Author Topic: [DONE] Map Previews  (Read 1291 times)

softcoder

  • MegaGlest Team
  • Battle Machine
  • ********
  • Posts: 2,239
    • View Profile
[DONE] Map Previews
« on: 12 September 2010, 05:21:53 »
I have added an initial MAP preview into SVN in the custom game menu. Please try and give feedback.
« Last Edit: 9 June 2011, 07:29:34 by tomreyn »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Map Preview now in svn
« Reply #1 on: 12 September 2010, 22:36:16 »
Looks good   ;D

But we already started a discussion if and how detailed map previews should be.
The current one shows everything, but the question is do we want all, or do we kill the fun exploring new maps with this? So lets discuss it!

Here is my opinion:
I would vote to not render objects and resourceson in the preview! Map surfaces, water and starting points are enough. this keeps enough secrets to explore the world, but helps choosing a map when setting up multiplayer games. Those people who want to cheat in singleplayer can already do so by either starting the map editor or switch off fog of war.
Maybe its an option to use the fog of war switch to the render of all details in the preview too?
( By the way just that we don't forget it:  we should never render unvisible object 10 in the preview )

« Last Edit: 12 September 2010, 22:41:52 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Re: Map Preview now in svn
« Reply #2 on: 20 September 2010, 20:37:04 »
Map previews are really awesome! :)
I also like the compromise you found where natural resources are only displayed on the custom game menu mini map if, in advanced options, 'fog of war' has been set to 'off'.

So I think there is only one thing missing now: a link between the colored start positions on the mini map and the player slots. There are two ways I can imagine of how this can be done (in terms of UI, not programatically):

1. Replace the colored start position markers in the preview map by digits indicating the player slot.
2. Indicate the player slots' color in the table.

I think my preference would be with 1., but 2. is probably easier to implement.
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

 

anything