> It's a matter of very busy volunteers having time to go and investigate your
> particular problem [...]
This I know very it well. You are only too few for too many things to do when it
comes to programing/tweaking/expanding Vassal. It's just a matter of having at
least an echo from somebody out there telling me if I'm the only one with this
problem or not.


> [...] Rudeness is really not going to get you anywhere. There
> are very few people capable of answering your question and personally, I
> don't have the time spend an hour or two on your issue at the moment.
I'm sorry you found this 3rd message rude (1st one was 2 month ago). That was
not the intention.


> [...] If you think VASSAL is wrong, then describe the issue and ask for it to
be
> fixed.
I logged into Sourceforge and did just that in the mean time.


> [...] These are all questions you can investigate yourself that need
> to be answered.
It's quite a while since I actually did some programing but if I can lay my
hands on the source code handling rotating units I'll do just that:
investigate myself.

For some games you're right that 1 pixel more or less won't make any difference.
I tried to resize those counters from 51 to 50 or 52 and it's not that nice.
With a symbol centered on the unit what I get is that now the unit rotates
perfectly but the symbol on it now has a 1 pixel offset. I won't bother you
anylonger with more details here about this problem.

I'll do just what Rodney suggested: wait and see. But I won't take the 'gamble'
it gets the way I want in 2.9 That's why in the meantime I'll stop working on
the module I have in mind and try to find what's 'wrong' with the rotating
procedure. Either 2.9 corrects this or I've done all I can with my meager
programing knowledge to point out the 'wrong' code part needing some fixing.
When 2.9 comes out I'll decide wether I have to draw all units all over again.

Yours,

"Rude" David
:-)


 
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