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unmerged(17791)

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There should be a map mode that will display the daylight/night-time boundary for all the provinces. Doesn't seem like this would be so difficult to include. The game is already making the calculations, hour by hour. A map mode that makes it visible would be potentially convenient, if not TOTALLY BODACIOUS, dude. :cool:
 
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what i would like to see is:
1. land prov
- highness (flat, low hills, hills, mountains, high mountains)
- enviroment (clear, marsh, bocage, tundra, forest, dense forest, jungle, light urban, urban)
2. see prov
- depth or water clarity

also player should decide what he wants to see on 1 map like wheather and day taime together with terrain, ground conditions or political map - he should decide what he wants to see and what can his pc.
i would like it on 1 map
 

Modestus

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I understand the effect your looking for but and not being a expert but it would seem to me that every province would need to have some short of dynamic masking system that would run in real time and more it would need to take account of an attack on a province from different sides and along a whole front.

Seems impossible to me.
 

Depp

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I think it's a great idea. The colour could flow from each of the neighbouring provinces in a speed that matches how good the armies from those provinces are doing.
But yeah, an option...
 

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blue emu said:
The black lines are REGION borders. The light grey lines are province borders.

I do not support this idea... simply because I feel that the CPU clock cycles could be put to far better use. "Eye-candy" is fine... but only AFTER all the desired functionality has been implimented, without lagging the game.


I'd disagree, if it is purely graphic effect, it would use GPU cycles instead, not CPU's. Anyway, it is a very good idea, I'd like to see it implemented.
 

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Josip said:
I'd disagree, if it is purely graphic effect, it would use GPU cycles instead, not CPU's. Anyway, it is a very good idea, I'd like to see it implemented.
You'd have to calculate what parts to paint what color as the battle goes on. That would have to be done in the cpu.
 

Draigh

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Jamie550 said:
You'd have to calculate what parts to paint what color as the battle goes on. That would have to be done in the cpu.

Not to mention that the more calculations you move to the GPU, the better your graphics card needs to be.
 

dermeister

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wilcoxchar said:
That'll be difficult to program for 10,000 provinces, and wouldn't really add much flavour IMO. Besides, with such small provs, the armies will take up most of the prov anyway, so you wouldn't be able to see it anyway.
You don't need to program it for 10,000 provinces, you need to program it once.

What you said is like saying that you need to recode HOI.EXE for every single scenario in hoi2. You need one HOI.EXE to run every scenario.
 

{LD}Firestorm

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I love how people with no programming knowledge think that those two situations are comparable.

The hoi2.exe compiles all the information and then spits it out in a graphical interface.

As for each province, you would have to define a wide range of variables. What about provinces with 8 provicne borders? How would you propose calculating how much from each province is advancing where? alternativly, the CP strain would be god awful, I cant imagine the entire Russian, Chinese and pacific fronts going back and forth with this kind of color. I got a better solution to those who want this. If map layers are implemented, add another. Winning layer. For the province / region, it will be highlighted. Green if your winning (above 55%) yellow for even battle (less then 55% higher then 45%) and red for losing (below 45%).

In my opinion, this makes it easier then slow creeping color, as it can tell you quicker if your winning or not. Of course, for some its just too much work to select a unit that is battling, to check how the battle is going. You should be doing that anyway......
 

dermeister

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{LD}Firestorm said:
I love how people with no programming knowledge think that those two situations are comparable.

The hoi2.exe compiles all the information and then spits it out in a graphical interface.

As for each province, you would have to define a wide range of variables. What about provinces with 8 provicne borders? How would you propose calculating how much from each province is advancing where? alternativly, the CP strain would be god awful, I cant imagine the entire Russian, Chinese and pacific fronts going back and forth with this kind of color. I got a better solution to those who want this. If map layers are implemented, add another. Winning layer. For the province / region, it will be highlighted. Green if your winning (above 55%) yellow for even battle (less then 55% higher then 45%) and red for losing (below 45%).

In my opinion, this makes it easier then slow creeping color, as it can tell you quicker if your winning or not. Of course, for some its just too much work to select a unit that is battling, to check how the battle is going. You should be doing that anyway......
Haha, let's do this.

Take 2 provinces. Province A is the origin of attack. Province B is the conquered province.

