From: <ab...@o2...> - 2011-02-16 11:00:42
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OK So how do you deal with games which have letters like AL? As the IDs are currently required to be numbers. Adam Badura -----Oryginalna wiadomość----- From: Phil Davies Sent: Wednesday, February 16, 2011 11:57 AM To: Development list for Rails: an 18xx game Cc: ab...@o2... Subject: Re: [Rails-devel] Tiles and Their Identifiers 1870 is off centre: http://www.boardgamegeek.com/image/650167/1870 So is 1830: http://www.boardgamegeek.com/image/89710/1830-railways-robber-barons 1830 is probably the most important one since this was the original template which rails was designed against, only later games have had more centralised tile icons. Overall, does it really matter? It's clear what the tile is doing which is all that's really important. The 'large' tile ID's are again game prefixes (25001 is a tile for 1825, 30005 is a tile for 1830, 56001 is a tile for 1856 etc.). They are usually assigned an incremental number based on whichever order the developer chose to add them. For example, 25001 is the London tile in 1825, this has no corresponding physical tile and so cannot be assigned a tile number from any existing tile database, it gets a 25 prefix for coming from 1825 and a 001 likely because it was the first tile of the '25 specific ones Erik chose to add when he did that work. Phil On 16 February 2011 10:44, <ab...@o2...> wrote: > No disrespect but I have to disagree about cities/towns being not in the > center. Consider 18AL (http://www.boardgamegeek.com/image/302259/18al), > 1889 > (http://www.boardgamegeek.com/image/555394/1889), 18EU > (http://www.boardgamegeek.com/image/134429/18eu), 18GA > (http://www.boardgamegeek.com/image/603478/18ga). However 1851 > (http://www.boardgamegeek.com/image/126915/1851) is an exception here for > example. > > As to IDs (which is more interesting to me) it seems to me that you only > use > numeric IDs (judging by tile files naming) and use large IDs for game > specific tile. However with no clear guidelines how those IDs where > assigned > and which are for which game. > > Adam Badura > > > -----Oryginalna wiadomość----- > From: Phil Davies > Sent: Wednesday, February 16, 2011 11:36 AM > To: Development list for Rails: an 18xx game > Cc: ab...@o2... > Subject: Re: [Rails-devel] Tiles and Their Identifiers > > Adam, > > I've just gone back over the archives to pull out the discussion we > had on this a while ago. One of the key issues is that rails needs > tile numbers for all preprinted tiles as well as all of the physical > tiles that exist in the game. Generally speaking, a grey tile that is > preprinted has a negative number matching the corresponding physical > tile if one such tile exists. Tiles that exist only for specific > games are prefixed with the games ID (AL in the case of 18AL etc.) > > Regarding the towns and cities, this I'm sure is purely aesthetic, > dits and city circles are rarely placed in the very centre of the tile > on maps, they are usually off to one side, the rotation of the tile on > the map helps to match the original board aesthetic. > > Phil > > > > On 16 February 2011 07:22, <ab...@o2...> wrote: >> I thought about using IDs as on the http://www.18xx.net/tiles/ page. I >> think it would be better. However it would require code changes to allow >> non-integer IDs. I could try to do that but do you want it? >> >> Also you haven't answered other questions (about towns and cities) and >> negative/positive IDs. >> >> Adam Badura >> >> -----Oryginalna wiadomość----- >> From: brett lentz >> Sent: Wednesday, February 16, 2011 12:44 AM >> To: Development list for Rails: an 18xx game >> Cc: Adam Badura >> Subject: Re: [Rails-devel] Tiles and Their Identifiers >> >> Adam - >> >> Looks like you hit on the issue. There are a few tile numbers that >> overlap or otherwise conflict due to the game designer's choice in >> naming and our own implementation details related to how Rails handles >> tile filenames, etc. >> >> In general, we try to preserve the board game's original tile names as >> best as we can, but sometimes that just isn't possible. >> >> If you can think of a better name for a given tile, please suggest it >> and/or send in a patch for consideration. :-) >> >> ---Brett. >> >> >> >> On Tue, Feb 15, 2011 at 3:40 PM, Adam Badura <ab...@o2...> wrote: >>> After further investigation it seems that the problematic >>> identifiers >>> are for those tiles which are not actual tiles but imprinted ones like >>> the >>> referred –3005. But still game specific tiles are “strange”. Like for >>> example AL441. >>> >>> Adam Badura >>> >>> From: Adam Badura >>> Sent: Wednesday, February 16, 2011 12:34 AM >>> To: rai...@li... >>> Subject: [Rails-devel] Tiles and Their Identifiers >>> >>> How do you assign tile identifiers? For example 18EU Berlin Yellow >>> tile >>> has code –3005. Why? Why this value? Why not use codes as given on >>> http://www.18xx.net/tiles/ to make them accessible for larger audience? >>> Also >>> what is the difference between negative and positive number in the code? >>> Why >>> base tiles (inprinted) with towns (dits) and cities have those towns and >>> cities not cenetered as is usually drawn on maps but rather pushed at >>> one >>> side and then randomly (as it seems) rotated? >>> >>> Adam Badura >>> >> >> >> ------------------------------------------------------------------------------ >> The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: >> Pinpoint memory and threading errors before they happen. >> Find and fix more than 250 security defects in the development cycle. >> Locate bottlenecks in serial and parallel code that limit performance. >> http://p.sf.net/sfu/intel-dev2devfeb >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > > > ------------------------------------------------------------------------------ > The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: > Pinpoint memory and threading errors before they happen. > Find and fix more than 250 security defects in the development cycle. > Locate bottlenecks in serial and parallel code that limit performance. > http://p.sf.net/sfu/intel-dev2devfeb > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |