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Vassal Development Thread

 Post subject: Re: Vassal Development Thread
PostPosted: Thu Jul 20, 2023 12:25 pm 
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Some new very nice looking pre-made maps donated by the community today <3
Special someone, if you want, come public here and take a bow


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Ruined desert with road.png
Ruined desert with road.png [ 501.21 KiB | Viewed 7854 times ]
Rivers, roads and big forests.png
Rivers, roads and big forests.png [ 725.82 KiB | Viewed 7854 times ]
City with park 120x120.png
City with park 120x120.png [ 634.12 KiB | Viewed 7854 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Aug 24, 2025 3:16 pm 
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Good news everyone! ;D

Summary: Jimmyzimms has passed over the administration of the Vassal module to me, and there is a hypothetical new version incoming with LOTS of additions and fixes.

Long explanation: around the time back when Jimmyzimms posted those three maps in the previous post, that i had sent him, i had begun to experiment with how Vassal worked as i saw potential on it, and beginning from those maps, made an entire improvement to this module (hypothetically) ::) , and still working on it.

The good? From memory ...
- The updated version is close to complete, and should there be a hypothetical new version on some place because we care a lot about copyright ;) , in a few weeks.
- Lots of new units: full Nyd support, an entire new SM chapter (Scions), lots of missing SM units including all TH's types, Orks are almost complete now (save for Orkeosaurius), entire Ordo Hereticus (as in the EpicUK list because that one is stable), Warlock Titan, ...
- Shamelessly ripped ::) from Shadowlord's module his good BM system.
- Full combing of bugs through the module, and then testing, and then combing again, repeating the circle several times.
- Massively (expected) improved performance (most of pieces showing twice at once for example) and reduced filesizes.
- Lots of assets for maps for those kinds of terrain from the rulebook that were missing (jungle, shrubs, impassable, ...), plus more for specific backgrounds (grey one, desert one, ...)
- More than tripled the number of maps (some again shamelessly taken ;D from Shadowlord's module, some others inspired by some posted here, most completely unseen till now).
- Much modified two of the measuring systems, for better usefulness.
- Much improved precision on one of the measuring systems.
- As some have requested here and some other places, it will have a user manual.

The bad ...
- As you can guess from the previous, i went so overambitious with the changes and with wanting to have it bug free, and from not having much help save for testing, that it has taken me two years to reach this point. Sorry. :'(
- While i have tried to keep it at minimum, to fix some things, some previous saves of half done games you have may not be compatible with the soon to be released version, and have small problems, like one or two hills moving a little to a side, or some units behaving differently, for example.
- While i added most that were missing, there is still many SM characters missing (Dread and Hunter ones mainly). Normal Hunters for some chapters, i think, are still missing too.
- An issue that makes the Eldar Spacecraft show twice on the list of units is yet to be fixed.

Mrdiealot wrote:
The Thunderhawk transporter might be the most important as it's really useful.

Dave wrote:
How hard is it to get all the unit boxes the same size as the bases? The IG and some of the Marines have unit boxes beyond those, it makes selecting them a pain.

Norto wrote:
Just with a lot of units the selection area is very large and makes it super clunky when your have a formation of 10+. Any chance of fixing this?

Also, just with blast markers. Could we get one from the old 1.1.15 version Shadowlord done? Just a lot easier when it has a counter on it.

sturgeon wrote:
Any chance someone could write up a brief summary of how to load in a map and pre-make armies? Last time I played vassal was a long time ago and I have essentially forgotten everything about the program.


All of that has been fixed or added.

semajnollissor wrote:
If I wish really hard, can we get a better map editor?

I mean, is there a way to undo the accidental misplacement of a terrain feature? Just like that steering wheel in my lap, it’s driving me nuts.


Hard to do, but about your question and any other that has the same issue, there is a undo button on the upper left corner of the main window, the one with the dice rolls. Unfortunately, for some reason, it does not wok to undo when selecting a piece puts it on top on the other and now the bigger and selected piece stops you from clicking on the one behind.