Both have bounding boxes. Average the bounding box to a single point for each province. Then determine the vector between the 2 points.

When province B is conquered, shift a texture of the color of the owner of province A along the vector above province B until it overtakes it, and then swap the color to represent the new controller.

wilcoxchar said Paradox would have to program this mechanism 10 000 times because there are 10 000 provinces.

Anybody with even the most rudimentary knowledge of programming would understand that this mechanism would only have to be programmed one.

My analogy is perfectly correct.

Edit: adhering to the Emu's command.
 
Last edited:

blue emu

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Let's keep the discussion civil.
 

Luka

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1. This is not a purely graphic effect. This is an example of good game information management. Allow me to elaborate; this system would tell you, at a glance, where multiple battles are being fought and how they are progressing, which areas need your attention, and so on.

2. RE: This would suck CPU power from other things: HoI2 pretty much already does this. Whenever there are battles you can click on the battles icon on the top left. This will should you a list of all current battles, including a red/green bar showing the progress of the battle. This is the same thing that is being discussed here.

In my programming experience the thing that takes most time by a very long way is drawing things to the screen. A great many more calculations can be done under the hood and as long as the drawing to the screen is handled efficiently, then you'll never know the difference.
 

Luka

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dermeister said:
Both have bounding boxes. Average the bounding box to a single point for each province. Then determine the vector between the 2 points.

Indeed, this is already calculated in HoI2 to determined if a province falls within the range of a certain aircraft I think.

I don't thin that direction would really need to be taken into account. Just a simple red/green bar style thing as before (but colours replaced with national colours) should do fine.
If not though, there are methods that can take all the vectors between provinces which are fighting battles and give a colour gradient weighted according to victory progress. If you're concerned with this being a CPU hog people, seriously, don't be.
 

dermeister

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Luka said:
Indeed, this is already calculated in HoI2 to determined if a province falls within the range of a certain aircraft I think.

I don't thin that direction would really need to be taken into account. Just a simple red/green bar style thing as before (but colours replaced with national colours) should do fine.
If not though, there are methods that can take all the vectors between provinces which are fighting battles and give a colour gradient weighted according to victory progress. If you're concerned with this being a CPU hog people, seriously, don't be.
I believe that we are talking about the map, while you are talking about a battle progress bar in a battle screen.
 

Luka

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Sorry, I didn't make my original point clear :)
All I'm saying is that, for your own country at least, this kind of thing is already done in the battle progress bar. Whether it is done in the battle progress bar or on the map is largely irrelevant in this cursory analysis. It is still computed an displayed, whether it is on the map or somewhere else. The benefit with it being on the map over the current battle screen, is that you're getting information on the location and distribution of attacks - something that is impossible to judge at a glance from a list.
 

Bullfrog

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Luka said:
Sorry, I didn't make my original point clear :)
All I'm saying is that, for your own country at least, this kind of thing is already done in the battle progress bar. Whether it is done in the battle progress bar or on the map is largely irrelevant in this cursory analysis. It is still computed an displayed, whether it is on the map or somewhere else. The benefit with it being on the map over the current battle screen, is that you're getting information on the location and distribution of attacks - something that is impossible to judge at a glance from a list.
But when it is transfered from a little bar in the battle progress screen to the actual 3D map, there is a huge difference in the computing power and graphical power required.
 

Luka

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Bullfrog said:
But when it is transfered from a little bar in the battle progress screen to the actual 3D map, there is a huge difference in the computing power and graphical power required.

It's not as bad as people seem to be thinking. Not only will most of the load be taken by the GPU, this kind of thing is a very basic openGl bit of code.

Here you go: http://nehe.gamedev.net/
On there, look at the opengl tutorial 3 on the left. If we assume we already have access to the variables indicating the state of a battle between certain provinces, then assigning a some descriptive colours to a few polygon vertices based on these variables will barely register a performance hit at all.
One thing that people must bear in mind, I may be wrong here but with my programming experience this is the case - graphics are redrawn almost constantly anyway. Again, I'm just stating that having a few lines of code to set some vertex colours and having some extra polygons will not be a serious performance hit.
I must reiterate my main point; I like the idea in principle because it shows better information management and that is one of the largest failings of the HoI series so far and needs to be addressed.