From: Erik V. <eri...@hc...> - 2007-10-25 19:59:28
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18EU tiles 80-83 look different from those in older games, but aren't with respect to what connections exist. And for route determination (in the future) we will need the edge-to-edge connections, as specified in the XML tile spec of the 'classical' format (i.e. the existing tiles 80-83). A simple solution would be to keep using the existing tile pictures. If you (understandably) would like to use the new 18EU format, one solution would be to give these pictures a high number (like 5080 etc), but otherwise use the existing low-numbered specs. The XML in 18EU/TileSet.xml for these tiles could then be like <Tile id="80" pic="5080" quantity="4"> <Upgrade id="545,546" /> </Tile> The Tile spec in Tiles.xml should stay like <Tile colour="green" id="80" name="80"> <Track from="side1" gauge="normal" to="side2"/> <Track from="side1" gauge="normal" to="side3"/> <Track from="side2" gauge="normal" to="side3"/> </Tile> or similar. The new-style XML spec for 5080 would not be used. Similar considerations apply to 544-546, although we don't have a 'classical' format there. But we need at least an XML version of it on behalf of Tiles.xml. ---------- On tiles -5 through -11: I think -10 and perhaps -11 already existed in Marco's original TileDesigner, has John changed these? -5 through -9 are free as far as I am concerned. ---------- On duplicate numbers for really different tiles: here indeed we should use internal and external numbers. The current attribute "id" is intended to be unique internal number. If the external number (shown in the UI etc.) is different, we need an additional attribute for that purpose. ---------- On different "base" rotations: we'll need an extra attribute in TileSet.xml for that purpose, for instance (just a random example): <Tile id="26" rotation="2" quantity="2"> <Upgrade id="42,44,45" /> </Tile> All reported rotations (inclusing those in Map.xml) would be relative to this base rotation. I agree with the posters who maintain that we should remain consistent with the tiles as they exist in each game. Even then we face problems: in 1830, tile #45 exists in two different base rotations! How do PBEMmers solve that problem? Erik. > -----Original Message----- > From: rai...@li... > [mailto:rai...@li...] On Behalf > Of Brett Lentz > Sent: Thursday 25 October 2007 00:03 > To: Development list for Rails: an 18xx game > Subject: [Rails-devel] 18EU Tile number overlaps > > I'm working on importing the new tiles for 18EU, but I've run > into some > overlaps in tile numbering. > > I was able to import the TileDesigner data from John. Unfortunately, > these tiles already exist (and are different tiles): -5, -6, > -7, -8, -9, > -10, -11, 80, 81, 82, 83. > > So, it looks like I'll need to re-number these 18EU tiles. Any > suggestions on what the new tile numbers ought to be? > > > ---Brett. > > > "Fantasies are free." > "NO!! NO!! It's the thought police!!!!" > > > -------------------------------------------------------------- > ----------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and > a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |