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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 [ 501.21 KiB | Viewed 24503 times ]
Rivers, roads and big forests.png
Rivers, roads and big forests.png [ 725.82 KiB | Viewed 24503 times ]
City with park 120x120.png
City with park 120x120.png [ 634.12 KiB | Viewed 24503 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 20261 times ]

Attachment:
Tyranids.jpg
Tyranids.jpg [ 95.79 KiB | Viewed 20261 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 20201 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 20201 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 17567 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.

So here come characters for Pariahs who had none, and Overlords for Warriors and Immortals. There is also Scarab Swarms for those lists that use them (Chroma's and Ragnarok's come to mind right now).
Attachment:
Vassal_Necrons.JPG
Vassal_Necrons.JPG [ 48.14 KiB | Viewed 17567 times ]

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Last edited by Abetillo on Wed Sep 10, 2025 5:08 pm, edited 1 time in total.

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Sep 06, 2025 7:27 pm 
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For the fourth preview, come the most reasonable humans after the Deathwatch :D , the Ordo Hereticus, complete wih characters for all, including vehicles. The units follow the UK list, as that one is stable, but can be adapted to most that are on this forum.

Attachment:
SoB_Hereticus.png
SoB_Hereticus.png [ 155.67 KiB | Viewed 15895 times ]


Sorry, i did not notice but apart from those you see on the picture, there is and will also have characters for Rhinos and Exorcist tanks.

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 Post subject: Re: Vassal Development Thread
PostPosted: Wed Sep 10, 2025 5:54 pm 
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Hello, for the fifth preview, and last of the new units' ones, comes Tyranids and Eldar.

The Nyds should be the last version of these sprites, unlike the last Nyd ones shown before. About the changes:
- The Dominatrix was so big that it could not fit on the deployment area if not placed sideways, so it got adapted to the miniature's size. It also got a colour switch to the one the other Nyd units have.
- The next after it is to be used as Synapse Node for the official list, Hyve Nest for the UK one, or anything that may need something like that, using capillary towers from the wh40k module as a base.
- Tyrants, Biovore and Zoanthrope got a similar treatment to the Dominatrix.
- The slug-snail tanks come from a photo on the Discord of some printed ones based on Armorcast ones. They ended up quite well and its easy to identify them at low zoom.
- About the Trygon, after trying several times to create one from wh40k pieces, and using photos with Epic ones, i gave up and used a photo of a just primed Epic miniature of an acquantaince, which got heavy retouching.
- The Bio-Titans come from a photo of some orange ones on battle reports, i think from an Australian player. After that, got a retouch and a palette swap to adapt them to the others. I am quite satisfied with how these ended up.
Attachment:
Vassal_Nyds.JPG
Vassal_Nyds.JPG [ 36.86 KiB | Viewed 10741 times ]



On the side of the Eldar:
- Got a Wraithgate from the wh40k module and adapted it to be used with any terrain
- The Revenant and Warlock there were till now seemed that the photos they come from have been taken under strong yellow lights, so they got a retouch to show their original white colour. A slight issue with selecting on the Walorck has been fixed too.
- The phantom is new, from a photo of an acquaintance, who later got a retouch to get the green one (which i think i got overboard and would be nice to redo it from the scratch). Both are provided to have more variety for Titan only forces.
Attachment:
Vassal_Eldar.JPG
Vassal_Eldar.JPG [ 16.8 KiB | Viewed 10741 times ]



Now comes the dilemma that Jimmyzimms also had about how to provide more sprites for mainly Titan forces, that are useful, but i think we are probably left with colour swaps at most. Any alternative ideas will be welcome.

There is also bad news: the whole redo of the Eldar extension to fix some big bugs (Autarchs reproducing at random like Orks for example) that i talked on other places on the weekned means that any games with Eldar saved with previous versions won't work well, and will show different Eldar units, or only the silhouette, if the unit is selected.

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Sep 14, 2025 9:17 pm 
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Hello. This time the preview is about improvements in two of the measuring systems the module has had, new BMs, and a few of the new terrain pieces.

First, about the measuring systems, begginning with the easier to explain, a second thread has been added for some extra functions:
- Two players can use it at once.
- Measurements around corner can be done like in the picture below.
- Measuring if any of the movements of a skimmer through more than one wood area end up in the open parts between them or not, and on which points the DDT can be avoided.

About rhe bubbles: After testing lots of ideas the system is a lot more precise than before but while not as good on that regard to the one on ShadowLord's module the loading times are a lot shorter.
- Now the measuring goes per 5cm instead of per 15cm, from 5cm to 120cm.
- Each bubble is on a different tone, and per 15cm the colour changes, so its faster to identify how many cm each bubble measures. This has been done mainly because when there is two or more bubbles with different colours Vassal do not apply the opacity of both of them, so this way turning on several bubbles still let them be useful by seeing the terrain behind, unlike before.
- Due to reports from testers, when turning on the bubbles also gives a small bubble on the unit (on this example in red), to know which one is the bubble that has been turned on, to know which to turn off.
- Numbers showing the distance of each bubble can be turned on or off independently, till the player gets used to the system and do not need the text anymore.
- The bubbles can be turned on or off in groups, or almost all of them at the same time.
- Now the system takes into account (aproximately) the size of the sprite for measurements, but unfortunately not the shape yet.
- Till now 10cm bubbles have been for Scouts only, but that will be changed and integrated into the rest, for normal movements or countercharges.

Combining both systems on the example below, the Supa-Stompa has to move 28cm if wanting to avoid the trees, or 24cm if going straight ahead.

The BM, as said before, has been taken from ShadowL's module, and retouched to improve visibility. It seems to be a lot faster to use then the other systems, so far.

Attachment:
Vassal_Preview_Measurements.JPG
Vassal_Preview_Measurements.JPG [ 89.7 KiB | Viewed 278 times ]



About the terrain, we have, from left to right and up to down:
- Two bridges, as till now people had been using cottages to simulate them. Maps with those cottages have had them replaced with bridges.
- Chaos bastion, Imperial Bastion. To add variety to the buildings.
- Rocky area: as the need to cover more area with fewer elements and make easier and faster to build the maps has been observed here on Taccom. Also it offers more different rock sprites with just on piece.
- Crater: for similar reasons as the previous, as this one is bigger than the others the module has had till now.
- Bone pile, for the same reason as the previous two, and to offer a different kind of terrain. We have been playing it as 6+ cover for infantry without blocking LOS and no effect to the rest of the units, or dangerous for vehicles due to the instability or sand pit alike circumstances of it. It is expected to be used for devastated battelfields, feudal worlds, places ravaged by plagues, or Khorne Daemon World maps, for example.
- Ork Bastion, for the same reason as the other two bastions.

Attachment:
Vassal_Preview_Terrain1.JPG
Vassal_Preview_Terrain1.JPG [ 102.15 KiB | Viewed 278 times ]

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