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Axis & Allies => Software => Topic started by: HolKann on November 25, 2008, 05:41:22 pm



Title: Modules for ABattlemap
Post by: HolKann on November 25, 2008, 05:41:22 pm
ABattleMap Modules

Intro:
Since I've got a first post in a stickied thread here, I'm gonna hijack it :evil: to present to you guys the brand new ABattleMap Installer (http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe)! The goal is to simply have a player install one .exe file, and be ready to play any A&A flavour (s)he likes. No more messing around with map versions or e-mailing modules, all ABattleMap needs should be in one convenient package.

Features:
* Easy-to-use self-install format
* Up-to-date 0.80+ ABattleMap.exe file
* Some extra files created by the community to enhance your ABattleMap experience
* All current A&A-related modules including:
  • Both of Funcionetta's Free China modules
  • A version of AAR with corrected sea zone names
  • The finished version of AA42
  • The former ABattlePack
  • TMTM's Guadalcanal, Battle of the Bulge and D-Day
  • Half a dozen other A&A variants I found on the net: AAR: Enhanced, AAR: Historical Edition, Pact Of Steel, AAE: Italy, Advanced World At War, Global War.
  • Stoney's superb Pacific 1940 module v3.2

How to install:
Simply download the ABattleMap Installer (http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe), follow the instructions on-screen, and double click the created shortcuts. Easy as pie, have fun!

On the extra files:
There is a folder in the installation directory called "_Extra Files_". This folder contains extra toolpieces.bmp, bigpieces.bmp and map.bmp files to costumize some modules. Also, it contains a .pdf with Stoney's guide on how to create your own ABattleMap modules. It's very complete, and certainly worth a peek.

Notes:
Required disk space: 207 MiB. This is mostly due to the use of .bmp files for the many needed image files.

For non-Windows users, here (http://www.mediafire.com/file/tnlho3w1tzh/ABattleMap_Files.7z)'s a .7z file of the whole lot.

Compatibility of maps should not be an issue, I've only included maps which are compatibility-wise finished. Anyone sending me a new version of an already existing module, should make sure they're compatible with the older versions. New modules are always welcome and will be added to the ABattleMap installer.
Current version of the files: juli 24nd 2010.

Any comments, suggestions or flames on the ABattleMap installer or modules can be directed to this thread. Comments, suggestions or flames regarding Pacific 1940, Europe 1940 and Global 1940 can be directed to Stoney's thread (http://www.axisandallies.org/forums/index.php?topic=18773.0) (which should be stickied imo).

People who can't download files from Mediafire are welcome to pm me with their e-mailaddress so I can simply mail the files to them.

Many tnx go to TMTM, Funcionetta, TimTheEnchanter, CmdrJennifer, a44bigdog, Emperor Molari, jeffdestroyer, Stoney229, Atarihuana, d142, P@nther and Vreely for supplying ideas, reporting bugs and sending through files or modules. Ofcourse, credit also has to be given to Atilla, the creator of ABattlemap.



A quick tutorial on using ABattleMap:

* Navigating is done by holding down the right mouse button and moving the mouse.
* Placing new units in a territory is done by left clicking on the desired unit in the ToolBar window, and then left clicking in the desired territory. To place 5 units at a time, hold SHIFT. To place 10 units at a time, hold CTRL.
* Deleting units is done by clicking the middle mouse button on the desired unit, or by changing the mouse function to delete by clicking "DEL" in the upper right corner of the ABattleMap window. To delete 5 units at a time, hold SHIFT. To delete 10 units at a time, hold CTRL. To get back to the default mouse function, click "ESC" in the upper right corner of the ABattleMap window.
* Moving units from from a territory to another is done by dragging them with the left mouse button. To drag 5 units at a time, hold SHIFT. To drag 10 units at a time, hold CTRL. To drag a whole stack of units, hold CTRL+SHIFT.
* Undoing a recent action is done by clicking "UNDO" in the upper right corner of the ABattleMap window.
* Zooming in is done by pressing "+" on the numpad. Zooming out is done by pressing "-" on the numpad.
* Recovering the InfoView and ToolBar window after they mysteriously disappeared is done by removing the "ABattleMap.ini" file from your ABattleMap folder (default: C:\Program Files\ABattleMap).



Source map files

For those who wish to create their own version of the AA50 modules, a .pdn file of Map.bmp for the AA50 1941 scenario can be downloaded here (http://www.mediafire.com/file/nwlzmnyymdm/aa50_AlternateMap.pdn), and a .pdn file for the AA42-map can be found here (http://www.mediafire.com/file/nozqffwlqgw/AA42 module 09_06.pdn).


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on November 27, 2008, 08:25:25 pm
.


Title: Re: AA50 modules for ABattlemap
Post by: Mr Morden on November 27, 2008, 09:54:07 pm
Any chance of posting these using the site based uploader...

I have problems with filesharing sites at work... (I'm not online at home..)

Can anybody help ?   :-D

Free league points are at stake LOL !


Title: Re: AA50 modules for ABattlemap sz 7 to NWE error
Post by: jeffdestroyer on November 28, 2008, 12:05:04 pm
sz 7 does not connect to NWE on the Battlemap file.


Title: Re: AA50 modules for ABattlemap sz 7 to NWE error
Post by: jeffdestroyer on November 28, 2008, 12:06:43 pm

After messing up the map and the uploads, I'll simply devote a little thread to the AA50 modules for ABattlemap. The goal is to keep the most up to date version in this post, and any bugs or changes that might be good can be reported here. I'll try to look into them as soon as I have time.

Latest version (26th of November): http://www.mediafire.com/file/nmhzm1t2iqm/AA50%20modules.zip

Currently working on:
 -fixing the SZ 38 naming error

Have fun! :)

sz 7 does not connect to NWE on the AA50 Battlemap file.


Title: Re: AA50 modules for ABattlemap
Post by: Mr Morden on November 28, 2008, 01:34:28 pm
Any chance of posting these using the site based uploader...

I have problems with filesharing sites at work... (I'm not online at home..)

Can anybody help ?   :-D

Free league points are at stake LOL !

 :cry:  won't anybody help me ?


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on November 28, 2008, 02:05:55 pm
Here are the two game files.  Can not upload the other files here. 
Give me an e-mail address and I can send it to you


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on November 30, 2008, 05:34:00 pm
sz 7 does not connect to NWE on the Battlemap file.

Fixed :)

Any chance of posting these using the site based uploader...

No, they get screwed up all of the time because the forum doesn't allow ".rar"-files to be attached. PM me with your e-mail address, and I'll send them to you...


Title: Re: AA50 modules for ABattlemap
Post by: RisingDragon on December 01, 2008, 08:39:47 pm
not sure if u got this one yet, but Saigon victory city in FIC should be Shanghai in Kiangsu.  Also, placements were off in the original map file for 1942, I've included corrected placements below in case it's helpful...cheers and thanks for doing this!


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on December 02, 2008, 09:05:03 am
Didn't update the link :oops:. I did now (and doublechecked ;) ): Shanghai, 1942 setup, connection to Nwe from SZ7,... are correct.


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on December 02, 2008, 09:42:02 am
Didn't update the link :oops:. I did now (and doublechecked ;) ): Shanghai, 1942 setup, connection to Nwe from SZ7,... are correct.


thanks for the correction


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on December 04, 2008, 10:37:05 am
Posted a final version of the map, without naming errors and some optimized territory shapes (nothing major, just made some connections between seazones or land territories a bit more clear), + fixed the placement of some NO IPC-values on the map.

Also, +1 to the first forummer who knows the names of the six people pictured on the map... 8-)


Title: Re: AA50 modules for ABattlemap
Post by: DarthMaximus on December 07, 2008, 08:44:46 am
Stickied the thread.


Title: Re: AA50 modules for ABattlemap
Post by: soldat on December 13, 2008, 10:01:40 pm
How do I use this map?


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on December 13, 2008, 11:39:45 pm
If you will look in the Axis & Allies Revised section of the forum there is a stickied thread about battlemap.


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on December 15, 2008, 06:03:01 pm
Is there anything by way of a new "map" for Triple A for AA50? I haven't bought the actual game yet, and thought taking a look the virtual way might be nice. Also, where can I find the rules book? Do I have to go through the errata first?  :-P


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on December 16, 2008, 08:40:50 am
Hey, it looks like they used some of my images as the basis for the new toolpieces.bmp.   Cool!!  You can almost tell the pieces apart!



@DJ: The official rules are posted on the Wizards of the Coast site.  (And of course, there's already an Errata page to go with it.  :roll:  :lol:)  Good luck trying to print them. I had to print it a page at a time on my work printer because the graphics make the printout so big.  I'm not even going to try it on my home/inkjet printer.


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on December 16, 2008, 08:52:54 am
Is there anything by way of a new "map" for Triple A for AA50? I haven't bought the actual game yet, and thought taking a look the virtual way might be nice. Also, where can I find the rules book? Do I have to go through the errata first?  :-P


Triplea does have an AA50 map.
Rules and FAQ at http://www.wizards.com/default.asp?x=ah/prod/axisanniv


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on December 16, 2008, 08:57:00 am
Hey, it looks like they used some of my images as the basis for the new toolpieces.bmp.   Cool!!  You can almost tell the pieces apart!
Yes, I did :D I mentioned this the first time I posted the modules somewhere, but forgot it in this thread. And it's true, DD, Cru, BB are very hard to make distinguishable with the toolpieces, tried my best... And since we're giving credit: the general shape and colors of the map are the work of Atilla at Flames Of Europe (who is also the creator of the whole ABattlemap program).

Is there anything by way of a new "map" for Triple A for AA50? I haven't bought the actual game yet, and thought taking a look the virtual way might be nice. Also, where can I find the rules book? Do I have to go through the errata first?  :-P
Try pm'ing Imperious Leader, or just browse around a bit in this forum, Imperious Leader has got different maps uploaded at mediafire which are a decent representation of the actual map, and he distributes links to them every now and then.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on December 20, 2008, 06:47:34 pm
Only one thing is missing now from the Battlemap modules and that is a tech chart to keep track of who has what.


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on December 20, 2008, 07:08:21 pm
I've updated the toolpieces to be even more to my liking.  Among the changes I've made:
  • Cleaned up several of the flags.  Some nations just don't lend themselves well to tiny little circular tokens so a few just use full replica flags.
  • Put in more differentiation/details in the ships.  Destroyers are smaller, Cruisers face right and are medium sized, BBs face left and are much larger.
  • Removed unnecessary chinese units
  • Put in a special "damaged IC" in place of the Chinese IC.  In our game, Funcioneta and I decided the best choice for damage would be chinese ICs - so this just makes it look more like damage.

Feel free to use these.  Just rename them to just toolpieces.bmp and put them in the AA50.GIM ('41) and AA51.GIM ('42) folders.

Whether you decide to use them or not, please let me know what you think of them.

Mediafire folder (http://www.mediafire.com/?sharekey=54fb0759fd1bf40f91b20cc0d07ba4d28ecc52aa9eb007d1#)
http://www.mediafire.com/file/0zqh1qnymzu/ToolPieces_41.bmp (http://www.mediafire.com/file/0zqh1qnymzu/ToolPieces_41.bmp)
http://www.mediafire.com/file/odm3gngyodq/ToolPieces_42.bmp (http://www.mediafire.com/file/odm3gngyodq/ToolPieces_42.bmp)


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on December 21, 2008, 01:42:22 pm
I like the damaged factory vs using flags

The bombers and a few other pcs look to modern and not WWII
I also like the pcs of nations to be different when possible


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on December 21, 2008, 04:43:02 pm
Two great ideas + a little better unit pics = I'll look into it when I have the time -> january exams are comin' up.

BTW, the Chi IC is indeed the best one, had already made some kind of burned down building for it, but it was quite ugly, so tnx for posting yours...

Edit: simply added your unit pics to the file for now 8)

@Jeffdestroyer: try bigpieces, those have got some different units pics, or feel free to draw some yourself, it's not that hard and it never hurts having some extra nice figurines :)


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on December 21, 2008, 05:44:24 pm
I like the damaged factory vs using flags

The bombers and a few other pcs look to modern and not WWII
I also like the pcs of nations to be different when possible

The problem is trying to make any real differentiation in such a tiny space.  the pieces themselves are only 10 x 15 pixels, and 2 rows and 2 columns are used up putting in the shading to make them look beveled/raised. (Actually I cheated and use a little of this border space for the ends of the BB and CV so they can be a little longer.) That leaves a space of only 8 x13 pixels to work with. 

The driving force behind these images was that many of the default pieces that came with battlemap when I started playing AAR were completely indistinguishable.  I could never tell a bomber from a fighter or a destroyer from a battleship and in general the pieces were very hard to identify.  Therefore I played around with them until I developed images that were at least a little more life-like, distinguishable from each other, and would be immediately recognizable to me.  It appears HolKann used those as the basis for AAR and I've just put a little more of my personal flavor into these files. 

Historical accuracy was definitely secondary to "usability" of the image, although I did try to get some general ideas for the shapes of the respective boats and planes.  the fighter is roughly shaped like an overhead view of a Zero or even some of the other figs of the time.  It's pretty generic.   You could definitely look at the bomber design and think it implies a more modern design (the wings are too angled), although you could say it's got touches of a B29, but the most important factor in the way I drew it was that it had to look completely different from the fighter so I could tell them apart.

For me, I am not that "in to" the hardware of the war, and playability was my biggest concern, so making all units look the same across nations is actually a plus.  As far as the game mechanics are concerned, a fig is a fig and the easier they are to spot both on my side and the other side, the easier it is for me to play.

If someone else can design better pieces that are more realistic, but still recognizable, then more power to you.  I'd be interested in seeing them and potentially using them.  In the mean time, I just find them to be a slight improvement over what was provided and thought I'd share with others around here.


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on December 21, 2008, 05:58:05 pm
Two great ideas + a little better unit pics = I'll look into it when I have the time -> january exams are comin' up.

BTW, the Chi IC is indeed the best one, had already made some kind of burned down building for it, but it was quite ugly, so tnx for posting yours...

Edit: simply added your unit pics to the file for now 8)

@Jeffdestroyer: try bigpieces, those have got some different units pics, or feel free to draw some yourself, it's not that hard and it never hurts having some extra nice figurines :)


The Chinese IC really seemed like the logical choice for the damage token,  Any other unit from an unaltered toolpieces file might be confused for a live unit - expecially AAs (although I briefly considered using chinese boats, too).

And frankly, I found some mean-spirited humor in the implication that the more and more your factories became Chinese factories, the worse they became.  :-D


Title: Re: AA50 modules for ABattlemap
Post by: Funcioneta on December 30, 2008, 04:52:42 pm

The Chinese IC really seemed like the logical choice for the damage token, 

And frankly, I found some mean-spirited humor in the implication that the more and more your factories became Chinese factories, the worse they became.  :-D

He, good one  :lol: karma +1


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on December 30, 2008, 06:01:00 pm
Yea, the China IC is a good token for damage, but we really need the map edited like in AARe so that there is an area below to represent all the technologies, maybe even a Victory City counter.


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on December 30, 2008, 06:07:38 pm
I really like the Big Pieces, so I think that I will start using the Chinese flags as damage token or the Chinese factory itself.
If somone edits the Big Pieces an adds  a damaged Factory, it would be the best choice.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on December 31, 2008, 05:18:44 am
I like the standard ToolPieces.bmp better than the BigPieces. On my large 1920x1200 screen the big pieces do not improve.
What makes ABattlemap with ToolPieces.bmp really comfortable to me ist the Windows tool magnify.exe.

Just take a look at

http://i43.tinypic.com/2ns6xxt.jpg

to view a screenshot of my settings. Please note that I had to reduce the size of the picture to 1600x1000 due to tinypic restrictions.

With the help of this tool I have a complete overview and gain a brilliant view to the place where the action is or where I want the action to be ;-)



Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on December 31, 2008, 08:23:46 am
Oh, I went back to standard pieces a long time ago.  Doesn't change the fact we need someone to paste a segment on the bottom of the map (or top, but bottom is less annoying) with charts you can place flags on to represent which of the 12 technologies you have and possibly a tracker chart for victory cities as well.

Reference the AARe map for an idea what I am talking about. (If I had a clue what image file needed to be altered, I'D do it myself!  It's just a matter of copy/pasting it from AARe to AA50 and altering the text!)


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on December 31, 2008, 10:02:29 pm
Here is my Big Pieces edit with a damaged factroy in the place of the Chinese Factory.  Maybe someone will like it.

http://www.mediafire.com/?sharekey=d15029b5f55b2eddd2db6fb9a8902bda


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 01, 2009, 07:20:36 am
Doesn't change the fact we need someone to paste a segment on the bottom of the map (or top, but bottom is less annoying) with charts you can place flags on to represent which of the 12 technologies you have and possibly a tracker chart for victory cities as well.

Reference the AARe map for an idea what I am talking about. (If I had a clue what image file needed to be altered, I'D do it myself!  It's just a matter of copy/pasting it from AARe to AA50 and altering the text!)

I was thinking about something like this too, maybe also adding IPC counters for each nation (so Arabia can be kept clean), and a turn counter possibly... Anyhow, if you could adjust the map.bmp file in one of the modules, and mail it to me (<forum name> at gmail dot com), I'll generate sektor files and put things together and update the mediafire. a44bigdog pm'd me about this too, and hopefully he can send an adjusted map.bmp too.

Here is my Big Pieces edit with a damaged factroy in the place of the Chinese Factory.  Maybe someone will like it.

http://www.mediafire.com/?sharekey=d15029b5f55b2eddd2db6fb9a8902bda

Since the bigpieces also need a damaged factory token, your file will be implemented, tnx :)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 08:11:44 am
Already done, Master Holkann!

I'll link it here, it's in JPG so you'll have to save it as a BMP. (My old Paint Shop Pro from JASC does this, so I'm sure whatever you are using can too, considering my JASC software was released in 1994!)


I also emailed you the bmp, but the jpg is there too (in case anyone wants to look at critique it before it's finalized.)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 08:22:45 am
BTW, the idea is to use flag icons in the little boxes to mark technologies and stuff.  I'm sure you knew that, but I wanted to clarify. 

Anyway, it's about as fancy as I think it needs to be to function the way we want, it just needs to be made into usable space so the flags don't stack on each other and the entire program does not crash when you try to use the new area under the map. :)


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on January 01, 2009, 09:07:31 am
Nice Map, hopefully we can get it working.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 01, 2009, 11:32:31 am
I think adding turn and IPC counters would be unnecessary clutter added. As it is right now the system of adding a flag in the Sahara after each countries turn and using Saudi as a the bank is a simple and elegant solution.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 11:51:12 am
I think adding turn and IPC counters would be unnecessary clutter added. As it is right now the system of adding a flag in the Sahara after each countries turn and using Saudi as a the bank is a simple and elegant solution.

Agreed.  Everyone's pretty much used to Saudi Arabia being the "Bank" and Sahara being the turn counter.  Though, to be honest, why do we need a turn counter?  Everyone names their maps with the country and turn anyway!


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on January 01, 2009, 02:24:19 pm
If you did use an expanded map with the counters like that, you'd probably want to use an additional counter for active research teams as well.  Funcioneta and I have been putting flags in spain, but if you're going to put that much in to track techs, you should also track the researchers as well.

I like the concept (and have played around with various ways to alter the map to accommodate something similar).  However that particular layout seems to waste an incredible amount of space and makes the image - which doesn't fit on my screen as it is - even bigger and more cumbersome. 

I was also thinking we could add a row to the toolpieces and make custom icons for the various techs (a paratrooper, a rocket, a radar array, etc), and just line up the research tokens and acquired techs next to each country's flag in spain, mongolia, or argentina or something like that - similar to how flags are used in saudi, etc.  But for that to work, everyone would have to use a version of toolpieces with the 8th row for techs, or they dissappear when you open the map.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 02:41:54 pm
The spain thing works fine.  The problem with the map as it currently is, is that there is no functionable way to tell who has what technology.

For instance, Radar and Rockets could both be realistically represented by AA Guns.  Likewise, Paratroopers and Mechanized Infantry could realistically be represented by an Infantry unit.  Researchers and War Bonds by flags.  How do you represent Jet Fighters and Long Range Aircraft? 

Just about anything you would think to use as a token to remind you of what technology you have could be mistaken later for a different technology (with some obvious exceptions, like Super Submarines or Improved Factories, but even those could be Improved Shipyards (either of them))


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 01, 2009, 04:00:02 pm
It's not a good idea to post a non-final version with this much changes, because some people would have the changes, others wouldn't, and both would have to upgrade to the final version sooner or later, making pbm a bit more cumbersome. So for now I'm posting a "work in progress" version here: http://www.mediafire.com/?sharekey=e0d3928ee746fd2b91b20cc0d07ba4d2fc8df7fa75a88935 (http://www.mediafire.com/?sharekey=e0d3928ee746fd2b91b20cc0d07ba4d2fc8df7fa75a88935) (obsolete, for latest version: see first post of this thread).
If you guys got any suggestions/comments, go ahead, I'll try to explain why I did stuff this or that way, but maybe some other way would be better, so go ahead.

As for the map being to big: I'm aiming at a resolution fitting 1680*1050 under a windows machine (so without a scrollbar at the side or bottom). Currently, the .bmp file is 1560*960, but I don't know if that's too big for 1680*1050 to fit...

'bout the turn counter: they don't hurt anyone, if you don't like them, simply don't use them ;)

'bout everyone being used to Saudi as a bank: I'm used to a bike, but I wouldn't mind having a car. And if I really wish, I can still use my bike whilst having a car ;)

Ow, I also adjusted some other stuff, like the flag markers (sry Tim :evil: ) and the little isles.

'nyhow, give it a try, and plz tell what you think of it :)


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 01, 2009, 04:32:16 pm
the icons were not going to the correct areas on the bottom of the map. After placing any icon on the bottom of the map Abattlemap crashed.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 01, 2009, 04:53:04 pm
From the flames of Europe site.

One can use also in-scanned maps between 1000x500 and 2000x1000
(the ratio does not have to be 2:1)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 05:07:07 pm
That actually works marvelously.

Love the new Russian flag too, btw.


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on January 01, 2009, 05:31:24 pm
That actually works marvelously.

Love the new Russian flag too, btw.

Excellent Map, Thanks HolKann for putting it together. 

Just an aside, I disagree with Jen, Russian flag should be the sickle and hammer, they were commies, and nothing says commie like the sickle and hammer.  :-D :-D


Title: Re: AA50 modules for ABattlemap
Post by: jeffdestroyer on January 01, 2009, 06:36:16 pm
 :cry:   Keep the Hammer & sickle!!!        :lol:


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 07:29:42 pm
You can copy the old toolpieces and put them back in the folder, Jeff


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 01, 2009, 07:56:30 pm
Well so far looks like I am the only one this is not working for. As soon as I minimize battlemap the program crashes.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 01, 2009, 08:17:26 pm
I have not tried to minimize it.  I know it crashes when you play around in the new area too long, so save often when using that area. 


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 02, 2009, 04:51:00 am
Well so far looks like I am the only one this is not working for. As soon as I minimize battlemap the program crashes.

I have not tried to minimize it.  I know it crashes when you play around in the new area too long, so save often when using that area. 

There was a little bug, sry  :oops:
Should be fixed now (the .MAP file wasn't neatly sync'd with the .bmp).

