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#3244 maps getting screwed up

stable 0.42
open
nobody
maps (2)
accepted
5
2016-04-01
2010-12-31
Taharqa
No

I don't know exactly how this works, but sometimes I am getting maps where buildings and roads all have the wrong exits set even though they look fine in the preview. This happened when I set up a 2x2 of 35x35 maps. If I enter a map with buildings and/or roads on either of the two "left-hand" spaces they are fine, but if I load them on either of the two "right-hand" spaces they get all screwed up. They look screwed up if you go to "View Game Board" but not in the map preview on the right.

Discussion

  • Sebastian Brocks

    Are they getting rotated?

     
  • Sebastian Brocks

    • resolution: --> accepted
    • milestone: --> undetermined
     
  • Taharqa

    Taharqa - 2012-10-16

    Its not the rotation, its how the right hand maps get connected to the left hand maps. The problem exists for all maps with an odd-numbered width, because of the way the hexes work. The first column of the second map is mapped out as an "up" hex, but because the previous map ended on an odd-numbed column, when MM combines them together it becomes a "down" hex and everything gets mixed up. I just went through this where I had to completely reset the placement and exits of buildings and roads on a 35x35 map so that it would correctly match up when placed next to another one. It was ... not fun, but it might be possible to programatically check for this and "correct" maps. Its a lot of work, though, so moving it to post-stable.

    • labels: --> maps
    • milestone: undetermined --> post-stable 0.36
     
  • Nicholas Walczak

    • Milestone: stable 0.38 --> post-stable 0.38
     
  • Nicholas Walczak

    • Milestone: development --> stable 0.40
     
  • Nicholas Walczak

    • Milestone: exp 0.40 --> stable 0.40
     
  • Dylan Myers

    Dylan Myers - 2014-12-18
    • Milestone: stable 0.40 --> post-stable 0.40
     
  • Nicholas Walczak

    • Milestone: post-stable 0.40 --> stable 0.40
     
  • Nicholas Walczak

    • Milestone: stable 0.40 --> stable 0.42
     
  • Akjosch

    Akjosch - 2016-03-31

    The only way I can see it being "fixable" is by generating a vertical strip between the maps. Everything else simply doesn't scale when you go from 2x2 to 3x2 to 4x2 ... And that won't be pretty.

    That, or generally disallow all maps with an odd width.

     
  • Nicholas Walczak

    Disabling rotation for maps with odd widths seems like the best option, and adding a reason to the tooltip for the rotation checkbox.

    If this decision were made early on, I could see disabling maps with odd widths, but as it is, MM already ships with a lot of odd width maps, and there are even more in some readily available data packs, so flat out disallowing odd width maps doesn't seem like a good option. But, I think we could disable rotation, and that would probably take care of this bug.

     
  • Sebastian Brocks

    Rotation is already disabled for them, that's not the problem here. The same problem appears if you have them connect on the right of another mapsheet that has an odd width.

     
  • Nicholas Walczak

    I thought that sounded far too easy... Should've gone back and reread the ticket, instead of relying upon faulty human memory...

     
  • Akjosch

    Akjosch - 2016-04-01

    The interesting part here is that rotation (of a single map) would actually be easier. All it took was to allow boards to start having hex 0201 in the upper left corner instead of 0101.

     

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