PBeM-Spiele
https://www.pbem-spiele.de/forum/

Constella .24
https://www.pbem-spiele.de/forum/viewtopic.php?f=25&t=1835
Seite 1 von 2

Autor:  amaso [ 08.03.2005 05:14 ]
Betreff des Beitrags:  Constella .24

The anniversary release (one year since the previous release)

I am now playing Starcon again, so I am more motivated to enhance Constella. But ... most of my motivation comes from your encouragement and bug reports!

Release .24 includes several new features:
scroll bars appear as needed for large maps
world list (bottom right) makes it easy to find a world
File/Print multi-page... prints large maps on multiple pages
"target connection length" preference controls spacing when auto-mapping

Unfortunately, the Saved Game Format has changed again (so you will need to use File/Load Directory to load all turns, and map again). If I promise to work on this next, would you believe me?

More details (and download) at http://constella.org
Release notes: http://constella.org/#notes

All comments welcome (I can read English, German, and Esperanto).
amaso@gadgetbear.com

Autor:  sun-e [ 08.03.2005 10:55 ]
Betreff des Beitrags:  Constella .24

Yeah, that's great! Thank you very much! My next game have started few days ago...;-)

Autor:  Teg [ 08.03.2005 19:55 ]
Betreff des Beitrags: 

Sounds great! I hope it works so. Are artefacts showed in the new version? It would be nice.

Autor:  amaso [ 08.03.2005 20:25 ]
Betreff des Beitrags: 

Artifacts are not shown in version .24, but they are definitely on the list of things to do.

Autor:  amaso [ 10.03.2005 02:58 ]
Betreff des Beitrags:  Java 1.4 ok???

Is anyone still using Java 1.2 or 1.3 to run Constella? Java 1.4 has been out for several years now, and I am considering using some of the newer features.

Autor:  Teg [ 10.03.2005 20:31 ]
Betreff des Beitrags: 

Java 1.4 is okay for me. 1.5 would be okay too ;)

Oh! I have an idea for the future. The most world are parts of rectangular cells as I see. But such, that are not, disturb. Would it be possible to "deactive" any node, so they don't disturb ?

Autor:  amaso [ 10.03.2005 22:03 ]
Betreff des Beitrags: 

Good idea! Right now there are 3 options, but none of them support Deactivating the movement of a single world.

1) "anchor all" (no worlds move)
2) "release all anchors" (all worlds try to move to best position)
3) un-anchor new worlds. Load turn 1, anchor all, load turn 2. Only the new worlds found in turn 2 move around; the ones from turn 1 stay anchored. If the map is still a mess, I usually end up pressing "release all anchors", so option 3 is sometimes not useful.

My current thoughts on how it would work: click on a world to select it , or multiple worlds using shift-click. Then select a menu command to Anchor or Release the selected worlds.

Thanks for all the feedback and ideas ... they keep me interested and motivated to work on the project!

Autor:  Teg [ 10.03.2005 22:51 ]
Betreff des Beitrags: 

Hey, no problem! I have a lot of half-cooked ideas ;)
My idea was to remove a node temporary of the "node dance". You know, such nodes that are not a part of 4-edge cells. If it could be done, I think the rest would easily become nearly rectangular. You know what I mean?

Autor:  amaso [ 11.03.2005 00:08 ]
Betreff des Beitrags: 

The node dance, I like that. hoho.

OK -- I think I understand the idea, to make the map more rectangular. A "snap-to-grid" option would help too. Someone else asked for this. I like the organic/scattered organization, but I understand that many like things to line up more.

Autor:  sun-e [ 11.03.2005 12:41 ]
Betreff des Beitrags: 

I saw in the last few games, that the maps can be very tricky. An planet right top edge have an connection to the left bottom.

I liked the maps of the good old STARWEB, because we have to paint the maps self. And this maps was very "logic".

But this has nothing to do with the mapper. But this is the reason why we need an good mapping tool. ;-)

Autor:  amaso [ 12.03.2005 00:04 ]
Betreff des Beitrags: 

I have much work to do before supporting complex maps ... but ... how should a "far" connection be displayed? In old Starweb maps, sometimes I drew a separate copy of the world at each edge (with a small note to explain). Other times, I drew a very long, angle line from right top edge to the left bottom. What is the best way to display these with a mapper?

Autor:  Teg [ 12.03.2005 10:50 ]
Betreff des Beitrags: 

I think anchoring a choiceable set of nodes or a "deactivation" of some in aspect of the "node dance" are somehow equal. Combined with a possibility to color an edge, I think, it would be a good way to handle with complex maps.

Rectangular layout? I think it would be more complicated to implement, wouldn' it?

Autor:  amaso [ 12.03.2005 14:08 ]
Betreff des Beitrags: 

Could you say more about how to color an edge?

The rectangular layout I was thinking of would use a "snap-to-grid" features. When you drop a world somewhere, it would automatically move to the next grid point. You would get to choose the grid size. This would make it easier for you to align neighboring worlds vertically or horizontally.

Autor:  amaso [ 12.03.2005 14:21 ]
Betreff des Beitrags:  the plan: "just one more" save format (!)

I have learned several ways to stabilize the format of the saved game files -- so that you may load them in future versions. I will implement one of those methods in the next version.

I have also learned how to accept the current (.24) format in future versions, but that is a lot more work (mostly just details, but lots of them). Instead of spending time on that, I would rather work on other things (like artifacts!).

The biggest (only?) thing you lose with these format changes is your organized map. I might be able to "rescue" the map from .24 so you load it later versions.

Autor:  Teg [ 12.03.2005 15:26 ]
Betreff des Beitrags: 

amaso hat geschrieben:
Could you say more about how to color an edge?


I hope you meant not "how to program"? :wink:
Edge is the line between two nodes. One can click on an edge and choose a color for that edge (I have a dream...). It would be nice if one can color an edge to mark edges which do cross other edges.

Zitat:
The rectangular layout I was thinking of would use a "snap-to-grid" features. When you drop a world somewhere, it would automatically move to the next grid point. You would get to choose the grid size. This would make it easier for you to align neighboring worlds vertically or horizontally.


But if you have big parts of a map? Your solution with the ND is IMO really good. If there would be a possibility to sort out some nodes or pin them while other are still "dancing", it would produce somthing like rectangular layout for map parts this really need comfortable, I think.

Seite 1 von 2 Alle Zeiten sind UTC + 1 Stunde
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/