It’s running out of memory while I attempt to outline the map grid while identifying it as a Zone. My plan was then to lay the grid inside the Zone. But before I can even get the map outlined I round out of memory.
This could presage coming problems as map and counter art become more involved and larger. This has been a trend in game artwork for over 20 years. I can remember when a map file was large at 3 mb.
I can easily break the map file into smaller boards. I cannot as easily program a vassal game with multiple map boards. Never done that before. And do not have an easy example that explains every step. In short I don’t know how to create a multi board vassal mod.
What if I drew every hex on the board as a single independent zone? There might be hundreds of them, but might that work without having to divide the map up?
What if I drew every hex on the board as a single independent zone?
There might be hundreds of them, but might that work without having to
divide the map up?
I still don’t understand exactly the steps you were taking. What were
you doing, step by step?
So the actual problem is the the Zone Editor is failing when trying to drag a Rectangle around a 617MB map.
Handling Boards is very easy. You have to repeat what you do at the Map level (Zone, Grid, Numbering) on each board and then provide a default board setup with all the boards defined in their proper place. You can copy the grid and number between boards and then tweak to fit each board.
Other than the setup, there is no real difference, Boards are pretty much invisible once the game is underway and you don’t have to change the operation of the pieces.
Given this parameter, can the program handle 720 separate zones representing each hex as an individual zone? I’d hate to work through this only to find out after drawing 550 hexes that I couldn’t go any further due to memory limitation issues.
Unfortunately the hex map is only part of the full map panel. There are several zones for things like Time Record Track, Holding Spaces for Units Building (x3), Units Dead (x3), etc. The actual Hex Grid is also irregular. It’s not a rectangle or square. There’s also a ring of hexes sort of like Perimeter Zones in an Area Movement Game, that are NOT the same size as the regular hex map hexes, and they are Not directly attached to the regular hex grid, and each hex in the perimeter is individual in size and location. It’s a real nightmare map. Looks deceptively simple … until.
The other fun part of this is that this is a playtest map, subject to change and there WILL be changes. The vast majority of my builds are for playtest purposes. The professional Guru’s build the final product in most cases. I get the fun of beating my head against a wall first.
If you want to get somewhere quickly, I would strongly suggest cutting the map into 4 pieces. That should resolve the memory issue. It’s a bit more one-off setup work for you, but the users see no difference.
You’re not making 4 maps, you’re making 4 boards that fit together to make 1 map.
In your [Map Window] component, you have [Map Boards]. You create your 4 separate boards under there and give each it’s own independent zones, hex grid and grid numbering.
If you the double click on the [map boards] component, there is a ‘Select Default Board Setup’ button that allows you specify how the 4 boards fit together to make the map. This will be used automatically when you start a new game.
From then on, you can generally ignore the fact that your Map is made up of 4 Boards
Each board reports it’s portion of the grid independently. The trick is you have to tweak the grid numbering on each board to report the correct co-ords.