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If there's a guide I'd have a go at making some.


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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Fri Jun 07, 2013 4:14 pm 
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Alf O'Mega wrote:
I'd be able to test it on pc and osx - I could also have a stab at creating some 3d sprites if something like blender could export to the right dormat


Quake 3 .md3 format is one of the usable model formats and I'm sure blender will have an exporter for it.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Sat Jun 08, 2013 10:11 am 
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Quick update; work on getting a workable menu is going well, a few issues that still need dealing with but the concept seems to be working.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Tue Jun 11, 2013 10:59 am 
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Any more updates? Hope you get it up and running before you leave so we can try playing.

zombocom wrote:
Markconz wrote:
Looks good. Might be asking a bit much, but it would be nice to have the moves "lock out" at maximum move distance when moving them. E.g. 15cm for the infantry, 30cm for the APC's, so you don't have to get fiddly over the last fractions of cm.


That is doable, but very epic specific, and requires hardcoding distances. It goes against the principle I'm after of just providing a playing environment. Also it'd be really annoying if you were moving units to the off-table area, for example.

I did experiment with the distance text in the center of the screen going red when over movement distance, but I didn't like it.

Lockable movement maximum for a Tabletop simulator seems to be a must IMO. I don’t get why you say it’s epic specific? Surely many wargames (probably most) have movement rates for particular units? If a player is individually moving a unit of 40 ork sprites in a 40k simulation, for example, it would be quicker and easier if you could flick the mouse and have it stop at the max distance rather than having to precisely measure and place each one.

I think the ideal way would be that when creating an army you could specify the movement in a text file for each unit. This would then be displayed on screen when you select the unit as its default movement that it could move up to, but in a box where it can be overwritten with a different valueshould this want to be different this time. It could be overwritten by a double or triple amount by an epic player with a particular order and would be useful where there’s a particular random movement distance that the player would specify e.g. fleet of foot in W40k.

The ability to rotate a unit a precise amount in either direction would be very useful too if it's possible? It would cover aircraft in epic, ship turning in BFG and similar in many other wargames.


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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Tue Jun 11, 2013 11:20 am 
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GlynG wrote:
Any more updates? Hope you get it up and running before you leave so we can try playing.


Yup. The start menu and server browser etc are all up and working. I need to add options for different screen resolutions, but that's the last main thing that needs adding before I can do a test release. I'm just waiting on E&C to have some spare time to run a few tests with me before I can make it semi-public.

GlynG wrote:
Lockable movement maximum for a Tabletop simulator seems to be a must IMO. I don’t get why you say it’s epic specific? Surely many wargames (probably most) have movement rates for particular units? If a player is individually moving a unit of 40 ork sprites in a 40k simulation, for example, it would be quicker and easier if you could flick the mouse and have it stop at the max distance rather than having to precisely measure and place each one.


The problem is that in many games, including epic, there are often occasions where you need to be able to move units more than their standard distance, and having to do it in several jumps would be pretty annoying.

Hmm, one option could be something like including distances in the data files, then having it limit the movement by default, but remove the limit if you're holding hold the ctrl key or something. I'll have more of a think.

The other difficulty is how it would interact with another thing I want to add; the ability to select and move multiple units at once.

GlynG wrote:
I think the ideal way would be that when creating an army you could specify the movement in a text file for each unit. This would then be displayed on screen when you select the unit as its default movement that it could move up to, but in a box where it can be overwritten with a different valueshould this want to be different this time. It could be overwritten by a double or triple amount by an epic player with a particular order and would be useful where there’s a particular random movement distance that the player would specify e.g. fleet of foot in W40k.


Having a box to change movement mid game is way too fiddly and difficult to code up, and I don't think it's that elegant. I'd rather do what I mention above; as standard limit movement but hold down a key to turn off the limit. That way in 90% of situations it limits correctly, and all other situations are covered by the movement distance being displayed to both players.

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The ability to rotate a unit a precise amount in either direction would be very useful too if it's possible? It would cover aircraft in epic, ship turning in BFG and similar in many other wargames.


Rotation is very haphazard at the moment; carried units just face the direction you're facing. I do plan to include a much better system at a later date, where you'll have two rotation buttons and they'll give feedback on the exact number of degree rotated.

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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Tue Jun 11, 2013 11:37 am 
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Excellent :) Good to see things are in hand or being planned for.
zombocom wrote:
I need to add options for different screen resolutions, but that's the last main thing that needs adding before I can do a test release.

Will the game (eventually) work on high resolutions out of curiosity? I’m thinking of buying a laptop with either a 2880x1800 or 3200x1800 display later in the year.


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 Post subject: Re: Tabletop - A 3d Tabletop Wargame Simulator
PostPosted: Tue Jun 11, 2013 12:00 pm 
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No reason why not, though I'm not sure you'll gain much from that sort of resolution.

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