A small glipse of the hypothetical future changes.

That ugly shadow on the TH won't be on the module btw.
Attachment:
Thunderhawks2.jpg
Thunderhawks2.jpg [ 82.96 KiB | Viewed 3612 times ]

Attachment:
Tyranids.jpg
Tyranids.jpg [ 95.79 KiB | Viewed 3612 times ]


And thanks to Jimmyzimms for his work till now. O0

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 Post subject: Re: Vassal Development Thread
PostPosted: Wed Aug 27, 2025 7:02 pm 
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The second preview is about Marines.

First the new chapter, Scions of Iron; i asked Hena about the colours, but some things happened :'( : Hena told me red with a tinge of magenta, dark grey, and details in white, and i did not remember the magenta part. On the other side red and dark grey is Flesh Tearers, so in case the time comes Flesh Tearers appear on the module (they are on wh40k one so it would be easy to port them) both colours were modified slightly , but the red looks like it has a lot more brown that it really has. It will be on the list for later to put some more correct colours on them.

About the sprites in general, i aimed to differentiate them as much as possible so zoom needs to be used as little as possible. Characters have extra parts in colour on the vehicles (white for Commander, SC, and Librarian, and black for Chaplain) for that reason. Rhino chassis ones with no transport capacity are further differentiated by having black hatches instead of white.
Attachment:
Vassal_Scions.JPG
Vassal_Scions.JPG [ 132.69 KiB | Viewed 3552 times ]


For the other sprites, they were some missing tanks, and mostly missing characters. Some are placeholders so this release do not get delayed further and will receive more proper for the chapter sprites on future releases.
Attachment:
Vassal_Marines.JPG
Vassal_Marines.JPG [ 102.55 KiB | Viewed 3552 times ]


Abetillo wrote:
- An issue that makes the Eldar Spacecraft show twice on the list of units is yet to be fixed.


This one has been fixed, plus some other similar ones. For the curious, the Dark Eldar extension owned some menus on the place Eldar menus are, which made it hard to track the source of the problem.

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 Post subject: Re: Vassal Development Thread
PostPosted: Wed Sep 03, 2025 4:27 pm 
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Oops, time has passed too fast and forgot to update this, but testing with others is going well so far, so there should not be much delays in that way.

For the third preview, there is Orks (all of them (including characters) save for Orkeosaurus and Steam Gargants). Get a good look at the Madboyz for the laughs. :D
- Now that there is a lot more ''basic'' looking infantry units, Boyz got a rework so they could be identified well. For a similar reason, Stormboyz got a rework too.
- Till now Warlord Gargants and GG were using the sprite from wh40k, which barely differentiated them, so added more to them. It should also work well to have more different ones for Gargant only forces. The head is yellow and not another colour for being the colour of riches for Orks, as any Warlord with a Gargant will be one.
- There is also some more unusual characters, like Warlord Stormboyz, Warlord Kommandos, Warlord Boarboyz, and all kinds of Wyrdboyz. Now i notice that it is missing a Boyz Warlord for Feral forces that do not take any Warband or Nob, but takes a really 'UGE Junkka Brigade.
- The Speedsta, Squiggoth, and Junkatrukk come mostly from photos of my own miniatures (for ex. the Junka's boars come from a WH Boar and Orcs chariot pulling a looted Rhino from the wh40k module).
- Finally, the Stompa with CC weapons got a recolour and cleaning to help differentiate it from the shootier one.
Attachment:
Vassal_Orks.JPG
Vassal_Orks.JPG [ 54.93 KiB | Viewed 918 times ]


Also, got a hold of a quite old version of the wh40k module so now there is a few Necrons that were missing before. The Overlord ones need in my opinion something more to be easy to differentiate from the Lord ones so will probably get another pass.
Attachment:
Vassal_Necrons.JPG
Vassal_Necrons.JPG [ 48.14 KiB | Viewed 918 times ]

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