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    Mini (Me) Map options

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • C Offline
      Cernel Moderators @redrum
      last edited by

      @redrum Why not only allowing for the smallMap to be either above or under the ownership colours? I'm not sure what the transparency setting is making transparent.

      C 1 Reply Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin
        last edited by redrum

        smallMap.territory.alpha=0.5
        smallMap.unit.size=2
        smallMap.viewer.borderColor=C0C0C0
        smallMap.viewer.fillColor=C0C0C0
        smallMap.viewer.fillAlpha=0.5

        0_1528510969395_393d3bfc-3a80-496f-9920-63df370e28e8-image.png

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        redrumR 1 Reply Last reply Reply Quote 1
        • redrumR Offline
          redrum Admin @redrum
          last edited by

          PR: https://github.com/triplea-game/triplea/pull/3453

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

          alkexrA 1 Reply Last reply Reply Quote 1
          • alkexrA Offline
            alkexr @redrum
            last edited by

            @redrum How can I test this feature? I've found the relevant branch, but there are no releases. Does it mean that I have to compile the code? And how do I do that? Is it complicated? Should I just wait a few days until it is merged with master?

            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

            redrumR 1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @alkexr
              last edited by

              @alkexr Yeah, until the PR is merged into master, it doesn't build a release. Most people just wait til the PR is merged then grab the latest pre-release from github. You can also pull the source code down and run it which isn't too difficult. Here are the minimum steps to run the source:

              1. Make sure you have git and gradle (build framework) installed
              2. Pull down the triplea repo: https://github.com/triplea-game/triplea
              3. Open up the command line, navigate to the base directory of the project, and run these commands:
              ./gradlew test
              ./gradlew check
              ./gradlew run
              

              If you don't like the command line then you can instead use an IDE (eclipse, intellij, etc), import the project into that, install the gradle plugin, and run from your IDE (more developer setup here: https://github.com/triplea-game/triplea/tree/master/docs/dev).

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @redrum
                last edited by

                PR merged. This can now be tested in the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.10351

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                1 Reply Last reply Reply Quote 2
                • RoiEXR Offline
                  RoiEX Admin
                  last edited by

                  @redrum I just wanted to point out just compiling and running the code is easier than you described.
                  It's sufficient to just download the zip of the specific branch and run ./gradlew run (or .\gradlew run on Windows) in a folder this zip has been unzipped to.
                  The gradle wrapper will automatically install gradle if its doesn't already exist, and run the code afterwards.

                  redrumR 1 Reply Last reply Reply Quote 3
                  • redrumR Offline
                    redrum Admin @RoiEX
                    last edited by

                    @roiex Ah, didn't realize the wrapper would pull down gradle. Thanks for the follow up.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    1 Reply Last reply Reply Quote 0
                    • RoiEXR Offline
                      RoiEX Admin
                      last edited by

                      @redrum No Problem ^^
                      It's basically all the wrapper does.
                      If a valid installation is found, the gradle installation is being invoked and all the argument are being passed over

                      1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators
                        last edited by

                        Just awesome!!! I just reworked the TWW minimap.... thing is way better than it ever was.

                        0_1528745373606_New Mini map.png

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        1 Reply Last reply Reply Quote 3
                        • redrumR Offline
                          redrum Admin
                          last edited by redrum

                          So some bad news on this feature. The fill alpha for territories is causing problems because territories when conquered are drawn over the previous one. This causes conquered territories to become a blend of the previous owner color and the new owner color when alpha is set to less than 1 (some amount of transparency). So instead of alpha parameter, I'm going to have to switch this to just have territories being filled with a slightly lighter version of their set color. This should achieve a similar effect except won't capture any of the underlying smallMap image texture if there is one. Moving forward please use "saturation" instead of "alpha".

                          smallMap.territory.saturation=0.5
                          

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          FrostionF 1 Reply Last reply Reply Quote 1
                          • redrumR Offline
                            redrum Admin
                            last edited by

                            So probably not quite as nice as alpha but gonna have saturation instead. Here is LME with 0.5 saturation:
                            0_1531360320035_3f66e4df-fe09-4a18-9d73-7155f221f3ab-image.png

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            1 Reply Last reply Reply Quote 0
                            • C Offline
                              Cernel Moderators @Cernel
                              last edited by

                              @cernel said in Mini (Me) Map options:

                              @redrum Why not only allowing for the smallMap to be either above or under the ownership colours?

                              What I meant is tha this way the mapmaker can have the smallMap transparent, the same way as the relief work. Basically deciding if the smallMap is base or relief, default base.

                              1 Reply Last reply Reply Quote 0
                              • FrostionF Offline
                                Frostion Admin
                                last edited by

                                Seeing the mini map with a darkened "highlighted" area just seems wrong. People would expect highlighted stuff to light/bright, just as the units in the game are highlighted when mouse-over or selected.

                                I think players will more easily spot where the big screen is on the mini map if light/bright than if dark.

                                Generally since the mini map feature is a universal one for all maps, a part of the UI and a part of how TripleA is controlled, I would think it best if individual maps did not customize the appearance when it comes to light/dark, frame, transparency etc. I can see the point in setting the unit dot size since the mini maps are not all the same size, but otherwise the appearance should be uniform from map to map if we want players to easily jump into another map and be acquainted with the controls. By not allowing all sorts of mini map settings, there would also be some sort of quality control that ensured a practical mini map and not just "fancy" and unreadable mini map.

                                I can see the appeal of mapmakers setting up their own version of nice looking minimaps, but I still would prefer a good and practical standard mini map that did not change from map to map.

                                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                1 Reply Last reply Reply Quote 0
                                • FrostionF Offline
                                  Frostion Admin @redrum
                                  last edited by

                                  @redrum said in Mini (Me) Map options:

                                  So some bad news on this feature. The fill alpha for territories is causing problems because territories when conquered are drawn over the previous one. This causes conquered territories to become a blend of the previous owner color and the new owner color when alpha is set to less than 1 (some amount of transparency). So instead of fillAlpha parameter, I'm going to have to switch this to just have territories being filled with a slightly lighter version of their set color. This should achieve a similar effect except won't capture any of the underlying smallMap image texture if there is one.

                                  So how is this minimap adjustment then to be handled? Turn the fix brighter effect on of somehow? Right now I see no difference between...
                                  smallMap.territory.alpha=1.0
                                  and
                                  smallMap.territory.alpha=0.1
                                  What should I do to get a tiny bit brighter territory colors? Could you give a text example?

                                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                  redrumR 1 Reply Last reply Reply Quote 0
                                  • redrumR Offline
                                    redrum Admin @Frostion
                                    last edited by

                                    @Frostion Sorry, "alpha" was changed to "saturation" due to a limitation. So you'll want this:

                                    smallMap.territory.saturation=0.1
                                    

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    1 Reply Last reply Reply Quote 1

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