From: brett l. <bre...@gm...> - 2011-02-16 15:27:15
|
Adam - If you're interested in refactoring, do it and post the patches. Reviewing the code will help further the discussion about the change's merits. ---Brett. On Wed, Feb 16, 2011 at 3:26 AM, <ab...@o2...> wrote: > Maybe it would be a good thing to refactor this things and clear it a > bit. This would ease development of new games. > > Adam Badura > > -----Oryginalna wiadomość----- > From: Phil Davies > Sent: Wednesday, February 16, 2011 12:12 PM > To: Development list for Rails: an 18xx game > Cc: ab...@o2... > Subject: Re: [Rails-devel] Tiles and Their Identifiers > > Hmm, a quick peek into the tileset.xml shows I was probably lying about > 1830... > > The thing I described below is true for 1856 since that was > implemented recently, the older implemented games (AL, EU, 30) seem to > have a -9xx designation for preprinted offboards and city hexes that > differ from the standard tiles. These likely have no particular order > or structure inherent to them and were just incrementally added by > whoever did them. I believe the suggestion was that there would be a > numeric lookup for games like AL/EU but that has never been > implemented to date. > > I'm working off my assumptions as well here so consider that I may > well be very wrong, only the person who did the work originally > (likely several people) could answer but developer activity is > sporadic around here given most peoples other commitments. > > On 16 February 2011 11:00, <ab...@o2...> wrote: >> 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 >>> >> >> >> ------------------------------------------------------------------------------ >> 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 > |