From: John A. T. <ja...@ja...> - 2007-10-25 21:37:19
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On Thu, 25 Oct 2007, Erik Vos wrote: > 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). Actually that doesn't matter, as you already have to be able to trace connectivity through junctions. > 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. There the connectivity actually is different. > 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. I corrected orientations on a number of them > 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. In the data I sent, code is the unique id and number is the value to displayed on the tile if different from code. > 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. Yes, that is what I do (except the map rotation is relative to the tile manifest 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? I remember Steve Thomas had a solution for that, but I don't remember what it was. -- John A. Tamplin ja...@ja... 770/436-5387 HOME 4116 Manson Ave Smyrna, GA 30082-3723 |