:cry:   Keep the Hammer & sickle!!!        :lol:

They are there, you just have to have a really good look ;)

Ow, and thanks for all the help you guys gave: toolpieces, bigpieces, tech drawings, VC counters... Some thing missing though is a nice photoshopped .bmp, kinda like IL's, but I'm lacking the time and skills for now.
However, if you like any new counters/things added/things changed to the map, now is the perfect time to ask :)

As soon as I get your blessings, I'm gonna make a 42 module and put them in the first post.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 02, 2009, 07:07:52 am
we need to redownload to get the fixed maps then I take it?


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 02, 2009, 08:33:48 am
Some thing missing though is a nice photoshopped .bmp, kinda like IL's, but I'm lacking the time and skills for now.

I will be loading my graphics programs onto this computer sometime this weekend. I can probably take care of such for us. The crash bug seems to be gone now. One thing does need to be changed however. The squares on the tech chart are only large enough to accommodate 4 flags. they need to be increased in size to handle 6 flags on the off chance all the countries acquire the same tech.


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on January 02, 2009, 08:41:35 am
Shouldn't the starting map Show Japan's cash as 17 not 18?


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on January 02, 2009, 08:45:44 am
However, if you like any new counters/things added/things changed to the map, now is the perfect time to ask :)

As soon as I get your blessings, I'm gonna make a 42 module and put them in the first post.

How about a chart showing unit cost?


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on January 02, 2009, 08:48:36 am
You can copy the old toolpieces and put them back in the folder, Jeff

Thanks, that's much better.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 03, 2009, 09:16:27 am
Correct me if I am wrong, Holkann, but I think I can make cosmetic changes to the map (ie put unit costs in a sea zone or something) without screwing up the functionality of the map.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 03, 2009, 09:57:11 am
Yes Jenn the bitmap itself as far as appearance, can be modified without affecting the functions. Changing territories or adding them which is basically what the new map has done with the chart space requires changing the sektor files as well. As long as none of the territory borders are moved everything is fine. For me the map is fine as is, and I don't think it needs anymore stuff added to it. Spiffy pictures and all that jazz do not really add to the functionality of the map.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 03, 2009, 11:08:55 am
I just wanted to put the price charts on there.  With so many flavors of Axis and Allies and different unit abilities and prices and everything, it can get hard to keep straight.  So I fixed it up a bit.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 05, 2009, 07:38:18 am
Shouldn't the starting map Show Japan's cash as 17 not 18?
You're right, will be corrected.

How about a chart showing unit cost?
I just wanted to put the price charts on there.  With so many flavors of Axis and Allies and different unit abilities and prices and everything, it can get hard to keep straight.  So I fixed it up a bit.
I've got nothing against a price chart :) But since there's enough room left at the bottom, I'll add it there.

And the tech thingies should be bigger indeed.

Gonna place a new version today, with the suggested changes...


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 05, 2009, 07:50:06 am
I already added a price chart, will email.

Here's the JPG version for those who want to see it early.  (BMP is better for Holkann since it won't be blurred.)


Note that I put it in the same general location as the one printed on the game board itself.  Also, I improved upon the game board a bit by adding in the reduced cost on some units with technology.


HolKann, if you want, feel free to change the title bar color to American Green and the rest of the chart to two shades of neutral gray (German Gray and Neutral Gray?)  Obviously the text color would have to change to Black then.  But it might "feel" more appropriate to the board.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 05, 2009, 10:05:47 am
Owkey, job finished, you can download it here (http://www.mediafire.com/?ywwwlg0z0ym).

Note that I put it in the same general location as the one printed on the game board itself.
I did replace it to the lower left corner of the board, because it made the borders between the seazones disappear.

Also added to the download are the necessary SektorInfo files, so other people can create their own versions of the map without going through the hustle of creating these files by hand. Bear in mind though that it's not a good thing if new maps contain radical changes from other maps, because then people with different maps will have a hard time knowing where the units are placed when playing against eachother.

Edit: also posted a .zip-file without the SektorInfo files in the first post of this thread, since I think the map's fairly finished now :)


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 05, 2009, 11:18:22 am
Big thumbs up to those involved. This is probably the best battlemap module I have seen so far.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 05, 2009, 12:03:46 pm
Very nice.

Just some cosmetic issues on my end, I want the old icons, I know, I'm so blasted conservative, but it's only on MY screen! heeh


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 05, 2009, 09:45:05 pm
2 minor issues. When I load a map made with the map made with the prior chart at the bottom any icons there are showing up in those spaces.

I have seen some maps with Japan with 18 IPCs in '41 this is incorrect as they start with 17. I can not double check this as I replace my start files with ones that have the unit neatly stacked as opposed to scattered pell mell. Jenn has some nice start files she could e-mail you for the final release version.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 05, 2009, 09:58:41 pm
I'd be glad to send you the start files.  I prefer them stacked up, makes invading and seeing what is in the zone defending and attacking easier, IMHO.

I believe the 18 IPC has been repaired to 17 IPC.  I'm pretty sure Russia's been repaired to 30 IPC as well.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 05, 2009, 10:27:50 pm
I just noticed the '42 scenario still has the turn order text from '41.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on January 05, 2009, 11:34:46 pm
I just noticed the '42 scenario still has the turn order text from '41.

I fixed this. Just download the '42 map from

http://www.mediafire.com/download.php?g4ym2mdizje

For those who probably do not know about .7z please visit

http://www.7-zip.org


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 06, 2009, 10:34:19 am
2 minor issues. When I load a map made with the map made with the prior chart at the bottom any icons there are showing up in those spaces.

This I don't really get. The areas are moved a bit because of bigger tech boxes and a unit reference chart, so that may be why your icons are not in the right spot there. (I'm only guessing what your sentence meant though  :roll:)

Quote
I have seen some maps with Japan with 18 IPCs in '41 this is incorrect as they start with 17. I can not double check this as I replace my start files with ones that have the unit neatly stacked as opposed to scattered pell mell. Jenn has some nice start files she could e-mail you for the final release version.
The 18 IPC's are back to 17, and neatly stacked units would be quite nice, that's true. Could you e-mail me your files (username at gmail dot com)? *Big begging eyes mode* Or Jen, would you be so kind?

I just noticed the '42 scenario still has the turn order text from '41.
Damn, at one point I thought "don't forget the .bmp file for '42!" :D


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 06, 2009, 10:38:04 am
I don't have to email them, they are map files so the site will let me upload them.

Just change the file name to start (in other words, delete the 1941 and 1942) when you paste them into the appropriate file folders so they over write the old ones and all the pieces should be in neat, orderly, columns.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 06, 2009, 11:30:37 am
With maps made in the previous version (I am assuming my opponent has such). The icons are where they would be located on that map. Which puts the money where the turn indicators go and the turn icons over into the tech chart. I am not sure why this is happening as I completely replaced my old .gim folders. And while I may be seeming like a pain, I have a lot of experience modding games and such in the past and am trying to provide all the trouble shooting I can so that a finalized version without bugs can be provided as soon as possible.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 06, 2009, 11:43:55 am
No idea, I'm not experiencing that issue.

You can just fix it and save them on your start maps.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 06, 2009, 12:41:34 pm
It is an issue I am having in a game against someone else. Their posted maps have the described attributes. I am not sure why this is. I would assume Holkann moved the "territories" that control this when making the new sektor files. And if he did so those icons should be in the correspondingly named territories on my map.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 07, 2009, 06:53:10 am
And while I may be seeming like a pain, I have a lot of experience modding games and such in the past and am trying to provide all the trouble shooting I can so that a finalized version without bugs can be provided as soon as possible.
No, you're completely right, this is exactly what this thread is for, so tnx for the feedback :)

It is an issue I am having in a game against someone else. Their posted maps have the described attributes. I am not sure why this is. I would assume Holkann moved the "territories" that control this when making the new sektor files. And if he did so those icons should be in the correspondingly named territories on my map.
What I think has happened is that you used your old start.aam file with the latest AA50 module files. This resulted in your starting flags being misplaced, as the board had changed its layout. Remember that the unit icons in an .aam file only remember their position on the screen (as in xth pixel on the yth row), completely independent from the .bmp and .sek files, which define the appearance and behaviour of the map (e.g. territory z is green and belongs to USA) (while actually those 2 files are also completely independent).

Your opponent though had the latest .aam file, and didn't change it, so hence the confusion.
Could this explain the situation you had?


I don't have to email them, they are map files so the site will let me upload them.

Just change the file name to start (in other words, delete the 1941 and 1942) when you paste them into the appropriate file folders so they over write the old ones and all the pieces should be in neat, orderly, columns.
Yet another tnx are in place :)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 07, 2009, 07:37:53 am
Allright, work's done, updated version in 1st post of this thread (since I'm expecting no more major changes :) ).


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 07, 2009, 07:47:24 am
*sets off to try and break it*    :-D


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 07, 2009, 08:21:31 am
Null Perspiration Holkann!  All I did was beatification, you did the hard work of getting it coded right!


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on January 07, 2009, 09:20:59 am
uh... a few more minor errors i think. I think the symbol for Trans-Jordan when hovering Trans-Jordan is Trj, but when hovering Italian NO next to it it is Tra.

the chart in the bottom right lists fighter's movement as 4/5*... it should be 4/6*

a bit more significant... I think the labels for "Black Sea Seazone (BLA/Z16)" and "East Mediterranean SZ (EMD/Z15)" are swapped.  For a while there I was confused why Italy should need to control the Black Sea for its NO but the the East Med!  Thanks!


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 07, 2009, 04:56:56 pm
uh... a few more minor errors i think. I think the symbol for Trans-Jordan when hovering Trans-Jordan is Trj, but when hovering Italian NO next to it it is Tra.

the chart in the bottom right lists fighter's movement as 4/5*... it should be 4/6*

a bit more significant... I think the labels for "Black Sea Seazone (BLA/Z16)" and "East Mediterranean SZ (EMD/Z15)" are swapped.  For a while there I was confused why Italy should need to control the Black Sea for its NO but the the East Med!  Thanks!
It is a very keen eye you have! But you missed the sub's attack upgrade wasn't shown :p Anyway, things are fixed.

*sets off to try and break it*    :-D
*crosses fingers and hopes it holds* :roll:

Null Perspiration Holkann!  All I did was beatification, you did the hard work of getting it coded right!
Lol, needed wikipedia to understand this sentence; you're welcome :). Who did you make a Saint btw?


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 07, 2009, 06:03:29 pm
Beautification, way to pounce on a misspelled word. :P


So the sea zones and the super submarine upgrade has been repaired?


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 07, 2009, 06:09:21 pm
Well I guess I could mention that in the NOs North West Europe is den and in the hover it is nwe or that Borneo is brn in one place and bor in another

but I think those are small enough issues to let slide.  :-D


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 07, 2009, 06:21:13 pm
They confused me at first, but if you are not playing illegally and actually own the game, then you have a rule book to refer too.


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on January 07, 2009, 08:38:58 pm
also ukr is listed twice when hovering Germany's NO.. again no big deal


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 09, 2009, 09:19:44 am
Well I guess I could mention that in the NOs North West Europe is den and in the hover it is nwe or that Borneo is brn in one place and bor in another

but I think those are small enough issues to let slide.  :-D
Blast, you did brake it (even though just a little  8-) ). And it's minor, true, but fixed nonetheless (life would be much easier if I wasn't a perfectionist in some ways ;) ).

also ukr is listed twice when hovering Germany's NO.. again no big deal
Check!

So the sea zones and the super submarine upgrade has been repaired?
Yes, just as the double Ukr and Bor/Brn or Den/Nwe.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 09, 2009, 05:42:57 pm
What file controls that, Holkann?  I've kind of edited my map considerably and it's a continual work in progress, same with my toolpieces.  I'm trying to make ABattlemap prettier so we can get the art addicts off TripleA and return them to the one true path of Battlemap!


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 09, 2009, 06:39:15 pm
What file controls that, Holkann?  I've kind of edited my map considerably and it's a continual work in progress, same with my toolpieces.  I'm trying to make ABattlemap prettier so we can get the art addicts off TripleA and return them to the one true path of Battlemap!
Lol, I second that :D

Now, as for the file used to change names and values of territories: it is sektorinfo.txt/.sek. But to understand how it works, you need to understand the whole program. I'll give an overview of all files and their function in an ABattlemap module, but it's not easy, so be warned:



map.bmp:
is the visual image of the map that will be shown on the screen.

mapinfo.txt:
contains the name of the module (+ some extra info, but that I don't understand)

start.aam:
contains the starting position of the units.

toolpieces.bmp:
the amount of rows decides the amount of nations playing. The amount of columns decides the amount of units in play. The first column is regarded as the "flag", or the token which decides which country owns what territory. The size of a row or column may not be altered, but new columns and rows may be added.

bigpieces.bmp:
essentially the same as toolpieces, but with a bigger size of the rows and columns

toolpieces.txt:
lists the properties of each column/unit of toolpieces.bmp (or bigpieces.bmp). Those properties are: name, IPC-value, "navality" (= 1 if the column represents a naval unit, 0 if the column does not).

sektorinfo.bmp:
is a bmp-file representing the territories available on the map. Those territories are separated by black (RGB= 00 00 00) lines. To identify each different territory, the territories are filled with a different color, which's RGB-value corresponds to its line numer in sektorinfo.txt.

sektorinfo.txt:
lists the territories line by line with their properties. A typical line is like this:
France (Fra)                            : 01060100 0000016a 00000113 00000000 00000000 00000000 00000000 00000000 00000000
=> the first attribute is the name of the territory.
=> the second attribute (after the semicolon) is a block of hexadecimal numbers (which are actually 4 separate numbers):
01 means this is a land territory, 06 means it is worth 6 IPC's, 01 means it is originally owned by the country represented by the first row of toolpieces.bmp, and 00 is simply redundant.
=> the third and fourth attribute show the place (in pixels) where the IPC-value of this territory should appear (hexadecimal!).
=> the fifth attribute is again 4 separate numbers, specifying "oil" or "convoy" properties:
00 is redundant, 00 indicates no country looses IPC's if taken, 00 indicates this isn't a convoy route, 00 means this isn't an oil territory.
=> the rest are redundant.

sektorinfo.map:
is the version of sektorinfo.bmp the ABattlemap program can read.

sektorinfo.sek:
is the version of sektorinfo.txt the ABattlemap program can read.

Now, how do you make the .map and .sek files?
Your ABattlemap folder contains 2 files who manage this: csek.exe and b242map.exe. To use these however, you'll need to use the console (the black screen with white letters in windows). The easiest way to do this, is to creat a folder on your C disk. For instance: c:\aafiles . You drop there both those exe's, and sektorinfo.txt and sektorinfo.bmp. Run the console, and navigate to c:\aafiles (the command "cd.." let's you go 1 folder up, the command "cd something" lets you go to the folder "something" if available in the folder you're currently visiting with the console). If you're in the right folder, type "csek.exe sektorinfo.txt sektorinfo.sek", hit return, and the sektorinfo.sek will appear in the folder. "b242map.exe sektorinfo.bmp sektorinfo.map" does the same trick for sektorinfo.map.

More info: http://www.axisandallies.org/forums/index.php?topic=11223.new#new (http://www.axisandallies.org/forums/index.php?topic=11223.new#new)
Also, there are some .txt files in your ABattlemap folder, those are handy too, but they are in German.



Allright, I hope this answered your question, but it probably is all quite confusing (it took me a while before I got it myself, just started out file by file, and got it all in the end). Any questions, shoot, but plz read this overview and the link I gave, so you've got something to "hang things up to" (as in: if you understand A, you'll relate it to B and C without needing any help).


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 09, 2009, 09:47:40 pm
1 more problem. Quite a few people for various reasons can not download .rar files. I know it is supposed to be better and all that but .zip files can be down loaded on any Windows machine without having to jump through any hoops. I myself had to go get a time limited trial version of winrar just to download the maps and you can bet I sure aint paying for something winzip does for free.


Title: Re: AA50 modules for ABattlemap
Post by: tcnance on January 09, 2009, 10:10:45 pm
im the one dog is referring to, i cant do anything with the rar files, and the bottom of our screens dont correspond


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on January 09, 2009, 10:18:03 pm
There are some others besides you tc.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on January 10, 2009, 01:06:51 am
1 more problem. Quite a few people for various reasons can not download .rar files. I know it is supposed to be better and all that but .zip files can be down loaded on any Windows machine without having to jump through any hoops. I myself had to go get a time limited trial version of winrar just to download the maps and you can bet I sure aint paying for something winzip does for free.

I recommend 7-zip. 

See www.7-zip.org

You can decompress rar-files with it. The compression in 7-zip-format (.7z) may even be better than in .rar: 
So HoiKann's files are compressed to 541.641 Bytes in .rar. The same files compressed in .7z only take 221.015 Bytes.

And: 7-zip is free and Open Source!


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on January 10, 2009, 05:40:56 am
I ended up downloading something called peazip (open source freeware, not just demo/time-limited license and got decent reviews) to extract the version that was out there a week or so ago, but started seeing some flakiness going on.  Probably just a coincidence since there's plenty of flakiness in my machine normally, but I uninstalled it for now, just in case. 

RAR may be better, but since zip is integrated on most machines these days it is definitely easier to use.   Maybe just put both formats out there?


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 10, 2009, 06:35:08 am
rar isn't time limited: the only thing you get when the time limit has passed is a pop-up the time limit has passed: the program still works fine.

But I'll put on a zip version too, only to show it is worse (as in: takes up more space) than rar :p

I recommend 7-zip. 

See www.7-zip.org

You can decompress rar-files with it. The compression in 7-zip-format (.7z) may even be better than in .rar: 
So HolKann's files are compressed to 541.641 Bytes in .rar. The same files compressed in .7z only take 221.015 Bytes.

And: 7-zip is free and Open Source!

Hmm, interesting... Allright, WinRar is officially abolished in favor of 7-zip, tnx :)


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on January 10, 2009, 07:17:08 am
Something tells me you mean kb, since I have yet to see a way to store data in .015 bytes on a computer.   :lol:


Even so, I have a half-empty 500GB hard drive with an external 750GB hard drive.  I don't care if it takes an extra 300 kbytes for the files.  The difference in download time is negligible.  Disk space is cheap.  Labor (i.e., my free time) isn't!

And even if I did care, I have to download and install a new application that takes up several MB, in order to save 300kb?  Somehow this doesn't quite fit my definition of "better"  :-D :-P :wink:


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on January 10, 2009, 08:33:53 am
Quote from: TimTheEnchanter
Something tells me you mean kb, since I have yet to see a way to store data in .015 bytes on a computer. 

Lol, no, I really mean 221015 bytes. It's just a matter of using "." instead of "," in Germany.
So for Germans it is 221.015 bytes that equals 221,015 bytes you are used to.

Quote from: HoIKann
Allright, WinRar is officially abolished in favor of 7-zip, tnx

You are welcome :-)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 10, 2009, 09:30:54 am
WinRar opens 7-zip files too, I believe.

And I confirm that when WinRar trial is expired, you get a popup saying expired, but you can close it and continue to use the program.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 10, 2009, 10:39:00 am
Even so, I have a half-empty 500GB hard drive with an external 750GB hard drive.  I don't care if it takes an extra 300 kbytes for the files.  The difference in download time is negligible.  Disk space is cheap.  Labor (i.e., my free time) isn't!

And even if I did care, I have to download and install a new application that takes up several MB, in order to save 300kb?  Somehow this doesn't quite fit my definition of "better"  :-D :-P :wink:
=> You're looking at it the wrong way: you still have to unpack it at your hard drive, so it will always take up the full amount of space on your hard drive, no matter how good or bad it is compressed. Alright, for those of you not liking a little moralistic speech, skip to the next post:



The big advantage of compressing things (be it with winzip or whatever), lies in the nature of uploading/downloading/internet storage. Internet storage is not as cheap as a HD, and in Belgium we've got upload and download limits which limit our internet traffic. Besides that, every byte put on the net needs a server running 24/7 using up valuable energy.

Now, take the 200 kB, make it 200 MB, and figure out the time and energy saved by uploading 200 MB instead of 600 MB. If I could save 67% of my time uploading stuff, this easily makes up for downloading 10 MB for the 7-Zip program. En plus, I get to down/upload 67% more if everyone would use 7-Zip. So that's why I'm advocating everyone to use it, even for small files, so people are used to the program when the need arises. I know for some people, it doesn't matter how big their files are, but to other people (for instance with a telephone connection), it does. Besides, In these times of environmentalism and economic crisis, don't waste energy/money needlessly by putting huge files on the net where small would also suffice. Why do you think this board limits its files to 256 kB?

See it like this: riding 1 km with a suv doesn't require a lot more gasoline than riding 1 km with a small hybrid car. But drive 1000 km, and everyone agrees the small hybrid is cheaper. So promote the hybrid, not the suv.




Title: Re: AA50 modules for ABattlemap
Post by: P@nther on January 10, 2009, 10:53:54 am
I fully agree to that.

And even if I did care, I have to download and install a new application that takes up several MB, in order to save 300kb?  Somehow this doesn't quite fit my definition of "better"
Just to clarify:
The download of the 7-zip program is only 917 KB. Once installed you can delete all the language files you don't need and the program will take only 2 MB of your HD. So this is definitely no "bloatware" compared to some other packers.
:-)


Title: Re: AA50 modules for ABattlemap
Post by: Tarling on January 12, 2009, 01:16:43 pm
Is there any reason I can't get the far right side of the board to appear? I get Alaska but WUS, CUS, and those sea zones just won't appear. I've tried maximizing the screen, i've tried stretching the screen, but no dice.


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on January 12, 2009, 02:16:15 pm
Is there any reason I can't get the far right side of the board to appear? I get Alaska but WUS, CUS, and those sea zones just won't appear. I've tried maximizing the screen, i've tried stretching the screen, but no dice.
you know if you hold right-click you can move the map?


Title: Re: AA50 modules for ABattlemap
Post by: Tarling on January 12, 2009, 05:04:36 pm
I do now! haha thanks a bunch.


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on January 14, 2009, 07:18:00 am
I hope you realize I was just trying to give you some goodnatured ribbing.  Mostly it just boils down to the fact that I'm just lazy.  Although, I think it is very rare that something like this could become a standard from a grass-roots basis, you're welcome to advocate and proselytize. The cost difference between good-enough and better is often hard to justify a change to the existing inertia.  (I know, that doesn't mean it's not the right thing to do.)

And I'm not even going to touch the argument about the environmental impact of the energy needed to put a few extra KB on disks and through the net.  I'm pretty sure I'd do a better job reducing carbon emissions if I just ate one less burrito a month. :-D :-P

Oh, and sorry about that ,/. thing. We stoopid americans tend to forget there's other people out there who might actually do things differently ;)


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on January 14, 2009, 07:25:02 am
Is anyone else having trouble getting the latest files?  I just tried to grab them and got an error from mediafire: "The page you are looking for might have been removed, had its name changed, or is temporarily unavailable."

Given the recent discussion, it would serve me right if this is because you've exceeded bandwidth limits or something similar.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 14, 2009, 12:11:32 pm
I hope you realize I was just trying to give you some goodnatured ribbing (http://www.merriam-webster.com/dictionary/rib).  Mostly it just boils down to the fact that I'm just lazy.  Although, I think it is very rare that something like this could become a standard from a grass-roots basis, you're welcome to advocate and proselytize (http://www.merriam-webster.com/dictionary/proselytize). The cost difference between good-enough and better is often hard to justify a change to the existing inertia.  (I know, that doesn't mean it's not the right thing to do.)

And I'm not even going to touch the argument about the environmental impact of the energy needed to put a few extra KB on disks and through the net.  I'm pretty sure I'd do a better job reducing carbon emissions if I just ate one less burrito a month. :-D :-P
Lol, that's right, but still, if it's the right thing to do, plus you're allowed to eat extra burrito's, I wouldn't doubt a second  :-D

Is anyone else having trouble getting the latest files?  I just tried to grab them and got an error from mediafire: "The page you are looking for might have been removed, had its name changed, or is temporarily unavailable."

Given the recent discussion, it would serve me right if this is because you've exceeded bandwidth limits or something similar.
Nope, no problems here... Poena Dei  :-P


Title: Re: AA50 modules for ABattlemap
Post by: TexCapPrezJimmy on January 23, 2009, 11:28:45 am
I guess us mac people are SOL?


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 23, 2009, 12:08:37 pm
I guess us mac people are SOL?

Perhaps.  You mean to say that you cannot run any old DOS program on your mac?  How old is your operating system!  All new macs ship with Windows so they can definitely run Battlemap (or any DOS program out there.)

You could always run it in a shell as well if you have an antiquated Operating System like OS/Linux, etc.


Title: Re: AA50 modules for ABattlemap
Post by: TexCapPrezJimmy on January 23, 2009, 12:36:50 pm
How old is your operating system!  All new macs ship with Windows so they can definitely run Battlemap (or any DOS program out there.)

You could always run it in a shell as well if you have an antiquated Operating System like OS/Linux, etc.

Ok maybe I'm not SOL, but there's no nice simple mac version I take it.

I have a macbook pro which has the intel chips. I'm pretty sure that all new macs ship with the ability to run windows, but they don't ship with windows per se. I do know that some computer retailers sell macs with windows pre-installed.

I could partition my computer and install a windows OS (not free), but there are a number of reasons why I don't want to do that. I could also run a virtual environment like Parallels (not free) but I don't really want to do that either. There are also a few applications, like CrossOver, that allow macs to run some windows apps without partitioning, installing OSes, or running virtual environments. However these usually work only for a few applications (like Outlook) and I wouldn't expect it would work for this.

Thanks for the response cmd jfr. I'm not exactly even sure what a shell is, I assume it's a kind of separate environment. Just so you know, I'm not as technically literate as you, and diving into mac's terminal usually results in me becoming frustrated.


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on January 23, 2009, 05:18:38 pm
A shell is a virtual system that is totally encapsulated to protect the rest of your system from a program and to allow it to run on an operating system it was not designed for.

The problem is, macs and their proprietary (as in not boxed and shipped to every software development firm to use for making new software compatible) operating systems have never been, exactly, user friendly or very prolific in the personal computer market, thus, there never was a plethora of programs written to write on their systems.  Windows gave away code needed to write programs that would work with it.  Added to the incentives they gave computer retailers to sell their OS you had a situation where everyone could use windows because it was so user friendly, AND it was universally recognized as the go to operating system that just about every program has been written specifically for windows first and other operating systems later if the developers felt like it.

I'm pretty sure OS10 has a program in it already that will run rudimentary dos based programs.  Remember, ABattlemap is designed to run on just about any computer from 1985 on.


Title: Re: AA50 modules for ABattlemap
Post by: Bardoly on January 26, 2009, 12:52:17 am
Help!  I'm ready to start trying to play AA50 online, but I've got a small problem.
I live in China, and I haven't been able to access mediafire.com for the last few months for some reason.  Could someone please make the AA50 modules available in some other format or e-mail them to me?  I have already downloaded the Battlemap program.

Thanks in advance.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 26, 2009, 01:38:48 am
China's government is mounting (http://en.wikipedia.org/wiki/Internet_censorship_in_the_People%27s_Republic_of_China) an offensive against "indecent internet", blocking acces to sites containing material or linking to material they deem improper. This includes porn, falun gong, tienanmen, dalai lama/tibet... So that's why I think you're not able to reach mediafire :(

'nyhow, mail me your e-mail address, and I'll send them through. Mine is <my username on this forum> (a) gmail (.) com


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 26, 2009, 12:14:43 pm
Allright Bardoly, e-mail's sent :)

Also, since 7-zip is able to compress it this good, I tried to upload the 7-Zip version with the forum's uploader again. First I tried .7z.txt, but that turned out corrupted. Then I tried .7z.jpg, and it seems to work for now :lol: Hope this helps some people out...


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 26, 2009, 07:20:35 pm
Hey, I'm having trouble opening the files and getting them into Battlemap. I can download the module files, and I downloaded that 7-UP or 7-Zip program, but after that, I am unable to open anything and don't know what else to do. Any thoughts?


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 26, 2009, 07:26:33 pm
OK, so now I've got troubles opening the AA50 module(s). What am I supposed to save it as? Because when it wants to save, it comes up saying open with X program or save the file. Well, no matter what I seem to do, it will only open under Adobe Acrobat. Should it be that? Or did I mess up big time somewhere?


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 27, 2009, 01:23:05 am
OK, so now I've got troubles opening the AA50 module(s). What am I supposed to save it as? Because when it wants to save, it comes up saying open with X program or save the file. Well, no matter what I seem to do, it will only open under Adobe Acrobat. Should it be that? Or did I mess up big time somewhere?

A quick summary of the possible versions:

A: from mediafire, .7z-version:
This is the reference file.
Name: "AA50_ABattlemap_Modules.7z"
Extract with: 7-Zip program

B: from mediafire, .zip-version:
This is for people who don't like 7-Zip.
Name: "AA50_ABattlemap_Modules.zip"
Extract with: WinZip or Windows XP / Vista

C: from the post itself, .7z.jpg-version:
This is only for people who have problems with filesharing sites.
Name: "AA50_ABattlemap_Modules.7z.jpg"
Extract with: 7-Zip program after you removed the ".jpg" at the end of the filename manually. Note that Windows may not show you the extension (=the last 4 characters of the filename). In this case, go to "My Computer" -> menu "Extra" -> "Folder Options" -> tab "View" -> make sure "hide known extensions" is not checked. Normally Windows should show the extensions of files now, allowing you to remove the ".jpg" at the end of the filename, allowing you to extract it with 7-Zip, allowing you to place the modules in the ABattlemap folder, allowing you to play.

Hmm, which version did you download? Am I right if it was version C? Did the walkthrough to the Windows-extension-hiding-problem fix your problem? If not, plz give a bit more info, such as operating system type, browser type, file version downloaded, compressing programs installed, name of the file seen on screen...


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 27, 2009, 03:31:37 pm
I actually tried downloading the first two versions/options, but I guess I didn't do so hot on either!  :-P :lol:

Maybe I should give a rundown of what I'm doing and let you decide where I'm messing up.


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 27, 2009, 03:43:12 pm
I am using Vista, Firefox.
Step 1: I have downloaded Battlemap.

Step 2: I go to the mediafire website and download the files there. I save the files instead of opening them because I have no clue what to open them with. (If you/someone can tell me what to open them with under that "open" option, that'd be great). The file I download at mediafire is: AA50_ABattleMap_Modules.7z.

Step 3: I download 7-Zip. I download the .exe version, as opposed to the .msi version. Is there one I should be using of the two?
The file for 7-Zip is 7z464.exe. I save it. I double click it and download/install/open it.

From here I have no clue how to copy the files or extract them into Battlemap directory. Are the files an Adobe Acrobat thing at all? Do I have to open the 7-Zip first?


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 27, 2009, 03:52:29 pm
OK, so I went and downloaded Option B. Now what? I moved them into the Battlemap folder where the Battlemap map is. What do I do next?


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 28, 2009, 05:28:52 am
Aha, we're almost there :)

First a little word on what you actually want to get. You want 2 folders, titled "AA50.gim" (for '41-scenario) and "AA51.gim" (for '42 scenario) in your ABattleMap directory. Those 2 folders (or alternatively named "modules") contain the necessary files for the ABattleMap program to load up the AA50 maps.

Next, I'll explain the concept of compressing files. If you quickly want to know what you should do, skip 2 paragraphs. It's a highly recommended reading though ;)

Because it's inconvenient to upload and download all those files and folders by hand, they're compressed into 1 single file. This is common practice when sharing files via the internet. An extra advantage is the files take up less space on disk, and thus are downloaded and uploaded faster. However, there are different ways to compress files. The most common one is using WinZip, which creates a <filename>.zip file. This way of compressing is also recognised by Windows Vista. The best way I know to compress files is using 7-Zip (compressing is also known as "zipping", hence the "zip" in the program names). This creates a <filename>.7z .

However, compressed files don't run, they can't "do" anything before they are uncompressed or extracted. For this, you use the same program they're compressed with, hence why you were asked to download and install 7-Zip. To uncompress, open 7-Zip, choose "open archive" or something similar, browse to/select the .7z-file, and you'll be presented the folders/files "inside" the compressed files. Then copy-paste them to the desired location (in our case, your ABattleMap folder). Make sure 7-Zip is installed though! For the WinZip (= ".zip") version, it's similar, just replace "7-Zip" by "WinZip" in this paragraph.

Allright, this was the long way. Because WinZip is integrated in Windows Vista, there's a quicker way. Here's what you should do (continuing from option B):
1. First check if Vista recognises the file you downloaded as a compressed file. The icon you see next to the "AA50_ABattleMap_Modules.zip" should look like a folder icon, except there's a little zipper on the side. If you don't see this, still try 2., but if it doesn't work, report back :P and tell me which icon you see next to it.
2. If you do see this icon, double click it. You'll see a window pop up with 2 folders (named AA50.gim and AA51.gim) in it. Copy paste those 2 folders into your ABattleMap folder. They should be placed next to folders named "AAR.gim", "AAH.gim" etc.
3. Now start up ABattleMap, and check if you see the options AA anniversary 1941 and 1942 in the "New" menu. If they're there, you made it. If they're not, you didn't, report back here  :|



PS:
Here's an extra link (http://www.bleepingcomputer.com/tutorials/tutorial105.html) about compressing/extracting with WinZip in XP/Win2000. I guess it's about the same in Vista.


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 28, 2009, 03:32:13 pm
OK, so I'm going to jump to your last point.

I did put both folders into the Battlemap folder, however, I don't have other folders named "AAR.gim", "AAH.gim" etc. All I have in my main BMP folder is A50.gim, A51.gim, Battlemap, and uninstall battlemap.

So as you can guess, there are no anniversary options when I open Battlemap. I really don't know what I am doing wrong or what's going wrong. I attempted to right-click the main folder, click on 7-zip, and and then clicked on "add to archive." Should I be doing this? Any other suggestions?


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on January 28, 2009, 08:17:53 pm
OK, so I'm going to jump to your last point.

I did put both folders into the Battlemap folder, however, I don't have other folders named "AAR.gim", "AAH.gim" etc. All I have in my main BMP folder is A50.gim, A51.gim, Battlemap, and uninstall battlemap.

So as you can guess, there are no anniversary options when I open Battlemap. I really don't know what I am doing wrong or what's going wrong. I attempted to right-click the main folder, click on 7-zip, and and then clicked on "add to archive." Should I be doing this? Any other suggestions?
My guess is you put the modules in the shortcut folder, not the program folder.  I don't know about Vista, but in XP this folder would likely be C:\Documents and Settings\User\Start Menu\Programs\ABattleMap  ... if this is the case you should notice that the "Battlemap" and "uninstall battlemap" files in the folder you used are actually shortcuts.  You need to find the folder where the program was installed.  In XP the default folder is C:\Program Files\ABattleMap .  If you used something other than default then you could do a windows file/folder search for rcsek.txt and if you find it, then right-click on it and select "open containing folder" (assuming this process works the same way in Vista as in XP).  Hope that helps!

BTW Holkann you are awesome i love how detailed your walkthrough has been!  + karma for you.


Title: Re: AA50 modules for ABattlemap
Post by: Bardoly on January 28, 2009, 10:45:23 pm
Thanks Holkann.  +1


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 29, 2009, 01:47:46 am
I did put both folders into the Battlemap folder, however, I don't have other folders named "AAR.gim", "AAH.gim" etc. All I have in my main BMP folder is A50.gim, A51.gim, Battlemap, and uninstall battlemap.
My guess is you put the modules in the shortcut folder, not the program folder.

*hits meself on the head* :roll: gotta remember this, nice thinking Stoney  :lol:

Aw well, problem solved, have fun Desert! (and tnx for the karma guys  :wink: )


Title: Re: AA50 modules for ABattlemap
Post by: ogrebait on January 29, 2009, 02:53:49 am
Two quick questions on ABattlemap for whoever creates these modules.

1) My "InfoView" window seems to be too small to display all the information (line after "Land" is cut off, I assume it is total IPC value of sea forces).  I can't seem to resize it so I can read it. Any suggestions?

2) Under the "InfoView" window, the NO values are shown on the line labeled "Oil". It's a minor issue, but couldn't this line be edited to actually say "NO's" ?

Thanks in advance!


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on January 29, 2009, 11:56:28 am
Two quick questions on ABattlemap for whoever creates these modules.

1) My "InfoView" window seems to be too small to display all the information (line after "Land" is cut off, I assume it is total IPC value of sea forces).  I can't seem to resize it so I can read it. Any suggestions?

I have the same problem... but i doubt it has anything to do with the modules, but rather the program itself.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on January 29, 2009, 01:36:17 pm
Two quick questions on ABattlemap for whoever creates these modules.

1) My "InfoView" window seems to be too small to display all the information (line after "Land" is cut off, I assume it is total IPC value of sea forces).  I can't seem to resize it so I can read it. Any suggestions?

2) Under the "InfoView" window, the NO values are shown on the line labeled "Oil". It's a minor issue, but couldn't this line be edited to actually say "NO's" ?

Thanks in advance!

I have the same problem... but i doubt it has anything to do with the modules, but rather the program itself.

You're right, the problems are inherent in the program (to be specific, in the .exe-file). I don't think it's doable to fix this without the source code of ABattleMap. Which only Attila has (you should be able to find him here (http://www.flames-of-europe.de/)).

About problem 1), the row you can't see is indeed the naval IPC's for each nation. It might be because you dont have the right font / a bigger version of the standard one to display this window correctly (I haven't got any problems with it...). This is nothing more but a wild guess though, and even if it's right, without knowing which font is being used, fixing it will still be a problem.


Title: Re: AA50 modules for ABattlemap
Post by: ogrebait on January 29, 2009, 03:50:13 pm
Thanks for the info. I'll see if I can somehow adjust the fonts or screen resolution to make it work.


Title: Re: AA50 modules for ABattlemap
Post by: The Desert Journalist on January 29, 2009, 04:19:13 pm
OK, so I'm going to jump to your last point.

I did put both folders into the Battlemap folder, however, I don't have other folders named "AAR.gim", "AAH.gim" etc. All I have in my main BMP folder is A50.gim, A51.gim, Battlemap, and uninstall battlemap.

So as you can guess, there are no anniversary options when I open Battlemap. I really don't know what I am doing wrong or what's going wrong. I attempted to right-click the main folder, click on 7-zip, and and then clicked on "add to archive." Should I be doing this? Any other suggestions?
My guess is you put the modules in the shortcut folder, not the program folder.  I don't know about Vista, but in XP this folder would likely be C:\Documents and Settings\User\Start Menu\Programs\ABattleMap  ... if this is the case you should notice that the "Battlemap" and "uninstall battlemap" files in the folder you used are actually shortcuts.  You need to find the folder where the program was installed.  In XP the default folder is C:\Program Files\ABattleMap .  If you used something other than default then you could do a windows file/folder search for rcsek.txt and if you find it, then right-click on it and select "open containing folder" (assuming this process works the same way in Vista as in XP).  Hope that helps!

BTW Holkann you are awesome i love how detailed your walkthrough has been!  + karma for you.

YAY! Thanks Stoney, it worked. I guess I didn't think of doing what you suggested. + 10 for you...well, if I could I would.  :-D


Title: Re: AA50 modules for ABattlemap
Post by: mark29 on February 04, 2009, 10:19:44 am
Looking through these posts, I have one question, where is the actual address where I can download the maps for a50 41 and 42?
I have abattlemap and 7 zip even, don't see where I can download the map? help. Thanks


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 04, 2009, 10:49:13 am
See the link in the first thread (Number 2. there):

After messing up the map and the uploads, I'll simply devote a little thread to the AA50 modules for ABattlemap. The goal is to keep the most up to date version in this post, and any bugs or changes that might be good can be reported here. I'll try to look into them as soon as I can.

Current version: 9th of January
Currently working on: nothing

To use these modules:
1. Make sure you've got ABattleMap (http://www.flames-of-europe.de/modules.php?name=Downloads&d_op=getit&lid=81) installed.
2. Download the AA50 modules here (http://www.mediafire.com/file/tzm0znlimeg/AA50_ABattleMap_Modules.7z).
3. Use 7-Zip (http://www.7-zip.org) to extract the downloaded file (7-Zip is similar to WinZip, only better).
4. Copy the 2 folders gained by extracting into your ABattleMap directory.
5. Run ABattleMap and the 2 scenario's should appear in the menu "new". Click those!

For the less adventurous: here (http://www.mediafire.com/file/5hfjdojwjem/AA50_ABattleMap_Modules.zip)'s a plain WinZip version of the modules.

For those having problems with filesharing sites only: attached to this post is the 7-Zip version of the files. To use it: download the file, remove the last 4 characters (".jpg"), then proceed with step 3.

Have fun! :)

PS: A big tnx go to TimTheEnchanter, CmdrJennifer, a44bigdog, Emperor Molari, jeffdestroyer and Stoney229 for supplying ideas, reporting bugs and sending through files to make the map better. Ofcourse, credit also has to be given to Atilla, the creator of ABattlemap and the first version of the AA50 modules.


Title: Re: AA50 modules for ABattlemap
Post by: atarihuana on February 06, 2009, 07:13:29 am
when i installed the new modules the bigpieces.bmp made me laugh real hard... the black-red-gold german flag for nazi germany... no go... so i ended up with this

http://www.mediafire.com/?sharekey=6ba343d68efc31c90f83d91f6dff7c38e04e75f6e8ebb871


maybe someone likes it


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 06, 2009, 11:13:24 am
Good job, atari, thank you!
:-)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 09, 2009, 04:53:41 pm
maybe someone likes it
I do :) -> They're added to the download files.

Also, I made a modification to the Black Sea in order to visualise its new status as potentially neutral territory.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 11, 2009, 04:15:22 pm
Ow, forgot to mention, but some areas in the Pacific have changed a little of their shape, the most notorious being the East-Indies (it is placed a little more to the South-West now). The changes are for better usage of available map space (OKS, WPO, NPO, SUL, BOR and IJS are a bit bigger now, and 20 pixels are added to Csu and Mex), and correct borders of the American region.

These changes are not huge, but might be a source of confusion. To avoid this, make sure both your and your opponents AA50 modules are up to date ;) Also, I'm not planning on any other territory changes in the near future, to ensure compatibility between the module versions.

But most importantly: have fun :)


Title: Re: AA50 modules for ABattlemap
Post by: atarihuana on February 12, 2009, 07:51:18 am
cool, thx dude!

what do you  think about fleet markers?


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on February 12, 2009, 01:54:56 pm
Ow, forgot to mention, but some areas in the Pacific have changed a little of their shape, the most notorious being the East-Indies (it is placed a little more to the South-West now). The changes are for better usage of available map space (OKS, WPO, NPO, SUL, BOR and IJS are a bit bigger now, and 20 pixels are added to Csu and Mex), and correct borders of the American region.

These changes are not huge, but might be a source of confusion. To avoid this, make sure both your and your opponents AA50 modules are up to date ;) Also, I'm not planning on any other territory changes in the near future, to ensure compatibility between the module versions.

But most importantly: have fun :)

I was just going to ask about this.  I downloaded the map on a new computer and suddenly a bunch of boats in East Indies sz showed up in the Borneo sz.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 12, 2009, 02:09:16 pm
I was just going to ask about this.  I downloaded the map on a new computer and suddenly a bunch of boats in East Indies sz showed up in the Borneo sz.
Yeah, sry for that :oops: It will be a bit annoying, but I hope the Pacific will be a less cramped now. To really fix some sea zones (like ECH, SCH, BOR and SUL), would require even more of an overhaul, but I think that's a bit too much to keep games coherent.

Aw well, if you think the juice is not worth the squeeze, just tell :wink:
Quote from: atarihuana

link=topic=12873.msg387699#msg387699 date=1234453878
what do you  think about fleet markers?
What exactly do you mean? Like those things used in AAR FTF?


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on February 12, 2009, 02:42:27 pm
Not a problem.  Slight confusion possibilities, but better in the long run.  You might want to do some sort of versioning in the main post (maybe a version/readme file in the download itself) and try to advertise when changes like this are made, so people can say "I'm using version x"  I'm using version Y". "Oh, that's why it's different."

Probably more trouble than it's worth....


Title: Re: AA50 modules for ABattlemap
Post by: Capt. Winters on February 13, 2009, 07:44:32 pm
We just started playing online through the ABattleMap and AA50 version, loving it.  I'm loving everything, except... help!

Is there an updated AA50 calculation site?  Frood.net is still on Revised rules, and we're all really itching to play without, as you can imagine, these totally crazy combat configurations?


Honor to all of you for the work you are doing!!



Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 14, 2009, 11:53:18 am
Not a problem.  Slight confusion possibilities, but better in the long run.  You might want to do some sort of versioning in the main post (maybe a version/readme file in the download itself) and try to advertise when changes like this are made, so people can say "I'm using version x"  I'm using version Y". "Oh, that's why it's different."

Probably more trouble than it's worth....
No, good idea :) I'll add a "version x.txt" to the next upload.

We just started playing online through the ABattleMap and AA50 version, loving it.  I'm loving everything, except... help!

Is there an updated AA50 calculation site?  Frood.net is still on Revised rules, and we're all really itching to play without, as you can imagine, these totally crazy combat configurations?
Here at the forums most people use the in-forum dicey, which simply let's you simulate a real dice roll (without being able to change it afterwards ;) )

If you're looking for something more frood-like (which sends emails and stuff), try www.daak.de. It's a German/European axis and allies club, but guests are welcome too. There's an English version of the site, and although the forum is mostly German, English is allowed and replied in too. Daak's got an early version of an AA50-dicey, so there might be some little bugs left (if you encounter one, plz be so kind to post it on the daak-forum, they will fix it pretty fast if you do).

Quote
Honor to all of you for the work you are doing!!
Lol, we're honored ;)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on February 14, 2009, 12:22:27 pm
Holkann:

I've been playing with the colors of the pieces and board for 1941 (it will work for 1942 as well, but I rarely play that version).  The reason being that Italians and Germans often mix and their AA Guns look almost identical (resulting in forgetting who originally purchased the darn thing) which can be confusing.

Also, light gray vs dark gray is not that big of a contrast.


I would really like dark blue for Italian territories and light blue for Italian pieces, but I don't have that option in MS Paint.

What I currently have is China's colors for Italy and light brown for Chinese units. (Same problem with Chinese/English forces as Italian/German forces, just happens less often.)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 14, 2009, 12:55:56 pm
If I understand correctly, you're not able to get the color light blue pasted on the Italian flags/units in paint (it always shifts to grey).

This is because the ToolPieces.bmp-file is saved as an 8-bit bmp, allowing only 256 different tones of colors. If I get wikipedia correctly, the tones of these colors depend on the "palette" being used. I have no idea what that exact palette is with the ToolPieces.bmp from ABattleMap, but all I know is I'm only able to get 1 blue color: 00 00 FF (in RGB).

Workaround: save the ToolPieces.bmp as a 24-bit bmp (Paint has this option). Now you should be able to use a much wider range of colors in Paint, and as far as I can see, ABattleMap's just fine with this. I don't think there's any real reason why we should keep the 8-bit mode, but since I didn't see a problem, I just kept it that way to be safe. The only drawback is the ToolPieces.bmp file will now weigh an astonishing 44kb instead of the more moderate 16kb  :-D

Is this what you needed?


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 14, 2009, 01:15:23 pm
Hey, after some trying, I did find 256-color blue tones. See attached images (the 2nd one is actually the one from the A&A: the great war-module).


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 14, 2009, 01:20:56 pm
Although I like the grey tones as they are and do not have any problems with them I am just curious how to change the colors in the map.bmp .

I know how to modify the ToolPieces.bmp and the BigPieces.bmp. But how to modify the map.bmp? Is it just a matter of picture editing in paint - or are the colours defined in one of those
.map, .sek or .txt files?


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 14, 2009, 02:55:27 pm
Colors are only part of the bmp. When you start changing territory shapes and sizes, you'll need to adjust SektorInfo.map/bmp. If you want to change name or properties of a territory, you'll need to adjust SektorInfo.sek/txt.

So in short: to adjust colors, you'll only need to adjust map.bmp ;)


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 14, 2009, 10:51:10 pm
Colors are only part of the bmp. When you start changing territory shapes and sizes, you'll need to adjust SektorInfo.map/bmp. If you want to change name or properties of a territory, you'll need to adjust SektorInfo.sek/txt.

So in short: to adjust colors, you'll only need to adjust map.bmp ;)

Thank you. One far day I will have learned the secrets of ABattlemap ;-)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on February 15, 2009, 06:05:02 am
Kewlies, that'll work.  I use the old pieces, so I had to play around again with the colors also went ahead and color matched the Italian territories because I could.

For those of you not aware, the colors on one PC do not have to match the colors on the other PC for the program to work.  Even the icon's don't have to match.  When you open it on your computer you'll see the icons and colors that you have.

If anyone wants, I can send them my units/map but you can easily do those yourself too.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on February 15, 2009, 09:38:42 am
There is also the simple solution that I am using for the German/Italy AA guns. I opened up the tool pieces in paint and using the eyedropper tool and bucket tool I changed the White background on The Italian AA guns to the light gray of the Italian pieces. And it took about as long for me to do as to type that.


Title: Re: AA50 modules for ABattlemap
Post by: Joe Cold on February 15, 2009, 02:24:40 pm
Hello,
 You all have an awesome sight here, this is my 1st post. I am not able to get access to download the ABattlemap. It will not allow me any access to register as a member. Can anyone tell me what I am doing wrong?
Thanks for your help!


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 15, 2009, 04:43:51 pm
Hello,
 You all have an awesome sight here, this is my 1st post. I am not able to get access to download the ABattlemap. It will not allow me any access to register as a member. Can anyone tell me what I am doing wrong?
Thanks for your help!
Welcome Joe!

You're doing nothing wrong, there's something going wrong at www.flames-of-europe.de where you're supposed to be able to download the ABattleMap program. I've rerouted the link to the www.daak.de download, so it should be fine now. Just try clicking the links in the first post again, and if there are any further problems, don't hesitate to ask (after using the search ofcourse ;) ).

Kewlies, that'll work.  I use the old pieces, so I had to play around again with the colors also went ahead and color matched the Italian territories because I could.
...
If anyone wants, I can send them my units/map but you can easily do those yourself too.
I want 8-)  Just to compare with the current pieces, because if yours are better, they should be implemented in the modules :)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on February 16, 2009, 11:29:35 am
Kay, just fire an email to me, Holkann (isfcco@hotmail.com) cause I forgot what your addy was.


Title: Re: AA50 modules for ABattlemap
Post by: atarihuana on February 16, 2009, 02:16:11 pm
what do you  think about fleet markers?


What exactly do you mean? Like those things used in AAR FTF?



sorry i only know AA50. i agree that having the units in place looks cool, but its really annoying moving big naval groups bit by bit ( i know CRTL / Shift function ;) )
i though of something like this.  now u could place ��� F1 marker in sz and the actual fleet plus F1 marker in ... um... mongolia :D, UK fleets go to sahara  :mrgreen:

( i also changed bombers ( with bombs  :evil:) and AC ( make thicker)  thx to P@nther for input! )



Title: Re: AA50 modules for ABattlemap
Post by: Joe Cold on February 16, 2009, 07:07:29 pm
Thanks HolKann! Your Help is apprieciated!


Title: Re: AA50 modules for ABattlemap
Post by: ogrebait on February 17, 2009, 12:39:21 pm
I know this is a little off topic, but has someone created a "Big Pieces" bmp file that is compatible with Pacific? The one I use with AA50 scrambles the country designations on the AAP map.

Thanks in advance!



Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 17, 2009, 12:53:26 pm
what do you  think about fleet markers?


What exactly do you mean? Like those things used in AAR FTF?



sorry i only know AA50. i agree that having the units in place looks cool, but its really annoying moving big naval groups bit by bit ( i know CRTL / Shift function ;) )
i though of something like this.  now u could place ��� F1 marker in sz and the actual fleet plus F1 marker in ... um... mongolia :D, UK fleets go to sahara  :mrgreen:

( i also changed bombers ( with bombs  :evil:) and AC ( make thicker)  thx to P@nther for input! )



You're welcome :-)

I think the idea of fleet-markers is great. It reminds me of the old marshaling circles and cards I read about here:
http://www.harrisgamedesign.com/bb2/viewtopic.php?t=1702&sid=f8cee6efbf1d2010c0b3941857d1f928


Title: Re: AA50 modules for ABattlemap
Post by: questioneer on February 21, 2009, 08:29:48 am
HELP!!!

I'm in a tournament game and I am having trouble getting the toolbar to show all of a sudden.  I opened it and it wasn't there.  I tried downloading it again and restarting my computer and it doesn't show.  I'm gonna try reinstalling it again (good thing the maps are saved on the forum).  I have the file and it says that it is turned "on" but it doesn't show.  The infobar is showing but not the toolbar.  Can anyone help??? :-(

Questioneer


Title: Re: AA50 modules for ABattlemap
Post by: questioneer on February 21, 2009, 08:41:10 am
Nevermind- reinstalled it- works fine.

Hot tip- keep your map files saved on the forum every turn!!!



Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 21, 2009, 09:08:57 am
Most issues with ABattleMap will be solved when deleting only the ABattleMap.ini

With the next start of ABattleMap the ABattleMap.ini will be created again with all windows arranged by default.


Title: Re: AA50 modules for ABattlemap
Post by: d142 on February 21, 2009, 06:50:45 pm
has anyone tried to customize the map's for Abattlemap,
i have changed mine to different shades of green, and the sea zone's to blue, it look's something like the AA50 board, i can write the names of the territories and sea zones over the color


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 22, 2009, 01:52:05 am
has anyone tried to customize the map's for Abattlemap,
i have changed mine to different shades of green, and the sea zone's to blue, it look's something like the AA50 board, i can write the names of the territories and sea zones over the color

Would you please post an image? Would be interesting :-)


Title: Re: AA50 modules for ABattlemap
Post by: d142 on February 22, 2009, 05:35:08 am
the map file is too big to post


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 22, 2009, 06:33:10 am
the map file is too big to post

Why not resize it / convert it to jpg or use mediafire.com ?
HTH :-)


Title: Re: AA50 modules for ABattlemap
Post by: d142 on February 22, 2009, 08:14:38 am
here is the map, the quality of the image is altered, because i have superimposed the image of a battleship to the map, and decreased the size of the picture to fit the attachment file capacity


Title: Re: AA50 modules for ABattlemap
Post by: zippy_kilowatt on February 22, 2009, 08:35:22 am
Hey guys.  I just downloaded this program but the resolution of the map is bigger than my screen.  Is there a way to scroll the map or to resize it?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 22, 2009, 09:17:04 am
You cannot resize it.

But you can scroll by right-clicking into the screen, holding and then moving the mouse.
HTH :-)


Title: Re: AA50 modules for ABattlemap
Post by: d142 on February 22, 2009, 09:31:46 am
if it is the map that i posted, you can not run that in a program, you would have to open the battlemap / map. file , and then move it to a paint or bitmap program for editing/customizing, when you have it customized, save the picture as map, before it is installed the file name should be changed to map.bmp, or the same as the original file in the Abattlemap program, you should see a flash image of 24 bit program appear, save it as 24 bit, then copy the file from pictures to program files, it should replace the map that would be in Abattlemap, when it is replaced, reinstall Abattlemap, when the Abattlemap program is open, the new map should be set, it is possible to make as many map's as wanted, without deleting the original map, do not save the new map to the Abattlemap folder, replace the map at program files,


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 22, 2009, 01:14:50 pm
Yes, thank you :-)

Your map looks very nice. Although I got used to the color-scheme of the distributed map (that is close to the colors of the units) I like very much the idea of naming the territories/zones.
I think that makes moves easier to handle, especially for new players.

:-)


Title: Re: AA50 modules for ABattlemap
Post by: d142 on February 22, 2009, 01:29:40 pm
thank you, i am using a map similar to that one for the pbf games, not yet with the name's of the territories,

when i get some good picture's of aircraft and ship's, i can use them with the map


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 23, 2009, 03:24:39 am
I modified the Map.bmp for the 41 and 42 scenarios. Each SZ and territory is named now (thanks to d142 for the idea).

Just download from

http://www.mediafire.com/download.php?otzh3wnmhyk

It is a 145 KB download. Please note that you need 7-zip or another packer program that is able to handle .7z-files to uncompress the files.

See

www.7-zip.org

I worked with layers using paint.net  (not to mix up with MS Paint). So it will be quite easy to adjust the bmp by just editing the appropriate layer.
You can use only SZ-Numbers, only territory names, only neutral territory-names, or any combination of them.
I will share the .pdn-file (paint.net's format) if anyone is interested.

BTW I changed the abbreviation of "Russia" from "Mos" to "Rus" in the map because I don't know why Russia is the only territory that had it's capital as abbreviation.

Maybe these files will be of any help especially for new users of ABattlemap.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 23, 2009, 04:46:24 am
Hey guys, just telling I'm keeping track of all these great ideas :-) But I'm having some busy weeks right now, so an updated map probably won't see the light of day until next month.

As for the color of the Italians and Chinese: good point, some nice shade of blue might be good for the spaghetti eating people.
As for the names of the territories on the map, I'm still doubting, though it might be better for newer players.
As for fleet markers, seems like a nice improvement; there's still some room on the lower left corner of the map to place the fleets there.
As for changing the territories to shades of green, this seems a bit impractical, and I'm not really a fan of it. But I do like the idea of cheering up the map placing some nice ships or aircrafts or tanks in the background, so if you've found some good pics d142, plz share them with us  :wink:

But one can always tailor a map to its own needs ofcourse  :roll:


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on February 24, 2009, 03:05:47 pm
HolKann, sent you the file with Italy changed to Blues.  It seems to be working for me for now.


As for fleet markers, you could use the unused Chinese ones and change them to Flags with numbers super-imposed on them. (Perhaps 2 per sea going nation?)


Title: Re: AA50 modules for ABattlemap
Post by: atarihuana on February 26, 2009, 03:30:14 am
thats what i suggested 2 pages before. here is how it looks:


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on February 26, 2009, 06:22:56 am
If you don't use the big icons, they all fit and you don't need fleet markers.  :|  Plus that has the potential of being very misleading, not being able to easily see what's in a particular zone.  The fleet markers should be very different looking from the units.

Why do the fleet markers need to be country specific?  The F tokens get lost in the noise of the other units on the map.  If you use the AAR model you could just have a bunch of generic marshalling tokens and marshalling "cards" or spaces on the map.  Then at least it would be clearer that there were units missing and you would know to look at the marshalling area.

Oh, and the color scheme, especially the orange and blue is... um... how shall I put this...garish interesting! ;)


Title: Re: AA50 modules for ABattlemap
Post by: atarihuana on February 26, 2009, 06:42:15 am
i like it that way :D

but yeah you have a point about the markers getting lost. but

a) if you dont use the big icons, at least i myself cant see what unit is symbolized.
b) some seazones get very crowded

i like them because they allow u to move fleets  with one click. thats why i made them and would like to have them.

this is minor finetunig and of course taste is diffrent :) good !

as for the colors: if you make them darker, you lack contrast, if you make them lighter u have some penetrative glow. both isnt an option for me :) i had the italians light grey, and liked that better too, i just made them blue too see if i like it :) i do, but grey was cooler


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on February 26, 2009, 09:49:29 am
The units do fit, Tim.  I believe Atari's idea was a way to move fleets around the board without having to move 7 different stacks of units each time. (Fighters, Carriers, Battleships, Cruisers, Destroyers, Submarines, Transports and maybe even more if you have Infantry, Artillery, Armor and AA Guns as well!)

In that regard, I can understand it.  Heck, we used to do that in Classic IRL with Face to Face games.  We'd use an American Battleship with a Control Marker under it to represent a fleet (which was usually in one of the blow up boxes) or a Japanese Battleship or whatever nation it was. 

This would just be the Battlemap Equivalent....though, it might be nice to have a purty picture instead of F1 or something. Wonder if it would be possible to get something like a BB/AC/Fig all on one token?  I know they're really small....actually, been wonderin if it would be possible to get some prettier icons all together...they're bitmaps so they are limited, but common, there has to be a way!


Title: Re: AA50 modules for ABattlemap
Post by: Vreely on February 26, 2009, 04:30:57 pm
I am a rookie AA50 player, and just recently found this forum, and consequently the ABattlemap for use in the forum based games.  I am sure all of you who know what you are doing love it and do not need to change a thing, but I found a couple difficulties as a new player.
1.  Cross referencing all the territory abbreviations and names is a real pain when trying to transcribe a move log.  I doubt those of you who have it memorized care, but I absolutely love the modification that P@ther made to it.  Kudos.

2.  Running at 1920x1200 resolution, my poor eyes cannot make out the subtle difference in the pieces, especially with the ships.  Consequently, I modified the big pieces.bmp to use letter coded abrevs for all ships but the Carrier and Batleship (easy enough to tell them apart).  For the life of me I cannot figure out how CA comes from Cruiser, or DD comes from destroyer, but I picked up on it and used those codes, along with S for sub and T for Transport. 

If you a poor little rookie like me and are having problems with the naval pieces like I did, I am attaching the modified BigPieces.bmp file for anybody that wants it.  Just drop it into your A50 folder after renaming the extension back to .bmp.   The majority of you can ignore it, but in case you have bad eyes like I do, feel free to use it.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 26, 2009, 05:40:13 pm
I'm redoing the color scheme, and after a lot of trying, I've got the scheme as attached to the post. What do you guys think of it? I'm not finished yet with the map, so I'm not updating yet.

Also, if someone could provide me with a "layered" image file with in one layer the AA50 map, and in an other layer the territory names, I would be very much obliged :)


Title: Re: AA50 modules for ABattlemap
Post by: Bardoly on February 26, 2009, 09:28:50 pm
Holkann, I'm sorry, but my red-green color-blind eyes just can't distinguish between the 2 greens - UK and US.

I'm using the updated module, but I'm still using the older pieces, even though I still have a slight problem distinguishing between the yellow Japs and the yellow-green Americans.  At least their ships look different.  That helps me a lot.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on February 26, 2009, 11:57:02 pm
I'm redoing the color scheme, and after a lot of trying, I've got the scheme as attached to the post. What do you guys think of it? I'm not finished yet with the map, so I'm not updating yet.

Also, if someone could provide me with a "layered" image file with in one layer the AA50 map, and in an other layer the territory names, I would be very much obliged :)

Here it is:
http://www.mediafire.com/download.php?ghjynmootyy

Use the file with paint.net. See www.getpaint.net
In case you don't know it.

Hth :-)


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on February 27, 2009, 08:11:14 pm
I really see no need for all these constant changes that lead to compatibility issues as far as changing territories around and such on the map.

I agree with Tim as far as adding fleet cards and such. It is too easy to overlook what is where. It is not like we are trying to cram physical playing pieces into a territory or move the same about the map and having to worry about pieces falling off of a stack of chips.


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 28, 2009, 04:51:38 am
I really see no need for all these constant changes that lead to compatibility issues as far as changing territories around and such on the map.
I agree: it's not a good idea constantly changing territory shapes... But one has to admit the map isn't optimal: it is irritating to have so little space in Lib, Alg and Egy whilst wasting a whole Sahara on useless terrain, and also the way the Pacific was organised was strange and inefficiënt. So imho it is recommended to fix these "errors" even though it compromises compatibility. The best way to accomplish this is simply by fixing all the things that will reduce compatibility in one patch, and then continuing to add markers or whatever needed would have no influence on compatibility, thus making it no problem fixing small issues one at a time.

So I think I made a small mistake uploading an uncompatible version without making sure every compatibility issue would be solved this way. As I said: I'm probably gonna adjust the Sahara region, add some places where fleets with fleet markers can be put, add territory names etc. But I'll make sure this will be the last update that adresses things influencing compatibility. Also, after this update, I think the modules are about as good as they can get, and it'll probably be the last update I make. Unless ofcourse someone likes to do a photoshop job to make the .bmp files itself less dull :roll:

Don't worry, no one can keep improving the modules forever, so give it a little more time and the modules will be finished, with a final version posted in this thread. After that, you'll have hours of joy and happyness with an optimal set of modules which won't be altered for decennia :wink:

Quote
I agree with Tim as far as adding fleet cards and such. It is too easy to overlook what is where. It is not like we are trying to cram physical playing pieces into a territory or move the same about the map and having to worry about pieces falling off of a stack of chips.
I agree again, but adding fleet cards gives people the choice to use them; those who like them use them, those who don't don't.

Holkann, I'm sorry, but my red-green color-blind eyes just can't distinguish between the 2 greens - UK and US.

I'm using the updated module, but I'm still using the older pieces, even though I still have a slight problem distinguishing between the yellow Japs and the yellow-green Americans.  At least their ships look different.  That helps me a lot.
Since I don't have a clue on what red-green color-blindness is, I won't be able to fix this. What I'm trying to do is making these modules as enjoyable as possible for people with normal sight playing on normal resolutions, since I simply can't do it for other people. However, I'm willing to help you make your own adjusted version of the map and pieces to fit your own needs. It's very easy to do whilst only using MS Paint (standard on every Windows machine). So if you wish to make your own pieces but you don't know exactly how, PM me :)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on February 28, 2009, 04:56:58 am
I'm redoing the color scheme, and after a lot of trying, I've got the scheme as attached to the post. What do you guys think of it? I'm not finished yet with the map, so I'm not updating yet.

Also, if someone could provide me with a "layered" image file with in one layer the AA50 map, and in an other layer the territory names, I would be very much obliged :)

Here it is:
http://www.mediafire.com/download.php?ghjynmootyy

Use the file with paint.net. See www.getpaint.net
In case you don't know it.

Hth :-)


Tnx :)


Title: Re: AA50 modules for ABattlemap
Post by: d142 on March 02, 2009, 03:28:27 pm
big pieces, with a new color scheme


Title: Re: AA50 modules for ABattlemap
Post by: d142 on March 08, 2009, 06:10:57 am
how are the fleet marker's used ?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on March 08, 2009, 10:11:13 am
how are the fleet marker's used ?

A fleet marker represents a fleet in a seazone. So you do not have to move lots of ships from one sz to the other but only the fleet marker.
There will be a place on the board (for example a neutral territory or special fields) where the "real fleet" will be stored.

I learnt from this thread
http://www.harrisgamedesign.com/bb2/viewtopic.php?t=1702&sid=9283f45b3a668d14b6f3077ac48c4027
that in former versions of AA there were so-called "Marshaling Circles and Cards" which had the function above-mentioned.

Of course this is not limited to fleets but can be used for all groups of units.


Title: Re: AA50 modules for ABattlemap
Post by: Stoney229 on March 08, 2009, 10:32:29 am
how are the fleet marker's used ?
they are used just like the marshaling circles from AA Revised.  You put the actual fleet/army in whatever unused space you want (neutral territory/ AA logo on bottom-left).


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on March 09, 2009, 12:52:49 pm
Hey all, uploaded a final version of ABattleMap (final in the sense of: no more compability issues after this one).

Things changed:
* smaller Sahara ;)
* fleet markers
* fleet marker space in the lower left corner of the screen
* recoloring of pieces and map so the Italians and Chinese are a bit better to distinguish.
* some minor territory redraws
* added territory namings

It will be the last version of the modules which might raise compatibility problems, maybe some day I'll add some extra figures in the background, but that won't affect compatibility.

Have fun  :-)


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on March 11, 2009, 08:47:22 am
Great work, thank you, HolKann.

I just want to offer my mod of BigPieces.bmp
The bomber is slightly different (the way it "throws" bombs), I "enlarged" and partly "redesigned" the ships a little bit.
Using the same color scheme I saved them as 8bpp-bmp instead of 24bpp. So the file size is even smaller.
Personally, I cannot view a difference between 8bpp and 24bpp on my screen.

Download from
http://www.mediafire.com/download.php?wymm2zmj3zn
if you like (3.34 KB - 7z-format).

:-)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on March 12, 2009, 09:13:13 am
No offense, but I like my Italian colors better, possibly because I am used to that shade of blue.  /shrug.

Anyway, the white lettering kind of clashes, don't you think?  Maybe it's just my girlishness but wouldn't it be better if the Sea Zones were numbered with a lighter or darker shade of blue (something that contrasts, but does not clash) and the territories with lighter/darker shades of themselves?

Maybe the Italian color for Sea Zone numbers, Japanese colors for Germany, German Colors for Japan, etc?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on March 12, 2009, 09:27:50 pm
No offense, but I like my Italian colors better, possibly because I am used to that shade of blue.  /shrug.

Anyway, the white lettering kind of clashes, don't you think?  Maybe it's just my girlishness but wouldn't it be better if the Sea Zones were numbered with a lighter or darker shade of blue (something that contrasts, but does not clash) and the territories with lighter/darker shades of themselves?

Maybe the Italian color for Sea Zone numbers, Japanese colors for Germany, German Colors for Japan, etc?

You may probably want to try my mod of the map.bmp.

Download (451 KB)from
http://www.mediafire.com/download.php?raquvyy1jyw

What I did is to recolour the seazone-numbers and the territory-names nation by nation. So my map.bmp will be an example. As everyone probably likes different colours I included a layered file. With the map as background there is a layer for the seazones and a layer for each nation. So it is easy to recolour the territory names nation by nation or only the seazone-names. There is a layer with every territory-name in white, too.

Just colour everything the way you like it. You will need paint.net to work with the layered file (.pdn-format). See www.getpaint.net

:-)


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on March 13, 2009, 09:17:37 am
I will try it later today.


Honestly, I am trying to copy paste IL's map into Battlemap.  His is really, REALLY pretty, but I don't know if I can do it or not.  Problem is, I have to kinda squeeze his territories into the Battlemap territories so that no coding has to change, only graphics change.


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 15, 2009, 06:28:47 pm
Howdy all.

I found the latest incarnation of the AA50 map was not my favorite.  The colors were unpleasant (everything was too brown), and the labels made the map look very cluttered and they just stood out too much for my tastes. Sorry guys, but the word “garish” came to mind. So I set about to create a newer, more “stylish” version of the map.   

The first thing to note is that I have only changed the coloring of the map, not the size or shape of any territories.  This map was based on the March 9, 2009 “compatibility” map, so as long as you are playing someone using that map, it should continue to be compatible with the map your opponents are using.

I want to offer credit and thanks to several people.  First and foremost to HolKann for putting together the AA50 maps and putting so much hard work into these modules.  Without his work I wouldn’t have had a map to work from.  Second I’d like to thank P@nther for putting the map into Paint.NET format and starting to add the layers.  I had been toying with that idea for some time, but it wasn’t until he started with it that I decided to get in to the file he started and really work with the image the way I wanted to.  Finally I want to credit cominges for his Art Deco Map (http://www.axisandallies.org/forums/index.php?topic=13614.msg389330#msg389330) as a sort of inspiration for this map.  I know this is nowhere near the style and artistic quality of his map, but his use of light colors and color shading gave me the inspiration for applying a lighter, shaded style to the map and making it look a little more like an “old fashioned” map.

Because the map is so much lighter than the standard, I had to recolor the toolpieces as well.  I’ve included a toolpieces for both 41 and 42.   I also changed some of the tokens to be more to my liking (HolKann prefers all roundels, I think some of the roundels are just difficult to draw that small and so some of the tokens look better as full flags)

In addition to the Map.bmp, I’ve also incuded the .pdn file (aa50_AlternateMap.pdn) so if you have Paint.NET (www.getpaint.net - it's free!!!) and want to get in and customize it you can.  All the labels are in their own layers and therefore can be turned on and off.    If you’d like some explanation of all the layers, send me a PM.  Hopefully most of it would be self-explanatory if you are familiar with PDN.

I’ve been using the map in several games for the past few weeks to make sure it doesn’t have any compatibility or usability issues and I think it’s good to go, but send me a PM if you have any problems.  The files are pretty large and I didn’t bother to compress them.  Sorry if that is an issue for anyone trying to download them.

I’d appreciate hearing what you all think about this.


Tim's alternate map file folder (http://www.mediafire.com/?sharekey=54fb0759fd1bf40f8c9e7c56ba37815fdf588b055f1b1764)

Note, I've inlcuded a smaller, jpeg version of the map (click on attachment thumbnail below to expand) so you can get an idea what it looks like without downloading the full bmp.  Just don't try to use that file with the game.  You have to go to the mediafire link above to get the real map.bmp and toolpieces.bmp's


Title: Re: AA50 modules for ABattlemap
Post by: ogrebait on April 15, 2009, 06:54:58 pm
I like the look, but I have one concern.

There several variations of this map floating around. Does everyone have to be using the same map to pass moves back and forth? What if one person I'm playing with has the old map, and another has the new one? Can Abattlemap handle both at the same time?


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 15, 2009, 07:00:05 pm
The bmp file is just an overlay - other files tell the software where the various territories actually reside.  (HolKann can probably explain this a lot better than I can.)  But I'm pretty sure that as long as they're based on the same set of other files (the sek files, etc.) it seems to work fine.  I've used this map, or earlier incarnations of it, for about a month now with no problems as long as everyone is using the march 9 set of files.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 15, 2009, 11:53:40 pm
Wow - that looks great on the first view.
Can't wait to get deeper in this evening when I'm at home.
:-)


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 16, 2009, 10:31:11 am
I’d appreciate hearing what you all think about this.

What a great piece of art... congratulations... that must have taken you some time.

Personally I would prefer to use the layer "pale" instead of "very pale"... but that's a question of individual preference.

The only thing that disturbs me a bit is the abbreviation "Mos" for Russia. This is a mistake in the original ABattlemap-AA50-modules, because on the "real" board the territory is named "Russia".
I will try to find out, in which of the files "Mos" is used instead of "Rus" and try to correct this.

Which font did you use for the labels?

As I am using the BigPieces (screen 1920x1200) I will recolor them to match the colours you used in your toolpieces and distribute them here when I'm ready.


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 16, 2009, 11:27:47 am
Thanks for the kind words.  I've gone back and forth between the pale and very pale background - that's why they're both in there.  I've been tempted to try off-white as well, but I think that's probably going to be too little colorless and would get in the way of game play regardless of how it looks on it's own, so I haven't bothered to try it.

As far as Rus vs. Mos I just used the abbreviations that I've gotten used to using in games here, and most of the time I've seen it as Mos/Moscow here on the game threads.  I know in AAR, Karelia was usually abbreviated Len for Leningrad, but I've always used Kar because that's what made sense to me.  However I have my own personal preferences in other places as well.  E.g., I use SFE instead of Far for Soviet Far East. I use IEA and FWA instead of EAf and WAf for Italian East Africa and French West Africa.  I think I came up with new abbreviations for some of the neutrals as well.

The font for all the labels is called Papyrus.

I don't use bigpieces, so I didn't even think to recolor those.  Thanks!


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 16, 2009, 11:51:36 am
As far as Rus vs. Mos I just used the abbreviations that I've gotten used to using in games here, and most of the time I've seen it as Mos/Moscow here on the game threads.  I know in AAR, Karelia was usually abbreviated Len for Leningrad, but I've always used Kar because that's what made sense to me.  However I have my own personal preferences in other places as well.  E.g., I use SFE instead of Far for Soviet Far East. I use IEA and FWA instead of EAf and WAf for Italian East Africa and French West Africa.  I think I came up with new abbreviations for some of the neutrals as well.

I see... thanks to the layers everyone can use the abbreviations one is used to.

The font for all the labels is called Papyrus.

Unfortunately I don't have this font. Where did you get it from?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 16, 2009, 11:56:09 am
As I am using the BigPieces (screen 1920x1200) I will recolor them to match the colours you used in your toolpieces and distribute them here when I'm ready.

I don't use bigpieces, so I didn't even think to recolor those.  Thanks!

Here are the BigPieces that are of the same colours as Tim's ToolPieces:
http://www.mediafire.com/download.php?tnthot2udjz
(7zip-format, 3.12 KB)

Those who prefer "my original" colours will download from
http://www.mediafire.com/download.php?jng3uy3i4zm
(7zip-format, 3.06 KB)




Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 16, 2009, 03:14:47 pm

The font for all the labels is called Papyrus.

Unfortunately I don't have this font. Where did you get it from?

Sorry I don't know.  I don't know if it came on the computer or if my wife might have purchased a font kit for her PTA flyers and stuff.   I didn't think about the possibility that others might not have that font installed.  :|  I wish I knew how to help you get it.


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on April 16, 2009, 04:01:06 pm
Hey all, uploaded a final version of ABattleMap (final in the sense of: no more compability issues after this one).

Things changed:
* smaller Sahara ;)
* fleet markers
* fleet marker space in the lower left corner of the screen
* recoloring of pieces and map so the Italians and Chinese are a bit better to distinguish.
* some minor territory redraws
* added territory namings

It will be the last version of the modules which might raise compatibility problems, maybe some day I'll add some extra figures in the background, but that won't affect compatibility.

Have fun  :-)

If you ever do another update, can I request that you increase the size of Egypt, it gets really crowded there.  :-D


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on April 16, 2009, 04:25:22 pm
Hey P@nther, here (=attached to post) is the papyrus font, just remove ".jpg" as usual, and put it in C:\Windows\Fonts and all your programs should recognise it. Hopefully it works (haven't got time to test it right now).

If you ever do another update, can I request that you increase the size of Egypt, it gets really crowded there.  :-D
I already did with the last update, and after that I promised compatibility would'nt be affected again. At most, I might take some pixels from the Red sea, East-Med and the Sahara, but if I go any further => compatibility :( We'll see...

@Tim
Wooow! :-o Amazing, I like it very much a whole bunch lot! Though we'll keep differing about the toolpieces, your map is simply superb. I was going to update the current map with the none-white territory namings I got in this thread and maybe the map cmdrJennifer might have come up with, but she'll have to do an awesome job to get it as good as you did. Thanks a lot for sharing this with us :) Though I'd go for the "pale" instead of "very pale" (I have trouble discerning Ita/Ger on my bright laptop screen). Also, I'll stick to the official "real life" board for territory naming conventions (Len or Kar, I'll look it up one day). Abbreviations don't bother me much though ;)

Ofcourse, this calls for some color adjusted toolpieces/bigpieces, which is a small effort compared to the great map you created. Expect an updated first post soon  8-)
 
...

("garish", pff, at least the Italians weren't colored Russia-brown ;) )


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 16, 2009, 04:47:11 pm

Personally I would prefer to use the layer "pale" instead of "very pale"... but that's a question of individual preference.

Though I'd go for the "pale" instead of "very pale" (I have trouble discerning Ita/Ger on my bright laptop screen).

FYI guys:  I used the "Pale" version for a week or two before getting used to it and deciding to go even lighter.  I think the transition from the standard map to the very pale map is a big difference and I could see it taking some getting used to.

For those who don't have Paint.Net and haven't looked at the available layers for the map and aren't sure what we're talking about, there are two backgrounds available to provide the underlying map color: one called "Pale" and the other "Very Pale".  The Map.BMP I uploaded uses the "very pale" version.   Just so you can see the difference and choose which you prefer without looking at the .PDN file I have loaded a version of the map.bmp file using the "Pale" version these guys are talking about.  This new file is called NotSoPale_Map.bmp in the same mediafire folder.  Or, here's a direct link: http://www.mediafire.com/?z2nxdznirzh



Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 16, 2009, 04:50:21 pm
One concession I had to make was removing the faces from the southern indian ocean sea zones - they were just too hard to work with as I was changing colors.  Anyway, my question is:  who was the dude on the far right?


Title: Re: AA50 modules for ABattlemap
Post by: Emperor Mollari on April 16, 2009, 04:51:56 pm
If you ever do another update, can I request that you increase the size of Egypt, it gets really crowded there.  :-D
I already did with the last update, and after that I promised compatibility would'nt be affected again. At most, I might take some pixels from the Red sea, East-Med and the Sahara, but if I go any further => compatibility :( We'll see...

I completely understand, but if you do, maybe you could steal some land from Sudan...the Egyptians have been doing that for thousands of years.  :-D


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 17, 2009, 08:53:37 am
Hey P@nther, here (=attached to post) is the papyrus font, just remove ".jpg" as usual, and put it in C:\Windows\Fonts and all your programs should recognise it. Hopefully it works (haven't got time to test it right now).

Thank you so much HolKann. At last I found this font on my Publisher CD that I had not installed. It is not shipped with XP as I found out.
 :-)

Ofcourse, this calls for some color adjusted toolpieces/bigpieces, which is a small effort compared to the great map you created.

Take these BigPieces if you like them:

As I am using the BigPieces (screen 1920x1200) I will recolor them to match the colours you used in your toolpieces and distribute them here when I'm ready.

I don't use bigpieces, so I didn't even think to recolor those.  Thanks!

Here are the BigPieces that are of the same colours as Tim's ToolPieces:
http://www.mediafire.com/download.php?tnthot2udjz
(7zip-format, 3.12 KB)
...


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 17, 2009, 08:57:59 am

The font for all the labels is called Papyrus.

Unfortunately I don't have this font. Where did you get it from?

Sorry I don't know.  I don't know if it came on the computer or if my wife might have purchased a font kit for her PTA flyers and stuff.   I didn't think about the possibility that others might not have that font installed.  :|  I wish I knew how to help you get it.
The font is shipped with some MS products but not with XP or Vista as I found out. Never mind :-)


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 17, 2009, 09:11:44 am
And here I did the pixel exchanges that are necessary to change the 41-map into the 42-map.

http://www.mediafire.com/download.php?k4gtzzzoajy

(7-zip format, 616.32 KB; includes pale and notsopale version)

:-)


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 17, 2009, 09:29:04 am
I haven't bothered to even try 1942 yet.  :| What changes to make it work for '42?  I thought the maps would be identical... :?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 17, 2009, 09:50:48 am
I haven't bothered to even try 1942 yet.  :| What changes to make it work for '42?  I thought the maps would be identical... :?

It's just the exchange of GER and ��� in the "Legend", as the turn sequence in 1942 is ���-SU-Ger-Uk-Ita-US.
:-)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on April 20, 2009, 10:02:46 am
Allright, made 2 modules with matching toolpieces: renamed some abbreviations (seems I do care :roll: ), made Chi a bit more yellowish, fixed some pixels at the bottom and side of the map, and matched the toolpieces with the according pale colors.  What do you guys think of it (http://www.mediafire.com/file/dif5tnmjznk/AA50_ABattleMap_Modules_Compatible.7z)?

Here are the BigPieces that are of the same colours as Tim's ToolPieces:
http://www.mediafire.com/download.php?tnthot2udjz
(7zip-format, 3.12 KB)
...
I tried them, but the color scheme seems too bright and I don't like the Chinese colors, sry... :oops:
It's no good to let this work go to waste though, so they'll be added in the ABattlePack for sure :)

One concession I had to make was removing the faces from the southern indian ocean sea zones - they were just too hard to work with as I was changing colors.  Anyway, my question is:  who was the dude on the far right?
I can get you the base pictures if you like, but I didn't do a good job with those faces, so I don't bother if they disappeared. The one on the right was Italo Balbo (http://en.wikipedia.org/wiki/Italo_Balbo), the Italian commander in North-Africa ;)

Got a question: how did you do that "fading" of the borders of a territory with paint.net?


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 20, 2009, 11:20:03 am

Got a question: how did you do that "fading" of the borders of a territory with paint.net?


It uses a combination of gaussian blur and a technique called Alpha masking.  If you don't have the alpha mask plugin, get it.  It is way cool.

1) Created a separate layer that had only the territory/sea-zone borders. I think I used the magic wand on a low tolerance setting and selected a black area with global fill to select all the lines, then pasted it into a new layer. I probably manually cut out the legend. I had to do some cleanup where the lines weren't quite right and where VC stars had obliterated the black lines, etc.
I then did some editing and created a layer with just the land borders (mostly just erasing the ocean borders :roll: )

2) Working in separate layers copied from the land borders layer, I selected the areas inside all the territory borders (magic wand-select in each territory with "union" selection setting) and applied gaussian blurs to them.  I did 3 levels - 4 pixels, 8 pixels and 12 pixels to get a gradual fading away from the borders (see layers "Land border blur 4", "..8" and "...12").  By combining the three blur levels this creates a fading black blur inside all the the borders. 

3) using the three blur layers combined with the bg_whiteness layer as a background I saved the file to a JPEG file for use in the next step.

4) I then used a plugin called an "Alpha Mask" which uses an image to manipulate the "alpha channel" of the pixels.  I don't really understand what that means other than to know that it allows you to apply a level of transparency to an image based on a "mask" from a jpeg file (the file created in step 3)   I applied the mask to a copy of the base map so that wherever the mask was white, it was transparent and the darker the mask got the more of the image it kept.    This resulted in the Map No Faces-Border 1 and ...Border 2 layers.  (I just duplicated the resulting image to get #2 so that the net result would be darker - because they're mostly transparent, the colors add together)

5)Then I created a layer from the original map and played with the coloration  - mostly lightening, maybe tweaking the saturation and such here and there (I don't really remember what I did, mostly trial and error) - to create the Pale and Very Pale backgrounds.  By including the border layers over the paler background it gives the impression of gradual shading.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 20, 2009, 12:25:55 pm
Allright, made 2 modules with matching toolpieces: renamed some abbreviations (seems I do care :roll: ), made Chi a bit more yellowish, fixed some pixels at the bottom and side of the map, and matched the toolpieces with the according pale colors.  What do you guys think of it (http://www.mediafire.com/file/dif5tnmjznk/AA50_ABattleMap_Modules_Compatible.7z)?

They are realy good... they match perfectly to the colours Tim used for his map.


Here are the BigPieces that are of the same colours as Tim's ToolPieces:
http://www.mediafire.com/download.php?tnthot2udjz
(7zip-format, 3.12 KB)
...
I tried them, but the color scheme seems too bright and I don't like the Chinese colors, sry... :oops:
It's no good to let this work go to waste though, so they'll be added in the ABattlePack for sure :)

I don't think that this is necessary, because it was just a color-modification of my "regular" BigPieces I provided here, too ( http://www.mediafire.com/download.php?jng3uy3i4zm ).

As I see from MediaFire's download statistics that some people seem to like my "bigger" ship models, I adjusted my BigPieces to the colours you used now for Tim's map, so you may probably want to add these to the ABattlePack :-)
http://www.mediafire.com/download.php?entnmuwzmm1
(7-zip; 3.12 KB)



Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 20, 2009, 12:33:15 pm
It uses a combination of gaussian blur and a technique called Alpha masking.  If you don't have the alpha mask plugin, get it.  It is way cool.

1) Created a separate layer that had only the territory/sea-zone borders. I think I used the magic wand on a low tolerance setting and selected a black area with global fill to select all the lines, then pasted it into a new layer. I probably manually cut out the legend. I had to do some cleanup where the lines weren't quite right and where VC stars had obliterated the black lines, etc.
I then did some editing and created a layer with just the land borders (mostly just erasing the ocean borders :roll: )

2) Working in separate layers copied from the land borders layer, I selected the areas inside all the territory borders (magic wand-select in each territory with "union" selection setting) and applied gaussian blurs to them.  I did 3 levels - 4 pixels, 8 pixels and 12 pixels to get a gradual fading away from the borders (see layers "Land border blur 4", "..8" and "...12").  By combining the three blur levels this creates a fading black blur inside all the the borders. 

3) using the three blur layers combined with the bg_whiteness layer as a background I saved the file to a JPEG file for use in the next step.

4) I then used a plugin called an "Alpha Mask" which uses an image to manipulate the "alpha channel" of the pixels.  I don't really understand what that means other than to know that it allows you to apply a level of transparency to an image based on a "mask" from a jpeg file (the file created in step 3)   I applied the mask to a copy of the base map so that wherever the mask was white, it was transparent and the darker the mask got the more of the image it kept.    This resulted in the Map No Faces-Border 1 and ...Border 2 layers.  (I just duplicated the resulting image to get #2 so that the net result would be darker - because they're mostly transparent, the colors add together)

5)Then I created a layer from the original map and played with the coloration  - mostly lightening, maybe tweaking the saturation and such here and there (I don't really remember what I did, mostly trial and error) - to create the Pale and Very Pale backgrounds.  By including the border layers over the paler background it gives the impression of gradual shading.

Great description ... thank you :-)  Really something for the tutorials forum at paintdotnet.forumer.com ;-)

I did not know about that Alpha Masking plugin. Is it the "Alpha Mask Import Plugin (1.2)" you used?


Title: Re: AA50 modules for ABattlemap
Post by: TimTheEnchanter on April 20, 2009, 04:21:11 pm
I installed 3 plugin packs:  BoltBait's , Illnab's, and MadJik's.  I probably haven't used 90% of this stuff...

The alpha mask one is in Illnab's compilation pack (http://paintdotnet.forumer.com/viewtopic.php?f=16&t=23203&p=154152&hilit=alpha+mask#p154152).  It might be the same as alpha mask import thread, I don't know.  Even if it's the same, I think these developers have moved to delivering their stuff in these combined packs so I think the compliation pack may be more current.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 21, 2009, 08:18:08 am
I installed 3 plugin packs:  BoltBait's , Illnab's, and MadJik's.  I probably haven't used 90% of this stuff...

The alpha mask one is in Illnab's compilation pack (http://paintdotnet.forumer.com/viewtopic.php?f=16&t=23203&p=154152&hilit=alpha+mask#p154152).  It might be the same as alpha mask import thread, I don't know.  Even if it's the same, I think these developers have moved to delivering their stuff in these combined packs so I think the compliation pack may be more current.

You are right. I was just irritated that the AlphaMask.dll is version 1.2 and the compilation 1.1. But the compilation is newer.
Thank you :-)


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on April 21, 2009, 08:20:57 am
Expect an updated first post soon  8-)
 

Will you include your "final" pdn-file? That would be great :-)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on April 30, 2009, 01:50:02 pm
First post updated with the new map and pieces, let's hope a lot of people like them ;)

Will you include your "final" pdn-file? That would be great :-)
No, but you can always find it here (http://www.mediafire.com/file/cnzbgjdzymd/aa50_AlternateMap.pdn).

It uses a combination of gaussian blur and a technique called Alpha masking.  If you don't have the alpha mask plugin, get it.  It is way cool.

...
Wow, tnx for the minitutorial, I'm learning new techniques :)


Title: Re: AA50 modules for ABattlemap
Post by: questioneer on May 01, 2009, 05:47:45 pm
First post updated with the new map and pieces, let's hope a lot of people like them ;)

Will you include your "final" pdn-file? That would be great :-)
No, but you can always find it here (http://www.mediafire.com/file/cnzbgjdzymd/aa50_AlternateMap.pdn).

It uses a combination of gaussian blur and a technique called Alpha masking.  If you don't have the alpha mask plugin, get it.  It is way cool.

...
Wow, tnx for the minitutorial, I'm learning new techniques :)


Whoa- way too light dude!  I like the fonts with the added names but the map and pieces are way too light.  Can you keep the fonts and such with the darker map from the last version???

Right now I prefer your last version.





Title: Re: AA50 modules for ABattlemap
Post by: P@nther on May 05, 2009, 11:43:54 am
First post updated with the new map and pieces, let's hope a lot of people like them ;)

Will you include your "final" pdn-file? That would be great :-)
No, but you can always find it here (http://www.mediafire.com/file/cnzbgjdzymd/aa50_AlternateMap.pdn).


Great, thank you :-)


Title: Re: AA50 modules for ABattlemap
Post by: crockett36 on May 15, 2009, 04:55:57 am
I don't have a lot of time to wade through the mass of missives.  Can someone direct me to a instructional post about play by forum.  Sort of a "Play by Forum for Dummies."  Thanks.














Title: Re: AA50 modules for ABattlemap
Post by: CalmDragon on May 18, 2009, 12:37:23 pm
I don't have a lot of time to wade through the mass of missives.  Can someone direct me to a instructional post about play by forum.  Sort of a "Play by Forum for Dummies."  Thanks.
http://www.axisandallies.org/forums/index.php?topic=13365.0


Title: Re: AA50 modules for ABattlemap
Post by: Gargantua on June 06, 2009, 10:48:31 pm
I had some comments I'd like to share...

ABattlemap is awesome, as is all the work that people volunteer into it so that I can play Axis and Allies online ! :D THANK YOU!

But...
Ottawa is mis-spelled :( as Ottowa :( I am canadian so I noticed :(

and...

Anyway the NO box's could be put in a nation's capital?  So new players don't have to play where's waldo whilst looking for them? (very greatful they are explained at the top of the screen :D)

Last but not least, I'm really confused here about all these modules, and stuff, big pieces, tool piece's, pale and not so pale maps that look EXACTLY the same :S (really miss the darker one :*( )  Can someone sticky or edit in the URL's for whatever current module's there are or whatever so that I can download things and know WTF they are and how to install them, to get the dark map back, and try new Bigger pieces etc ?


Not sure if anyone will respond, but I figured I'd put it out there, again THANK YOU! for doing this, A&A PBF is a blast and I appreciate all volunteer hours! :P


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on June 08, 2009, 04:12:50 pm
Quote
Ottawa is mis-spelled  as Ottowa  I am canadian so I noticed
Sry for this :lol: I'll put it on a todo-list.

Quote
Anyway the NO box's could be put in a nation's capital?  So new players don't have to play where's waldo whilst looking for them? (very greatful they are explained at the top of the screen )
Lol again :lol:. I understand it might be pretty confusing at first, but the placement of the NO-boxes won't be changed because of 1. compatibility 2. even next to the capital they will be confusing. Now the lay-out als explains what the NO is about (for instance the one in the Mediterranean).

Quote
Last but not least, I'm really confused here about all these modules, and stuff, big pieces, tool piece's, pale and not so pale maps that look EXACTLY the same :S (really miss the darker one :*( )  Can someone sticky or edit in the URL's for whatever current module's there are or whatever so that I can download things and know WTF they are and how to install them, to get the dark map back, and try new Bigger pieces etc ?
The darker one is still downloadable, use this direct link (http://www.axisandallies.org/forums/index.php?action=dlattach;topic=12873.0;attach=46032) (note that this is the same file as attached to the first post of this threadg). Now, remove the ".jpg" extension, then unzip and finally overwrite AA50.gim and AA51.gim in your ABattlaMap folder. Good luck!



Title: Re: AA50 modules for ABattlemap
Post by: DY on June 11, 2009, 04:08:02 am
The link is dead, not sure if it's a bad link or if the server is down atm  :?


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 13, 2009, 08:11:05 am
Quote
Ottawa is mis-spelled  as Ottowa  I am canadian so I noticed
Sry for this :lol: I'll put it on a todo-list.

You may want to add the following issue concerning the AA50-42-setup too:

http://www.axisandallies.org/forums/index.php?topic=14614.msg450899#msg450899

Thank you :-)


Title: Re: AA50 modules for ABattlemap
Post by: DY on June 17, 2009, 06:39:07 am
The link to the AA50 ABattlePack is still dead  :cry:


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 17, 2009, 06:54:09 am
The link to the AA50 ABattlePack is still dead  :cry:

Those in the first thread of the topic?
All working perfectly as I already tried...

PM me your email and I will send it to you :-)


Title: Re: AA50 modules for ABattlemap
Post by: crispyHaole on June 19, 2009, 01:07:29 am
Hi, i d/l the 1st link in this thread and followed the instructions...i also added one of your(i think it was panthers, i like dark) map modules for 41 + 42. then i added a pieces mod(also darker...forget whose it was though) but now it seems that jpn/ger pieces are flip flopped. can any1 help me out?


Title: Re: AA50 modules for ABattlemap
Post by: Battling Maxo on June 19, 2009, 03:12:37 am
if you downloaded an additional file to the battlemap like bigpieces.bmp they are module specific. on the toolbar in the 41 module germany should be at the top for 42 it should be japan.....hope this is helpful


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 19, 2009, 09:28:09 am
Hi, i d/l the 1st link in this thread and followed the instructions...i also added one of your(i think it was panthers, i like dark) map modules for 41 + 42. then i added a pieces mod(also darker...forget whose it was though) but now it seems that jpn/ger pieces are flip flopped. can any1 help me out?

if you downloaded an additional file to the battlemap like bigpieces.bmp they are module specific. on the toolbar in the 41 module germany should be at the top for 42 it should be japan.....hope this is helpful


Addition: Just make sure to put the pieces for the 1941-setup into the A50.gim-folder and the pieces for the 1942-setup into the A51.gim-folder, as the turn sequences differ in the scenarios.


Title: Re: AA50 modules for ABattlemap
Post by: Battling Maxo on June 19, 2009, 01:01:01 pm
does anyone know if there are bigpieces files for aae ,aap or revised? for my version of battlemap the only big pieces are for classic and anniversary


Title: Re: AA50 modules for ABattlemap
Post by: axis_roll on June 19, 2009, 01:21:23 pm
I have attached the bigpieces I have used for revised games
You'll have to rename it to BigPieces.bmp, I renamed it ".jpg" to upload it here


Title: Re: AA50 modules for ABattlemap
Post by: Battling Maxo on June 19, 2009, 05:08:43 pm
Thank you axis.... +1 to you


Title: Re: AA50 modules for ABattlemap
Post by: crispyHaole on June 19, 2009, 09:17:39 pm
I see my error, thanks! 41 is AOK but 42 (because i used the same bmp which was meant for only 41) has ger/jpn pieces swapped. I liked and used Holkan's file (on p12 of this thread). I really like that color scheme with p@nthers map. seems very clear to me. Holkan do u have that same toolpieces.bmp(.jpg) for 42?


Title: Re: AA50 modules for ABattlemap
Post by: crispyHaole on June 19, 2009, 09:18:46 pm
PS i like regular sized pieces


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 20, 2009, 04:48:01 am
I was informed that in the current ABattlePack my named map of the 1942 scenario has a different colour-scheme than the 1941-map.

So here are both maps with the 42 scheme being the same as the 41 scheme.

http://www.mediafire.com/download.php?tnyhyj2ntkg

143.15 KB, 7-zip format.

The maps are fully compatible (9th of March 2009-compatibility - see first post of this thread).

Big Pieces to use with these maps are part of the ABattlePack ("P@nther's Bigboat BigPieces"), or can be downloaded here:

http://www.mediafire.com/download.php?ne3mzwytjhi

(Maps+BigPieces, 146 KB, 7-zip format)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on June 25, 2009, 07:48:50 am
Allright, exams are almost over, and suddenly I have some spare time to fill in, so it was time for a little update on the AA50 modules. Things changed:
1. removed a DD but added a Cru to SZ1 in the '42 setup.
2. changed "Ottowa" to "Ottawa"
3. replaced P@nther's '42 Map.bmp with the newer version in the ABattlePack.

I hope I didn't make any mistakes, and that all the hyperlinks point to the right files (it gets confusing with all these files). If someone spots an error or a mistake, plz report in this thread, it will (eventually ;) ) be fixed!

I see my error, thanks! 41 is AOK but 42 (because i used the same bmp which was meant for only 41) has ger/jpn pieces swapped. I liked and used Holkan's file (on p12 of this thread). I really like that color scheme with p@nthers map. seems very clear to me. Holkan do u have that same toolpieces.bmp(.jpg) for 42?
Why yes, they are in the ABattlePack, under ToolPieces>'42>HolKann's Toolpieces.bmp


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 25, 2009, 11:09:16 am
...
2. changed "Ottowa" to "Ottawa"
...

Great, thank you :-)
Would you please provide the updated map.pdn?
That would be great.

:-)


Title: Re: AA50 modules for ABattlemap
Post by: HolKann on June 25, 2009, 02:19:47 pm
Would you please provide the updated map.pdn?
That would be great.

:-)
It's in the first post, just scroll way down :D


Title: Re: AA50 modules for ABattlemap
Post by: Cmdr Jennifer on June 26, 2009, 07:35:11 am
Special request:

For us old farts, would it be possible to restore the map colors to a block color like they were originally?  You know, red being red, not red outlined pink or something?

Also, I was wondering, if I open the toolpieces file, convert it to a JPG or GIF, pretty it up and convert it back to BMP without changing the dimensions, you think it would still work, or would it be totally screwed?  I know it's not a full BMP or something, it's what, 8 bit not 16 or something?  Can someone look into this?  I was thinking of finding some better tiles to use.

Lastly, can the AA Guns be black?  Why are they color coded??  If you're worried about original owner stuff, perhaps if you replace the white areas with the pastel version of the national color it would work better.  ATM, the guns seem to blend into the background.




Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 27, 2009, 01:01:09 am
Would you please provide the updated map.pdn?
That would be great.

:-)
It's in the first post, just scroll way down :D

Ups... I didn't notice that... now I do.

Thank you .
 :lol:


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on June 29, 2009, 08:49:30 am
Special request:

For us old farts, would it be possible to restore the map colors to a block color like they were originally?  You know, red being red, not red outlined pink or something?

You will find the maps with the "original colors" in the ABattlePack in the first post of this thread.

Also, I was wondering, if I open the toolpieces file, convert it to a JPG or GIF, pretty it up and convert it back to BMP without changing the dimensions, you think it would still work, or would it be totally screwed?  I know it's not a full BMP or something, it's what, 8 bit not 16 or something?  Can someone look into this?  I was thinking of finding some better tiles to use.

Out of curiosity - why are you going to convert them? Why don't you pretty up the bmp itself?


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on July 03, 2009, 12:30:31 am
Big Pieces for AAP can be found in this thread http://www.axisandallies.org/forums/index.php?topic=13625.0


Title: Re: AA50 modules for ABattlemap
Post by: Battling Maxo on July 03, 2009, 02:54:59 am
Thanks a44    I combed over the pacific, player help and software forums as I knew ogrebait was looking for this in Jan/Feb. Somehow I didnt see this . +1 to you


Title: Re: AA50 modules for ABattlemap
Post by: Funcioneta on September 09, 2009, 10:49:06 am
I just noticed Holkann included my China mod in his pack. Thanks, Holkann! You can include also 1942 scenario module for that mod, that's in my signature

Great job!


Title: Re: AA50 modules for ABattlemap
Post by: questioneer on September 09, 2009, 11:49:03 am
Any plans on making the AA42 Battlemap and the up and coming AAP40 and AAE40 maps when they come out???


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on September 11, 2009, 06:59:17 pm
I think they have 42 about finalized now. Look in this thread.

http://www.axisandallies.org/forums/index.php?topic=15004.0

I am sure when AAP40 and AAE40 come out some one will do a module for them.


Title: Re: AA50 modules for ABattlemap
Post by: cts17 on September 14, 2009, 06:35:06 pm
I can't seem to open any AA50 using Abattlemap...

can someone help me?

I can open the program, edit everything, open '42 and '41, save it all, but I cannot open any saved files or downloaded files. It simply opens to Axis and Allies (Original?) start, regardless of what I open. I don't know what to do. I have reinstalled it 3 times now.


Title: Re: AA50 modules for ABattlemap
Post by: a44bigdog on September 20, 2009, 11:03:53 am
cts17, try opening battlemap and then opening the downloaded or saved file. And by that I mean clicking on the File button at the top left inside of battlemap. Just double clicking the saved files results in battlemap just opening for some reason.


Title: Re: Modules for ABattlemap
Post by: HolKann on September 24, 2009, 06:34:08 am
Changed the concept of this thread a little...


Title: Re: Modules for ABattlemap
Post by: P@nther on September 24, 2009, 11:58:17 am
Changed the concept of this thread a little...

Really great work, HolKann, thank you.

What I found out comparing the modules with older ones is, that in some of the scenario.gim folders the file "Toolpieces.txt" is missing (for example in A50.gim and A51.gim).
Bug or feature?

Thank you :-)



Title: Re: Modules for ABattlemap
Post by: HolKann on October 15, 2009, 12:41:46 pm
What I found out comparing the modules with older ones is, that in some of the scenario.gim folders the file "Toolpieces.txt" is missing (for example in A50.gim and A51.gim).
Bug or feature?
Bug I guess, but it's not one I'm getting. I downloaded and installed everything in D:\Test\ABattleMap, and all modules worked fine. The Toolpieces.txt in A50.gim and A51.gim were present, so something went different on our respective computers... Using Vista basic by the way, but normally the version of Windows shouldn't matter (dunnow if it also works on OSX or Linux though).


Title: Re: Modules for ABattlemap
Post by: P@nther on October 16, 2009, 07:52:20 am
What I found out comparing the modules with older ones is, that in some of the scenario.gim folders the file "Toolpieces.txt" is missing (for example in A50.gim and A51.gim).
Bug or feature?
Bug I guess, but it's not one I'm getting. I downloaded and installed everything in D:\Test\ABattleMap, and all modules worked fine. The Toolpieces.txt in A50.gim and A51.gim were present, so something went different on our respective computers... Using Vista basic by the way, but normally the version of Windows shouldn't matter (dunnow if it also works on OSX or Linux though).

As I found out it seems to be a bug in the 7-zip-file-manager. What I did to compare the modules was to open the AModulePack.exe with the 7-zip-file-manager. When you click through the directories then you will fail to find the Toolpieces.txt in some *.gim-subfolders. I can reproduce this issue everytime I open the AModulePack.exe this way.

When installing the AModulePack.exe - as you said - all files are present.

Strange - but nothing the A&A community should worry about...

:-)





Title: Re: AA50 modules for ABattlemap
Post by: scottish claymores on October 21, 2009, 08:50:32 am
A shell is a virtual system that is totally encapsulated to protect the rest of your system from a program and to allow it to run on an operating system it was not designed for.

The problem is, macs and their proprietary (as in not boxed and shipped to every software development firm to use for making new software compatible) operating systems have never been, exactly, user friendly or very prolific in the personal computer market, thus, there never was a plethora of programs written to write on their systems.  Windows gave away code needed to write programs that would work with it.  Added to the incentives they gave computer retailers to sell their OS you had a situation where everyone could use windows because it was so user friendly, AND it was universally recognized as the go to operating system that just about every program has been written specifically for windows first and other operating systems later if the developers felt like it.

I'm pretty sure OS10 has a program in it already that will run rudimentary dos based programs.  Remember, ABattlemap is designed to run on just about any computer from 1985 on.

Hello all, I'm new to the forum, and I have a mac. I downloaded a DOS emulator and it says that I need win32. Does anyone have any help for me? Much appreciated.


Title: Re: AA50 modules for ABattlemap
Post by: P@nther on October 21, 2009, 10:35:34 am
A shell is a virtual system that is totally encapsulated to protect the rest of your system from a program and to allow it to run on an operating system it was not designed for.

The problem is, macs and their proprietary (as in not boxed and shipped to every software development firm to use for making new software compatible) operating systems have never been, exactly, user friendly or very prolific in the personal computer market, thus, there never was a plethora of programs written to write on their systems.  Windows gave away code needed to write programs that would work with it.  Added to the incentives they gave computer retailers to sell their OS you had a situation where everyone could use windows because it was so user friendly, AND it was universally recognized as the go to operating system that just about every program has been written specifically for windows first and other operating systems later if the developers felt like it.

I'm pretty sure OS10 has a program in it already that will run rudimentary dos based programs.  Remember, ABattlemap is designed to run on just about any computer from 1985 on.

Hello all, I'm new to the forum, and I have a mac. I downloaded a DOS emulator and it says that I need win32. Does anyone have any help for me? Much appreciated.


I found this on Flames of Europe (the site where ABattleMap has it's origin):

http://www.flames-of-europe.de/modules.php?name=Forums&file=viewtopic&t=1043

HTH :-)


Title: Re: Modules for ABattlemap
Post by: Funcioneta on October 28, 2009, 07:06:06 am
I think we need a box marker for the options: tech, NOs, interceptors and Back Sea closed. I Also think it would be good add a dummie (neutral?) country for those markers, for air movement markers and for damage counters. Sometimes you capture ICs or aa guns in chinese territories as allies and that can confuse the things a bit ...


Title: Re: Modules for ABattlemap
Post by: WTFchris on December 01, 2009, 09:28:44 pm
ABattleMap Modules

Intro:
A quick tutorial on using ABattleMap:

* Navigating is done by holding down the right mouse button and moving the mouse.
* Placing new units in a territory is done by left clicking on the desired unit in the ToolBar window, and then left clicking in the desired territory. To place 5 units at a time, hold SHIFT. To place 10 units at a time, hold CTRL.
* Deleting units is done by clicking the middle mouse button on the desired unit, or by changing the mouse function to delete by clicking "DEL" in the upper right corner of the ABattleMap window. To delete 5 units at a time, hold SHIFT. To delete 10 units at a time, hold CTRL. To get back to the default mouse function, click "ESC" in the upper right corner of the ABattleMap window.
* Moving units from from a territory to another is done by dragging them with the left mouse button. To drag 5 units at a time, hold SHIFT. To drag 10 units at a time, hold CTRL. To drag a whole stack of units, hold CTRL+SHIFT.
* Undoing a recent action is done by clicking "UNDO" in the upper right corner of the ABattleMap window.
* Zooming in is done by pressing "+" on the numpad. Zooming out is done by pressing "-" on the numpad.
* Recovering the InfoView and ToolBar window after they mysteriously disappeared is done by removing the "ABattleMap.ini" file from your ABattleMap folder (default: C:\Program Files\ABattleMap).

Sorry if this has been posted (I don't want to read 17 pages in this thread).  This program doesn't seem to work great at all.  You can't do production or anything.  I don't get it.


Title: Re: Modules for ABattlemap
Post by: P@nther on December 02, 2009, 06:20:43 am
Sorry if this has been posted (I don't want to read 17 pages in this thread).  This program doesn't seem to work great at all.  You can't do production or anything.  I don't get it.

Maybe it does not do what you expect it to do. ABattleMap is "only" a substitution for everything you will find in the board game box. It is not intended to be a computer game.
So people use it instead of the real boardgame to have a comfortable way to exchange their maps in forum games. See the Play Boardgames - section of this Board:
http://www.axisandallies.org/forums/index.php?board=40.0
to learn more about the use of ABattlemap.

:-)


Title: Re: Modules for ABattlemap
Post by: WOPR on December 02, 2009, 07:59:58 pm
ABattleMap Modules

Intro:
A quick tutorial on using ABattleMap:

* Navigating is done by holding down the right mouse button and moving the mouse.
* Placing new units in a territory is done by left clicking on the desired unit in the ToolBar window, and then left clicking in the desired territory. To place 5 units at a time, hold SHIFT. To place 10 units at a time, hold CTRL.
* Deleting units is done by clicking the middle mouse button on the desired unit, or by changing the mouse function to delete by clicking "DEL" in the upper right corner of the ABattleMap window. To delete 5 units at a time, hold SHIFT. To delete 10 units at a time, hold CTRL. To get back to the default mouse function, click "ESC" in the upper right corner of the ABattleMap window.
* Moving units from from a territory to another is done by dragging them with the left mouse button. To drag 5 units at a time, hold SHIFT. To drag 10 units at a time, hold CTRL. To drag a whole stack of units, hold CTRL+SHIFT.
* Undoing a recent action is done by clicking "UNDO" in the upper right corner of the ABattleMap window.
* Zooming in is done by pressing "+" on the numpad. Zooming out is done by pressing "-" on the numpad.
* Recovering the InfoView and ToolBar window after they mysteriously disappeared is done by removing the "ABattleMap.ini" file from your ABattleMap folder (default: C:\Program Files\ABattleMap).

Sorry if this has been posted (I don't want to read 17 pages in this thread).  This program doesn't seem to work great at all.  You can't do production or anything.  I don't get it.

Try TripleA. It's a proper software game.

http://triplea.sourceforge.net/mywiki/TripleA (http://triplea.sourceforge.net/mywiki/TripleA)


Title: Re: Modules for ABattlemap
Post by: P@nther on January 06, 2010, 06:50:59 am
On Flames-of-Europe Atilla provides an update from ABattleMap 0.79f to 0.80.

I do not know what was wrong with 0.79f but 0.80 seems to be needed for his P40-modules.

... just to let you know.

See http://www.flames-of-europe.de/

:-)


Title: Re: Modules for ABattlemap
Post by: Stoney229 on January 13, 2010, 09:34:21 pm
This thread no longer seems to be related specifically to Anniversary Edition.  Should it be moved?


Title: Re: Modules for ABattlemap
Post by: axis_roll on January 15, 2010, 01:37:03 am
This thread no longer seems to be related specifically to Anniversary Edition.  Should it be moved?

It never was only about Anniversary edition.

Battlemap is a map program for all versions of A&A.

Please do not move this thread, it is fine (and needed) where it is now.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on January 15, 2010, 06:12:13 pm
This thread no longer seems to be related specifically to Anniversary Edition.  Should it be moved?

It never was only about Anniversary edition.

Battlemap is a map program for all versions of A&A.

Please do not move this thread, it is fine (and needed) where it is now.
Yes, it was originally about the A50/A51 ABattlemap modules, but now it is about ABattlemap modules in general (The first post has been changed).  New players who were introduced to A&A by A42 or P40 and have no interest Anniversary Edition would likely never find this thread on their own: it seems to fit better in the "Software" board or on one of the "Play by Forum" boards.  I am baffled that you feel it is needed here in the Anniversary board when it seems (to me) no more appropriate here than on any other board dedicated to a specific AA edition.  Anyway - I mean no offense, just trying to offer a suggestion.  Thanks!


Title: Re: Modules for ABattlemap
Post by: axis_roll on January 15, 2010, 07:03:00 pm
I am baffled that you feel it is needed here in the Anniversary board when it seems (to me) no more appropriate here than on any other board dedicated to a specific AA edition.  Anyway - I mean no offense, just trying to offer a suggestion.  Thanks!

You solved your own bafflement.. this should be on EVERY A&A board for which there is a battlemap .udf (since there is no one board for all versions).

Perhaps it could be on the Software forum: http://www.axisandallies.org/forums/index.php?board=53.0


Title: Re: Modules for ABattlemap
Post by: Battling Maxo on January 17, 2010, 06:13:47 am
This thread no longer seems to be related specifically to Anniversary Edition.  Should it be moved?


Stoney, Again thanks for all the work on the P40 module. I enjoy using it when I play. Were the black and blue sz labels in all your versions or just the final...I never noticed until the other day. Btw, where did the thread go?

Any chance you might consider doing something similar for the AA50 map?


Title: Re: Modules for ABattlemap
Post by: P@nther on January 17, 2010, 06:39:35 am
Stoney, Again thanks for all the work on the P40 module. I enjoy using it when I play. Were the black and blue sz labels in all your versions or just the final...I never noticed until the other day. Btw, where did the thread go?

The P40-modules-thread is here:
http://www.axisandallies.org/forums/index.php?topic=16253.0

Any chance you might consider doing something similar for the AA50 map?

You will find similar maps for AA50 in the first post of this thread. Either use the map provided in the A50.gim (A51.gim) folder or - if you prefer another color-scheme - copy the maps from the ABattlepack-Folder into the appropriate A50.gim (A51.gim) folder.

HTH
:-)



Title: Re: Modules for ABattlemap
Post by: Stoney229 on January 19, 2010, 08:32:32 am
I am baffled that you feel it is needed here in the Anniversary board when it seems (to me) no more appropriate here than on any other board dedicated to a specific AA edition.  Anyway - I mean no offense, just trying to offer a suggestion.  Thanks!

You solved your own bafflement.. this should be on EVERY A&A board for which there is a battlemap .udf (since there is no one board for all versions).

Perhaps it could be on the Software forum: http://www.axisandallies.org/forums/index.php?board=53.0
If this thread could be stickied in the topic for every game, then yeah that would be great!  but I'm not sure that's possible?  So it seems that the Software board would be the first place someone would look for this thread if they didn't know where it is and it already holds a generic ABattlemap sticky.


Title: Re: Modules for ABattlemap
Post by: Bardoly on March 08, 2010, 07:15:19 pm
Does anyone know if it is possible to run Battlemap on a Pocket PC?  I'm running Windows Mobile 6.5 curently.

I copied the setup file into my Pocket PC, and tried to run it, but it doesn't allow me to run the program.


Title: Re: Modules for ABattlemap
Post by: Bardoly on March 11, 2010, 06:50:51 pm
Well?......Anyone?......Help?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 13, 2010, 07:04:25 pm
Well?......Anyone?......Help?
If it doesn't allow you to run the program, then I'd guess the OS isn't supported.


Title: Re: Modules for ABattlemap
Post by: Zhukov44 on May 03, 2010, 08:18:43 pm
There is a Battlemap bug that happens so often that there must be some kind of standard solution.....

Basically, every so often the Infoview bar simply disappears, and won't come back.

Is there any way to fix this besides reinstalling?  In the latest instance, reinstalling didn't fix the bug for me.

Help!


Title: Re: Modules for ABattlemap
Post by: TimTheEnchanter on May 04, 2010, 04:50:28 am
There is a Battlemap bug that happens so often that there must be some kind of standard solution.....

Basically, every so often the Infoview bar simply disappears, and won't come back.

Is there any way to fix this besides reinstalling?  In the latest instance, reinstalling didn't fix the bug for me.

Help!

- Close Abattlemap
- Go to the directory where ABattlemap is installed (e.g., C:\program files\abattlemap\ )
- delete ABattleMap.ini
- Restart Abattlemap and both windows will show up in the upper left hand corner.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on May 04, 2010, 02:13:39 pm
There is a Battlemap bug that happens so often that there must be some kind of standard solution.....

Basically, every so often the Infoview bar simply disappears, and won't come back.

Is there any way to fix this besides reinstalling?  In the latest instance, reinstalling didn't fix the bug for me.

Help!
This bug should be fixed in the newest version of ABattlemap.  You can get it by downloading and unzipping Atti's P40 module (http://www.flames-of-europe.de/modules.php?name=Downloads&d_op=getit&lid=107) from FoE (http://www.flames-of-europe.de/index.php) (you must be registered), and replacing the ABattlemap.exe file in your ABattlemap program folder with the ABattlemap.exe file found in the download.  Let me know if you continue to experience the bug.  Thanks!


Title: Re: Modules for ABattlemap
Post by: Zhukov44 on May 04, 2010, 04:33:09 pm
K Tim's solution worked (tks Tim!) but I will try to dl the new version as well.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on June 13, 2010, 05:11:26 pm
When I click "Toolbar," nothing shows up. How do I fix this?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on June 14, 2010, 08:18:23 pm
When I click "Toolbar," nothing shows up. How do I fix this?
What version of ABattlemap are you using?


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on June 15, 2010, 05:33:50 am
When I click "Toolbar," nothing shows up. How do I fix this?
What version of ABattlemap are you using?

Version 0.79


Title: Re: Modules for ABattlemap
Post by: Stoney229 on June 15, 2010, 11:50:57 am
When I click "Toolbar," nothing shows up. How do I fix this?
What version of ABattlemap are you using?

Version 0.79
- Close Abattlemap
- Go to the directory where ABattlemap is installed (e.g., C:\program files\abattlemap\ )
- delete ABattleMap.ini
- Restart Abattlemap and both windows will show up in the upper left hand corner.

This bug should be fixed in the newest version of ABattlemap.  You can get it by downloading and unzipping Atti's P40 module (http://www.flames-of-europe.de/modules.php?name=Downloads&d_op=getit&lid=107) from FoE (http://www.flames-of-europe.de/index.php) (you must be registered), and replacing the ABattlemap.exe file in your ABattlemap program folder with the ABattlemap.exe file found in the download.  Let me know if you continue to experience the bug.  Thanks!


Title: Re: Modules for ABattlemap
Post by: Stoney229 on June 19, 2010, 06:35:24 pm
For those interested: I just finished a tutorial for creating ABattleMap modules.  I hope some of you will find it useful: http://www.axisandallies.org/forums/index.php?topic=18773.0 (http://www.axisandallies.org/forums/index.php?topic=18773.0)


Title: Re: Modules for ABattlemap
Post by: HolKann on July 01, 2010, 02:55:43 pm
Update!


Title: Re: Modules for ABattlemap
Post by: HauptsturmFuhrerWittmann on September 19, 2010, 05:59:03 am
Hi,

I had Battlemap working with 0.79 and AAP40.

But haven't managed to load a AAE40/AAG40 file in the new .80 version.

Do i need a map/module?

Is so where's the thread?

thanks


Title: Re: Modules for ABattlemap
Post by: Stoney229 on September 19, 2010, 09:14:25 am
Hi,

I had Battlemap working with 0.79 and AAP40.

But haven't managed to load a AAE40/AAG40 file in the new .80 version.

Do i need a map/module?

Is so where's the thread?

thanks
Funcioneta has made a provisional global module (http://www.axisandallies.org/forums/index.php?topic=20043.0).  I hope to be able to finish more polished G40/E40 modules sometime... I have spent a lot of time on them already, but unfortunately the matter of whether or not I will be able to have the time to finish them is still a little bit up in the air.  I do very much hope and intend to finish what I've started.


Title: Re: Modules for ABattlemap
Post by: The Desert Journalist on September 19, 2010, 04:16:05 pm
Func's total map looks pretty good. I have an error to report on it though. There are two (2) Nova Scotia's. The little island off Quebec's coast is actually Newfoundland. I don't know if someone can fix this, but I know those Newfies go pretty nuts when they get dissed.  :-D


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on September 19, 2010, 04:18:57 pm
Func's total map looks pretty good. I have an error to report on it though. There are two (2) Nova Scotia's. The little island off Quebec's coast is actually Newfoundland. I don't know if someone can fix this, but I know those Newfies go pretty nuts when they get dissed.  :-D

Actually, New Brunswick/Nova Scotia is New Brunswick, Nova Scotia, AND Newfoundland. Newfoundland/Labrador is just Labrador. The 2 Nova's are the same territory


Title: Re: Modules for ABattlemap
Post by: The Desert Journalist on September 19, 2010, 05:45:53 pm
Well that's still geographically wrong how it's depicted. Newfoundland should NOT be attached to NB and NS. It should be just those two as one territory attached to the US. The little island should be Newfoundland because that province IS an island! Newfoundland and Labrador are part of the same province, just separated by water.  :-D

When you move your cursor over the island, at the top it says Nova Scotia. I still think it should be renamed Newfoundland. That's just my Canadian beef. How other beef is how they left out Saskatchewan and used Alberta instead  :lol: :-P but we won't go there.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on September 19, 2010, 05:51:15 pm
Well that's still geographically wrong how it's depicted. Newfoundland should NOT be attached to NB and NS. It should be just those two as one territory attached to the US. The little island should be Newfoundland because that province IS an island! Newfoundland and Labrador are part of the same province, just separated by water.  :-D

When you move your cursor over the island, at the top it says Nova Scotia. I still think it should be renamed Newfoundland. That's just my Canadian beef. How other beef is how they left out Saskatchewan and used Alberta instead  :lol: :-P but we won't go there.

Actually, the territory is called Alberta/Saskatchewan/Manitoba


Title: Re: Modules for ABattlemap
Post by: questioneer on September 25, 2010, 01:34:12 pm
Hi, got a problem with ABattlemap.  It doesn't seem to save any maps.  When I click on a map to download, it says that it is saved to the ABattlemap folder in Program Files, yet when I go to ABattlemap program and try to open it, I can't find the file anywhere.

Any help??? :?


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on September 25, 2010, 01:37:36 pm
Hi, got a problem with ABattlemap.  It doesn't seem to save any maps.  When I click on a map to download, it says that it is saved to the ABattlemap folder in Program Files, yet when I go to ABattlemap program and try to open it, I can't find the file anywhere.

Any help??? :?

You may have to change your "browse" window to "downloads" instead of perhaps "desktop"


Title: Re: Modules for ABattlemap
Post by: questioneer on September 25, 2010, 02:02:10 pm
Hi, got a problem with ABattlemap.  It doesn't seem to save any maps.  When I click on a map to download, it says that it is saved to the ABattlemap folder in Program Files, yet when I go to ABattlemap program and try to open it, I can't find the file anywhere.

Any help??? :?

You may have to change your "browse" window to "downloads" instead of perhaps "desktop"

What do you mean???


Title: Re: Modules for ABattlemap
Post by: questioneer on September 25, 2010, 02:41:46 pm
Hi, got a problem with ABattlemap.  It doesn't seem to save any maps.  When I click on a map to download, it says that it is saved to the ABattlemap folder in Program Files, yet when I go to ABattlemap program and try to open it, I can't find the file anywhere.

Any help??? :?

You may have to change your "browse" window to "downloads" instead of perhaps "desktop"

What do you mean???

You were right.  I got it.  Thanks. :-D


Title: Re: Modules for ABattlemap
Post by: questioneer on September 30, 2010, 05:02:24 pm
Any idea when Stoney's version of Global 40 will be done???  He's probably near completion right???


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on September 30, 2010, 05:23:11 pm
Any idea when Stoney's version of Global 40 will be done???  He's probably near completion right???

Hmm, the only thing he can add to func's map is abbreviations and ipc values


Title: Re: Modules for ABattlemap
Post by: The Dessert Fox on September 30, 2010, 05:43:01 pm
Also add the VCs


Title: Re: Modules for ABattlemap
Post by: HolKann on October 01, 2010, 05:54:36 am
Any idea when Stoney's version of Global 40 will be done???  He's probably near completion right???

Hmm, the only thing he can add to func's map is abbreviations and ipc values
:roll:


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 01, 2010, 05:56:45 am
Any idea when Stoney's version of Global 40 will be done???  He's probably near completion right???

Hmm, the only thing he can add to func's map is abbreviations and ipc values
:roll:

The ipc values are already listed if you put the cursor over the territory and most of us made our own abbreviations. BTW, anyone know why shan state is abbreviated SHM instead of SHN?


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on October 02, 2010, 06:38:30 am
BTW, anyone know why shan state is abbreviated SHM instead of SHN?
No doubt it is a typo.  Just change it with the sektor editor.  Heck, with that editor you could change a lot of names, like "Japan" to "Death Star"  :-)


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 06:39:05 am
BTW, anyone know why shan state is abbreviated SHM instead of SHN?
No doubt it is a typo.  Just change it with the sektor editor.  Heck, with that editor you could change a lot of names, like "Japan" to "Death Star"  :-)

LOL. Well it's led to people calling it "Sham State."


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 06:39:42 am
How do I use the SektorEditor?


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on October 02, 2010, 06:41:04 am
How do I use the SektorEditor?
It's actually very easy.

File -> Sektor editor

Then you click on a territory or zone, and it automatically brings up the stats and name.  You just change it, then save.  It's great.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 06:43:24 am
It doesn't automatically change when i push save and also doesn't when I refresh it.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 06:43:54 am
Also, how to I use it to add the airbase to philippines?


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on October 02, 2010, 06:52:38 am
It doesn't automatically change when i push save and also doesn't when I refresh it.
Alright here, hold my hand now.

After making your change, I click "Save", then "Save Sektorinfo" (button on left), then "Save" again.  Might be an extra click somewhere, but it works.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 06:54:25 am
Okay, when I now move the cursor over Shan State, it has the correct name and abbreviation, but the abbreviation on the map itself is wrong. i suppose it's impossible to change the map itself?


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on October 02, 2010, 06:55:39 am
Okay, when I now move the cursor over Shan State, it has the correct name and abbreviation, but the abbreviation on the map itself is wrong. i suppose it's impossible to change the map itself?
Right - you can't do that with the editor, I don't think.  If you knew how to change what's on the map, or how to permanently add an airbase, I think you'd know enough to create your own battlemap.  And if you know that much, you need to finish the Global module for us.


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 02, 2010, 05:40:37 pm
Open the map file in PAINTBRUSH (this is to ensure you do not use too many colors!).

Zoom in/out as you desire.

Color in the wrong text

Type in the right text (in the color you want.)

Save the Bitmap (bmp) file.


I believe the map is called MAP.bmp and the file that starts all the units in their correct spot is START.map or something like that.


I change the colors, etc all the time.  I have a kick ass (given the limit on tech) image of a burning factory for SBR damage.  I'm also working on trying to double the map's size so I can double the tile size and give myself primo pictures. (Got some good ones for our current now, just not sharing cause you all mean to me!!! no yer not, but whateva, my tiles! lol.)


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 02, 2010, 05:46:16 pm
I have a Windows, not a Mac


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 02, 2010, 06:04:10 pm
I have a Windows, not a Mac

Same deal, just replace MS PAINT (which, for the record does work on a mac if you run Windows on it, and yes, it can run on it.) with whatever the MAC version is.

Or give me the file and the changes

or open it in Adobe Photoshop or Jasc Paint Shop Pro or whatever...just make sure you stay 16 bit bitmap and not jpeg or gif or whatever.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 03, 2010, 07:33:35 am
Can you add Func's G40 module to the pack?


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 03, 2010, 09:12:26 am
I don't have it.  If someone sends it to me, I can do whatever you need, cosmetically.


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 03, 2010, 09:14:24 am
Here it is:
http://www.axisandallies.org/forums/index.php?topic=20043.0


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 03, 2010, 09:25:31 am
Here it is:
http://www.axisandallies.org/forums/index.php?topic=20043.0

Awesomeness, thank you for the link.  Now, what abreviation would you like for the Shan State? (I ask because I am truly ignorant, I have never read the rules, nor played this version.)


Speaking of, might be the wrong thread, but anyone got the PDF of the rules? Now that technology has surpassed everything, and things are complicated, I really want to read them once before buying a game I can never open for fear of kids losing pieces!


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on October 03, 2010, 04:54:30 pm
Here it is:
http://www.axisandallies.org/forums/index.php?topic=20043.0

Awesomeness, thank you for the link.  Now, what abreviation would you like for the Shan State? (I ask because I am truly ignorant, I have never read the rules, nor played this version.)


Speaking of, might be the wrong thread, but anyone got the PDF of the rules? Now that technology has surpassed everything, and things are complicated, I really want to read them once before buying a game I can never open for fear of kids losing pieces!

Shn.

PDF doesn't go up for months after game is released


Title: Re: Modules for ABattlemap
Post by: calvinhobbesliker on December 02, 2010, 06:33:17 pm
You should add Func's G40 module.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on January 04, 2011, 02:48:18 am
Wow... there's a lot I missed here.  I don't know why I wasn't being notified of new replies...

Any idea when Stoney's version of Global 40 will be done???  He's probably near completion right???
My circumstances now appear to be such that I may be able to resume work on my map within 2-3 months (for what it's worth).

BTW, anyone know why shan state is abbreviated SHM instead of SHN?
It's because I didn't have a copy of the gameboard to go off of when I was making the module, so I just went off of Atti's module which had a lot of mispellings.  Then, no one reported the issue on the P40 module (http://www.axisandallies.org/forums/index.php?topic=17808.0), so it never got fixed  :wink: .

It doesn't automatically change when i push save and also doesn't when I refresh it.
Alright here, hold my hand now.

After making your change, I click "Save", then "Save Sektorinfo" (button on left), then "Save" again.  Might be an extra click somewhere, but it works.
Just clicking "Save" and then "Save Sektorinfo.sek" for each sector you edit should do the trick:
Features of Sektor Editor
Buttons
•   “Save”:  This button does not permanently institute changes and does not permanently affect SektorInfo.sekL (http://www.axisandallies.org/forums/index.php?topic=18773.msg632117#msg632117), but applies all changes made to the current sector to memory and puts them into effect until you change modules (or reopen the same module) or close the program.
•   “Save SektorInfo.sek”:  This button will update your module’s SektorInfo.sekL (http://www.axisandallies.org/forums/index.php?topic=18773.msg632117#msg632117) file to reflect all changes that have been applied to memory using the “Save” button.  Note that changes to made to any sector, including the current one, will not be reflected in SektorInfo.sekL (http://www.axisandallies.org/forums/index.php?topic=18773.msg632117#msg632117) unless they were first applied to memory using “Save”.
(Click to read more) (http://www.axisandallies.org/forums/index.php?topic=18773.msg632118#msg632118)

Also, how to I use it to add the airbase to philippines?
Sektor Editor only makes changes to to the SektorInfo.sek file.  The starting setup is saved in the module's Start.AAM file.  To change something in the startup, simply open the module, make the change, and then save the game as "Start.AAM" in the module's directory (overwrite the existing one).

Okay, when I now move the cursor over Shan State, it has the correct name and abbreviation, but the abbreviation on the map itself is wrong. i suppose it's impossible to change the map itself?
Right - you can't do that with the editor, I don't think.  If you knew how to change what's on the map, or how to permanently add an airbase, I think you'd know enough to create your own battlemap.  And if you know that much, you need to finish the Global module for us.
The abbreviation on the map is simply part of the image itself (Map.bmp) - very easy to change with an image editor.  I've attached a small bitmap that you can copy and paste over the Shm abbreviation.  And ALL this info should be easy to find in my tutorial (http://www.axisandallies.org/forums/index.php?topic=18773.0)  :wink: .

I'm also working on trying to double the map's size so I can double the tile size and give myself primo pictures. (Got some good ones for our current now, just not sharing cause you all mean to me!!! no yer not, but whateva, my tiles! lol.)
ABattlemap currently only supports 15x10pixel "tiles" (reg size) or 20x15pixel (BigPieces).  If you make bigger ones, that's cool, but they won't be able to be used in ABattlemap until someone writes support for them into the program.  Again... it's all in the tutorial.

or open it in Adobe Photoshop or Jasc Paint Shop Pro or whatever...just make sure you stay 16 bit bitmap and not jpeg or gif or whatever.
Yes, it needs to be a bitmap (.bmp), but it doesn't have to be 16-bit.  anything 24-bit or less I would think should work, and maybe even 32-bit, but 24-bit would be better and take up less space anyway since the alpha channel won't mean anything to ABattlemap.

Here it is:
http://www.axisandallies.org/forums/index.php?topic=20043.0

Awesomeness, thank you for the link.  Now, what abreviation would you like for the Shan State? (I ask because I am truly ignorant, I have never read the rules, nor played this version.)


Speaking of, might be the wrong thread, but anyone got the PDF of the rules? Now that technology has surpassed everything, and things are complicated, I really want to read them once before buying a game I can never open for fear of kids losing pieces!

Shn.

PDF doesn't go up for months after game is released
The Pacific 1940 pdf is available somewhere (prob. WOTC site with the others).  That, in combination with previews on the homepage and some of the forum threads here, should give you a good idea of the rules i think.  I'm sure they've changed much since the game came out, but I haven't been following so I can't direct you to a specific thread.  However, if anyone else can, I'd be interested in the link too, since I may be picking up work on my module again.


Title: Re: Modules for ABattlemap
Post by: Zhukov44 on March 13, 2011, 02:42:20 pm
Hi everyone,

Lately every time I open a Battlemap file either Infoview or Toolbar is missing (its random which one).  I know about deleting the ini file and I keep doing this over and over....

Is there a permanent solution?  It's getting annoying--the last few days one of them is missing almost every time I want to play a turn.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 13, 2011, 02:58:16 pm
Hi everyone,

Lately every time I open a Battlemap file either Infoview or Toolbar is missing (its random which one).  I know about deleting the ini file and I keep doing this over and over....

Is there a permanent solution?  It's getting annoying--the last few days one of them is missing almost every time I want to play a turn.
what version of the program do you have?  0.79f?


Title: Re: Modules for ABattlemap
Post by: Zhukov44 on March 13, 2011, 03:12:05 pm
Yes, 0.79f.


Title: Re: Modules for ABattlemap
Post by: Battling Maxo on March 13, 2011, 04:24:34 pm
Yes, 0.79f.

most  people are on v .80+  now.  Go to the beginning of the thread and follow Holkanns instructions


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 13, 2011, 04:48:12 pm
Yes, 0.79f.

most  people are on v .80+  now.  Go to the beginning of the thread and follow Holkanns instructions
0.80+ should fix your problem


Title: Re: Modules for ABattlemap
Post by: Zhukov44 on March 13, 2011, 05:48:09 pm
Done.  Thanks for the replies--hopefully that will solve it.  Nice to see an improved Infoview!


Title: Re: Modules for ABattlemap
Post by: TMTM on April 04, 2011, 09:44:32 am
Is there already a post/forum for discussing future idea's for abattlemap development? Any I always think of idea's while laying in bed at night hehe.

How about being able to make different sized units on the same toolbar.. of course they'd all be the same height, 9 pixels... but be able to adjust the length for ships would be cool.. make it all adjustable from the UnitStats.txt by adding another set of digits for abattlemap to read when it loads the module.. each unit would have a size setting.

How about having Zoom in/ Zoom out.. being able to adjust the view of the map.. not sure if it can be done but sounds cool.

How about adding tabs to the map file.. so you can save a whole game into one file and be able to click thru the turns.

How about able to add an info sting to the InfoView, I would add Cash.. and on my cash/sektors on the map I would program it to show the cash on the InfoView as well so you don't have to scroll back to go see.. just look at the Infoview.

How about a text tool to add text or text boxes to the module or notes to the map file

We have Toolpeices and BigPeices, how about adding a 3rd CustomPeices: Have a CustomPeices.txt which is where the module maker edits its specs.. so we can make larger and longer toolpeices of multiple size on one toolbar

How about a dice roller inside the program and saves the uneditable results to the AAM file.. it could work.. as long as no one gets pretty and edits the source code to give themselves favorable results hehe

Able to move a whole stack of units with one click etc or partial stack.

We now have the Sektor Editor.. how about a tool to edit the area of the sektor and saves it to the SektorInfo.map file for quit fixes etc... like a paint brush.. just paint where you want the sektor to be.

A hilighter tool.. kinda like paint brush.. maybe it would work like a layer that can be delete once the other user/s review what the other player hilighted.

emailer, be able to add players emails to the abattlemap and from the top.. like next to View.. would be Email.. it would auto attach the map file and have a message box and send button.. and the option to add multiple receivers (emails)

How about a Fleet peice.. that you can stack units on.. and all you have to do is move the Fleet peice to move all the navy units in one seazone... maybe also for land units?

I'll add more later


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on April 04, 2011, 11:51:55 am
Dude, there already is zoom in and zoom out.  Use the + and - keys.

There's already a way to move partial stacks.  Shift click grabs 5, and control click grabs 10.  You need to read the post that has a quick rundown of the features of Abattlemap.

Go crazy!  I'd love to see these improvements.  But you don't have to work on what's already a functioning feature!!


Title: Re: Modules for ABattlemap
Post by: Stoney229 on April 04, 2011, 01:35:28 pm
Dude, there already is zoom in and zoom out.  Use the + and - keys.

There's already a way to move partial stacks.  Shift click grabs 5, and control click grabs 10.  You need to read the post that has a quick rundown of the features of Abattlemap.

Go crazy!  I'd love to see these improvements.  But you don't have to work on what's already a functioning feature!!
ctrl+shift grabs all


Title: Re: Modules for ABattlemap
Post by: thirstysword on January 05, 2012, 09:36:28 pm
hello I'm new to this site and can't find people to play in person where I am. I have downloaded the ABattlemap file for not windows which is on top post here (using a mac), and it doesn't start installing when I open the file. This computer wouldn't run tripleA either, apparently it needed java updates. But when I attempted to update the computer wouldn't let me, and said it already had a later version of java. What am I missing here? I don't care if I sound stupid, just throw me a bone so I can start playing. [mac os x 10.4.11]

much appreciation.


Title: Re: Modules for ABattlemap
Post by: TMTM on February 05, 2012, 10:14:58 am
hello I'm new to this site and can't find people to play in person where I am. I have downloaded the ABattlemap file for not windows which is on top post here (using a mac), and it doesn't start installing when I open the file. This computer wouldn't run tripleA either, apparently it needed java updates. But when I attempted to update the computer wouldn't let me, and said it already had a later version of java. What am I missing here? I don't care if I sound stupid, just throw me a bone so I can start playing. [mac os x 10.4.11]

much appreciation.
Abattlemap works on windows... you could install Windows on your Mac.. or buy a cheap laptop just for Abattlemap.. I would hehe


Title: Re: Modules for ABattlemap
Post by: techroll42 on February 15, 2012, 02:41:31 pm
1Mediafire doesn't work for my home computer, so can someone PM me so that we can arrange for ABattlemap (most recent version) to be emailed to me?


Title: Re: Modules for ABattlemap
Post by: techroll42 on February 16, 2012, 08:51:38 am
Say for example I want to put some German guys in Berlin. So I select them, put them in Berlin, blah blah blah. Then I want to unselect. How do I do that?


Title: Re: Modules for ABattlemap
Post by: Uncrustable on February 20, 2012, 07:25:56 am
Why do people ever play Abattlemap? Not to sound too trollish, but really it looks very very bad, and is very very difficult to actually play out games.
Seriously good luck getting anyone but hardcore A&A fans to play this :P

TripleA on the other hand looks pretty good and is very simple to play out games
It uses real looking units instead of tiny little box things with indiscernible pictures inside
The only downside to TripleA right now is there is no 40G

Maybe i have some ancient version of this and need to upgrade ?
Honestly i cant even figure out how to scroll map or zoom in/out. Let alone play a turn
and yes i try to click the '+' and '-' keys it does nothing


Title: Re: Modules for ABattlemap
Post by: P@nther on February 20, 2012, 08:25:26 am
Quote from: Uncrustable
Why do people ever play Abattlemap? Not to sound too trollish, but really it looks very very bad, and is very very difficult to actually play out games.
Seriously good luck getting anyone but hardcore A&A fans to play this :P
Interesting question. I am dealing with exactly the same question at the moment. I have been absent from A&A for almost two years. Before I played some AA50-41 PBF-games using ABattlemap. AA50 was introduced in late 2008 and there have been constant rule revisions up to the latest FAQ of March 2010. So in this time ABattlemap was the only way to play the common "use OOB rule with latest FAQ".

TripleA needs the rules to be coded. So the players have to accept the code/game options that come coded by the developpers.
ABattlemap is just a game board. You can play whatever rule you want / whatever rule you and your opponent(s) agree on.

Anyway there has been a lot of development and TripleA is definitely worth a try.
I don't think that ABattlemap looks that bad. It is up to your creativity to make it look "better".
Most of the "optical" aspects can be changed to fit your needs.


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on February 20, 2012, 08:55:02 am
TripleA needs the rules to be coded. So the players have to accept the code/game options that come coded by the developers.
ABattlemap is just a game board. You can play whatever rule you want / whatever rule you and your opponent(s) agree on.
This is the #1 reason. And as you said yourself, you can't even play the latest game (G40) with it. G40 has been out for a year and a half.

The icons do look terrible at first. But after I played a few games, I quickly got used to them. Now I think they look great. (Wait - I bet you're looking at the crappy ones. There are "big pieces" icons that look MUCH better.)

I've tried Triple A. I didn't get past J1 of 1942 scenario of AA50 (Japan goes first). It didn't allow me to attack with all legal fighters because the carrier/fighter rules were not properly coded. Couldn't even get past my first combat move. I realize this bug has probably been fixed since then, but what other bugs await me? ABattlemap will ALWAYS let you follow the rules properly!! Very important to this gamer.

You can do whatever bids you want (Triple A has limitations), and you can play whatever house rules you want. Again, Triple A has a lot of limitations.

Besides that, the ABattlemap for G40 is beautiful. You maybe haven't even seen it yet.  AA50 and Spring 1942 maps look pretty to me, too.
Triple A and ABattlemap each have their own +'s and -'s. Pick the one you prefer and don't criticize people who make the opposite choice.


Title: Re: Modules for ABattlemap
Post by: techroll42 on February 20, 2012, 09:25:28 am
I agree that ABattlemap has its limitations, but you should know what you're getting into. It's called a BATTLE MAP for a reason, people. If it was meant to be a board game, it would be called ABoardgame. It is simply a TOOL players use to show unit positions for games on the forum. ABattlemap cannot roll the dice for the game, and it does not prevent you from moving units illegally. It is merely a map. If you want more from an Axis and Allies program, like dice rolling, avoid ABattlemap.


Title: Re: Modules for ABattlemap
Post by: Uncrustable on February 20, 2012, 01:16:02 pm
TripleA is really really great

only bad thing is no G40

the fighter/carrier thing is very easily fixed...its called 'edit mode'

i play tripleA a ton and have never had any problems with it

i do not like the no ruleset for abattlemap it makes it harder to play not easier and it is also really hard to get people to try it


Title: Re: Modules for ABattlemap
Post by: ColomaChuck on May 21, 2012, 07:31:21 am
So, I am trying to download battlemap and having difficulty doing so. I click on the link that takes you to the MediaFire website. I click on the button for downloading the program. I get a message in  the button that says your download is starting. Then all that happens is the page refreshes and I have no download. I have tried turning the security setting to the lowest and turning the pop-up blocker off. Still no success...yes I am at work  :-D


Title: Re: Modules for ABattlemap
Post by: Stoney229 on June 16, 2012, 02:25:23 am
So, I am trying to download battlemap and having difficulty doing so. I click on the link that takes you to the MediaFire website. I click on the button for downloading the program. I get a message in  the button that says your download is starting. Then all that happens is the page refreshes and I have no download. I have tried turning the security setting to the lowest and turning the pop-up blocker off. Still no success...yes I am at work  :-D
try it at home?


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on September 09, 2012, 07:27:17 pm
OK, so I am not HolKann, TMTM, Funcioneta, or Stoney. But I do have an improvement to submit to ABattlemap for 1940 Global.

Since Larry changed the turn order again now in Alpha 3.9, the InfoView and Toolbar in ABattlemap have the countries in the wrong order. I have fixed this. However, I'm afraid I didn't really create a new version of battlemap, and am probably doing this wrong. But I had another player test it on his computer and it works for him too. Here's what you do:

1. Download the 7 files from Mediafire
 http://www.mediafire.com/?ksbh73nv51ngo (http://www.mediafire.com/?ksbh73nv51ngo)

2. Copy them into your GA3.gim folder and replace. Make a backup copy of the GA3.gim folder first - this is my first time after all.

3. You now have the updated toolbar and infoview.

9/23/12 New game file can't be over-written, apparently.  I will soon make a file for starting new games that can be loaded

You will probably want to make this upgrade between games, because if you load a game started before the upgrade, most of the nations will be screwed up and you will have to spend a half hour or whatever fixing it (as is the case for me) Also, you will need to get your opponent to download these files and upgrade as well.

The really great news is that I think we now have a new Battlemap editor in the house! So submit ideas to me for improvements. I'm not very experienced yet, so there are a lot of things I can't do, but I'm hoping to learn more. My next priority is to fix the NO boxes for Russia which are incorrect.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on September 10, 2012, 01:11:16 pm
OK, so I am not HolKann, TMTM, Funcioneta, or Stoney.  But I do have an improvement to submit to ABattlemap for 1940 Global.

Since Larry changed the turn order again now in Alpha 3.9, the InfoView and Toolbar in ABattlemap have the countries in the wrong order.  I have fixed this.  However, I'm afraid I didn't really create a new version of battlemap, and am probably doing this wrong.  But I had another player test it on his computer and it works for him too.  Here's what you do:

1.  Download the 7 files from Mediafire
 http://www.mediafire.com/?ksbh73nv51ngo (http://www.mediafire.com/?ksbh73nv51ngo)

2.  Copy them into your GA3.gim folder and replace.  Make a backup copy of the GA3.gim folder first - this is my first time after all.

3.  You now have the updated toolbar and infoview.  You also have a start.aam file for Global 1940 that I believe is accurate, but I haven't double checked it.  So if you click new/Alpha3 GA3.gim in ABattlemap you will have the starting setup for Alpha 3 with the corrected toolbar and infoview.

You will probably want to make this upgrade between games, because if you load a game started before the upgrade, most of the nations will be screwed up and you will have to spend a half hour or whatever fixing it (as is the case for me).  Also, you will need to get your opponent to download these files and upgrade as well.

The really great news is that I think we now have a new Battlemap editor in the house!  So submit ideas to me for improvements.  I'm not very experienced yet, so there are a lot of things I can't do, but I'm hoping to learn more.  My next priority is to fix the NO boxes for Russia which are incorrect.
Good to hear.  Thanks for stepping up to the plate - I am just too busy lately.  If there's anything you need to know about what can be tweaked within the modules, you should be able to find it in my tutorial:
Tutorial for Creating ABattleMap Modules (http://www.axisandallies.org/forums/index.php?topic=18773.0)


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on September 10, 2012, 01:25:08 pm
Glad you're around, Stoney.
I was really only able to do anything because of your tutorial.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on September 10, 2012, 01:36:35 pm
Glad you're around, Stoney.
I was really only able to do anything because of your tutorial.
Very happy to hear it was useful to you.  It was fun to write and figure it all out... like a puzzle game where I had to fit all the abstract pieces together!  Of course I had a lot of help from conversations with Atti, too, but he is no longer developing the thing.


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on November 08, 2012, 07:01:46 am
We need a final module for Global 1940 using the 2nd edition rules.  If anyone wants to get on that, it would be greatly appreciated by us backwater, country hillbillies still using the better program instead of the blechy, poo-poo new program. :P



Title: Re: Modules for ABattlemap
Post by: Gamerman01 on November 08, 2012, 09:06:52 pm
We need a final module for Global 1940 using the 2nd edition rules.  If anyone wants to get on that, it would be greatly appreciated by us backwater, country hillbillies still using the better program instead of the blechy, poo-poo new program. :P


Well, most of the changes that still need to be made are the proper labeling of Russian NO's for Alpha3.

2nd edition is just take away a UK infantry in Egypt, so that's very easy - just delete an infantry and re-save your start file...
The Korea/Mongolia rule requires no change to ABattlemap, so that's it.

The Russian NO deal is no big deal because you just put a flag up there for each pro-Axis or original G/I territory you control.  Proper labelling would be nice, but is certainly not essential.

So really, the ABattlemap module that's out there is quite functional for 2nd edition.


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on November 09, 2012, 07:10:30 am
Eh...yea, but as you point out, there are changes that need to be made.  Just a request.  Also, a reminder of what ships/planes do dmg and how that works being written on the map would be great too...probably unfeasible, but great.  Too many questions from players on how it works.  (You should SEE my inbox! We're talking 101 pages of private messages!)


Title: Re: Modules for ABattlemap
Post by: ksmckay on March 25, 2013, 10:25:31 am
Is anyone going to work on a module for a simple 1914 battlemap?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 25, 2013, 07:21:15 pm
Is anyone going to work on a module for a simple 1914 battlemap?
If nobody's posted a thread about it, then probably not.  Here's a tutorial (http://www.axisandallies.org/forums/index.php?PHPSESSID=ehtd515a2nab33rubvujfll4m5&topic=18773.0) if you want to take a stab at it yourself.  It's pretty straightforward.


Title: Re: Modules for ABattlemap
Post by: ksmckay on March 25, 2013, 07:31:21 pm
Yeah, I'm trying we will see how it goes.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 25, 2013, 07:39:32 pm
Yeah, I'm trying we will see how it goes.
Just take it one step at a time (http://www.axisandallies.org/forums/index.php?topic=18773.msg632101#msg632101).  If you have any questions that are not answered by the tutorial, let me know.  Some of the parts that take the longest are things like making the map look good that are really just up to you how much time you want to put into it.  So long as you have everything else right, you can always make aesthetic changes to the Map.bmp file later without any problems or hassles for players (assuming you are not changing the placement of the actual territories and borders).  You can also go without the sector information entirely, and the module will just be pieces on a board like the real game without any statistics or analytical info.


Title: Re: Modules for ABattlemap
Post by: ksmckay on March 25, 2013, 07:49:59 pm
Do i need sectors for the ipc counts and turn number?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 25, 2013, 07:57:23 pm
Do i need sectors for the ipc counts and turn number?
sectors are required for all the information in the top five rows of the infoview window.  without the sectors, you would have to put a production chart area on the map.bmp image and the players can keep track of production manually just like they would in a face-to-face game.  Does that make sense?

I'm not sure what you mean by turn number. if you're wanting the game to display how many rounds have gone by, I don't think there's any way for the program to calculate that automatically.  players would just manually count/keep track... you could easily put a space on the map for them to do this.  Am I understanding you correctly?


Title: Re: Modules for ABattlemap
Post by: ksmckay on March 25, 2013, 08:35:59 pm
If i put two of some unit or flag in an area and other units in another what keeps them from stacking.  Isn't it the borders of the territory which are what sectors are?  Otherwise how does the program know when two placed say infantry are in the same vicinity.  So at the bottom of the map when you stack flag markers to indicate how many ipcs you have for each country our what turn it is, the two sets of flags don't combine because they are not in the same defined space.  If that isn't a sector then what defines the borders of that space?  Just a black line?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on March 25, 2013, 09:45:01 pm
If i put two of some unit or flag in an area and other units in another what keeps them from stacking.  Isn't it the borders of the territory which are what sectors are?  Otherwise how does the program know when two placed say infantry are in the same vicinity.  So at the bottom of the map when you stack flag markers to indicate how many ipcs you have for each country our what turn it is, the two sets of flags don't combine because they are not in the same defined space.  If that isn't a sector then what defines the borders of that space?  Just a black line?
Great question.  Hopefully my memory will serve me well here in my answer, I could be slightly off (I no longer have Abattlemap on my pc):
You are right about the program stacking all of the same kind of pieces that are within a sector.  however, even on a map with sectors, you can have space that doesn't correspond to any sector at all (this is just black space on the sektorinfo.bmp image).  If I remember right, pieces placed in one of these areas I think will [only] stack if you try to stack them (you literally have to click in the vicinity of the existing pieces), but don't stack automatically.  You can try this by placing pieces of the same type exactly on the border line between two sea zones in an existing module.  They should not stack unless you place them really close together.  In most modules the borders are a non-sector pixel/space, which you can verify by seeing no sector name in the title bar of the application when you hover your cursor on the line, and you can also see on the sektorinfo.bmp (if you have it) that the line is black (color 000000) there.

I think this is also how it works if you don't have any sektorinfo.bmp or sektorinfo.sek files at all.  

It could be that you just have to create a big black sektorinfo.bmp and use that, but I don't think this is the case.  Per the tutorial (emphasis added):
SektorInfo.map contains the information of which sector (territory, sea zone, space, etc.) each pixel on the map belongs to.  It is not required, but if used, it does require the accompaniment of SektorInfo.sekL (http://www.axisandallies.org/forums/index.php?topic=18773.msg632117#msg632117).  Without these two files, a module will not contain any distinction of territories or sea zones, so IPC income calculations in the program�s �InfoView� window are not possible.
SektorInfo.sek contains all the information (except map/board location) about specific sectors, including name (as displayed in ABattleMap�s title bar), type (land or water), IPC value, original owner, and much more.  It also includes other special sector-related information, such as damage/�convoy disruption� criteria.  It is not required, but if used, it does require the accompaniment of SektorInfo.mapF (http://www.axisandallies.org/forums/index.php?topic=18773.msg632109#msg632109).  Without these two files, a module will not contain any distinction of territories or sea zones, so IPC income calculations in the program�s �InfoView� window are not possible.

Does that make sense?  Did I answer your question?


Title: Re: Modules for ABattlemap
Post by: NoMercy on July 05, 2013, 06:14:33 am
Is this the latest version of AbattleMap being used for games today?

The new map looks really good compared to the old one; the only thing I noticed which is a little annoying is it seems the numbers listing the IPC value of the territory is not there like the older versions; it's still there if I hover over the territory but that's it; have you guys solved this yet?


Title: Re: Modules for ABattlemap
Post by: Stoney229 on July 05, 2013, 08:34:29 am
Is this the latest version of AbattleMap being used for games today?

The new map looks really good compared to the old one; the only thing I noticed which is a little annoying is it seems the numbers listing the IPC value of the territory is not there like the older versions; it's still there if I hover over the territory but that's it; have you guys solved this yet?
Which module are you using?


Title: Re: Modules for ABattlemap
Post by: NoMercy on July 05, 2013, 09:33:51 am
It seems to say Version 0.80 Alpha1


Title: Re: Modules for ABattlemap
Post by: NoMercy on July 05, 2013, 10:15:05 am
I'm also using the following downloaded starting map:

* AaA1940global_a3_FinalSetup.AAM (9.76 KB - downloaded 3 times.)


Title: Re: Modules for ABattlemap
Post by: Stoney229 on July 06, 2013, 08:28:19 am
I'm also using the following downloaded starting map:

* AaA1940global_a3_FinalSetup.AAM (9.76 KB - downloaded 3 times.)
Thank you.  Your module, in this case, would be the 1940 Global one.
Coding the location of those numbers for each territory is very tedious and most people who make the modules probably won't find it worth their time (I don't disagree).  Frankly, that feature in the program is not even necessary, since you can put the IPC numbers directly onto the map image.  If you would like to do this for yourself, you can open your Map.bmp file in an image-editting program such as Paint.net (http://www.getpaint.net), add the IPC number value on each territory where you would like it to appear, and then save again as Map.bmp.  As long as you don't change anything else on the map (namely the location of the borders), it will not adversely affect your module or compatibility with playing with others who use the original map.bmp.

If you do this, you could upload your file for others to use too if they also want the IPC values displayed on their map.

Does this help?


Title: Re: Modules for ABattlemap
Post by: katfishkris on July 21, 2013, 06:15:35 am
can anyone steer me in the direction of a link to the newest(or best) abattlemap map for the global game?  please and thank you.


Title: Re: Modules for ABattlemap
Post by: Stoney229 on July 21, 2013, 09:59:40 am
can anyone steer me in the direction of a link to the newest(or best) abattlemap map for the global game?  please and thank you.
I wouldn't know - but if you go to the PBF board (http://www.axisandallies.org/forums/index.php?board=40.0) and look for some players  playing a global game, you could ask them on their game thread.  I don't even know what the latest global axis & allies game is, but if you're looking for global 1940, they'll probably call that "G40".  (Perhaps this shows how behind the times I am)


Title: Re: Modules for ABattlemap
Post by: Gamerman01 on July 21, 2013, 10:28:14 am
katfishkris - I remember you from a few years ago...

Everyone in the league uses Triple A now.  You can get it easily by going to tripleasourceforge.net

You should read my list of rules that Triple A does not correctly observe.  The good news is, it is easy to use edit mode to take care of these differences when they come up


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on July 21, 2013, 04:28:23 pm
Long live battlemap!  Down with the tripleA pretendership! :P


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 03, 2013, 06:16:05 am
There a D-Day module for AAA?


Title: Re: Modules for ABattlemap
Post by: wittmann on October 03, 2013, 06:39:41 am
I am sure there is Jen.
I downloaded it to check. Looked the same game, so switched off.


Title: Re: Modules for ABattlemap
Post by: Commando Brado on October 07, 2013, 05:53:20 pm
Long live battlemap!  Down with the tripleA pretendership! :P

I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on October 08, 2013, 07:39:05 am
Long live battlemap!  Down with the tripleA pretendership! :P

I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.

The problem comes in collecting enough data to prove it though.

Seen a lot of battles where one side has 5% odds to "win" but that win is supposed to be 1 maybe 2 units left and they come out next to unscathed while the attacker dies to whithering fire.  Almost makes you want to take the 95% odd from a calculator for all battles (round down) lol


Title: Re: Modules for ABattlemap
Post by: Stoney229 on October 20, 2013, 08:40:13 pm
Long live battlemap!�  Down with the tripleA pretendership! :P

I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.

The problem comes in collecting enough data to prove it though.

Seen a lot of battles where one side has 5% odds to "win" but that win is supposed to be 1 maybe 2 units left and they come out next to unscathed while the attacker dies to whithering fire.  Almost makes you want to take the 95% odd from a calculator for all battles (round down) lol
Collecting data is not the only way to prove it.  Just find out (e.g. by asking the developers or looking at code) how the "random" numbers are being generated.  I'm no expert, but by my understanding, the characteristics you describe are typical of pseudorandom number generation (a computer program is generating the random number).  That is, you should be getting a random distribution of numbers given enough rolls, but the particular sequence of the numbers may not be truly random (given a first roll of number N, the probability distribution between N and non-N numbers on the next roll is not truly random).  This method is very easy to code (you can learn how to write a program to do it in a couple hours with no prior programming experience), but it is not good for axis and allies dice purposes.

The only way of generating truly random digits is by harvesting data from entropy using special hardware.  One way of doing this without actually generating the data in real-time is by having a huge database of a random sequence of numbers which were generated using a truly random number generator (http://"http://www.random.org/").  This database can be built into the software and the numbers can be retrieved instead of generated when an instance calls for it.  I think this is how conquerclub generates their dice rolls, and may be how the forum dice roller here works as well.  

I recall reading a post somewhere on this forum which explains how to call the dice on the forum, and it may explain how the dice numbers are generated.  I don't know if you can find the relevant counterpart for TripleA.


Title: Re: Modules for ABattlemap
Post by: P@nther on October 23, 2013, 05:23:21 am
When talking about the "Triple A dice engine" don't forget that in forum games triple a usually gets the dice results from
dice.tripleawarclub.org .

Maybe it is just in games player versus AI where the "built-in" dice engine is used.


Title: Re: Modules for ABattlemap
Post by: TMTM on November 12, 2013, 08:53:37 am
There a D-Day module for AAA?
This is the d-day module for abattlemap http://www.axisandallies.us/add/ADD.zip I believe its also packed into the Abattlemapmap installer found at www.abattlemap.com : http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe be careful as when installing this version it may have a different version of some modules and may overwrite them.. so backup all your .gim folders before installing and just replace the ones that got messed up with your backup folders


Title: Re: Modules for ABattlemap
Post by: Stoney229 on November 12, 2013, 10:59:26 am
There a D-Day module for AAA?
This is the d-day module for abattlemap http://www.axisandallies.us/add/ADD.zip I believe its also packed into the Abattlemapmap installer found at www.abattlemap.com : http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe be careful as when installing this version it may have a different version of some modules and may overwrite them.. so backup all your .gim folders before installing and just replace the ones that got messed up with your backup folders
I think it shouldn't overwrite anything, but it's good to back up just in case.


Title: Re: Modules for ABattlemap
Post by: Cmdr Jennifer on November 14, 2013, 06:20:42 am
Thanks TMTM


Title: Re: Modules for ABattlemap
Post by: TMTM on December 30, 2013, 08:01:49 am
Abattlemap 1942 2nd Ed. http://axisandallies.us/422.zip - updated 12/29/2013


Title: Re: Modules for ABattlemap
Post by: Ascension on February 17, 2015, 09:14:41 am
Reinstalled ABattlemap because it doesn't allow me to use: "List Units" on the View bar. But it still doesn't work. Do I need this anyway? What does it do?


Title: Re: Modules for ABattlemap
Post by: P@nther on February 17, 2015, 09:56:51 am
Reinstalled ABattlemap because it doesn't allow me to use: "List Units" on the View bar. But it still doesn't work. Do I need this anyway? What does it do?

It's been a long, long time, but as far as I remember you should manually delete the ABattlemap.ini. It will be recreated on the next program start.
You should be fine then.


Title: Re: Modules for ABattlemap
Post by: Ascension on February 17, 2015, 12:31:12 pm
Reinstalled ABattlemap because it doesn't allow me to use: "List Units" on the View bar. But it still doesn't work. Do I need this anyway? What does it do?

It's been a long, long time, but as far as I remember you should manually delete the ABattlemap.ini. It will be recreated on the next program start.
You should be fine then.

Ok thx P@nther