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From: Rick W. <wes...@pu...> - 2010-01-13 01:01:49
|
Unless I am missing something, the 1835 TileSet seems to be messed up. Many yellow tiles are missing upgrades. Tile 5 & 6 have wrong upgrades. Ditto tile 25. Tiles 14 & 15 should not upgrade (granted this is a subtle point). I started making bug reports but quickly came to the conclusion that either I am missing something or that no one plays '35. Comments appreciated! -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-12 14:11:04
|
brett lentz wrote: > On Mon, Jan 11, 2010 at 3:44 PM, Rick Westerman <wes...@pu...> wrote: > >> Ah, I think I just answered my own question on why there has to be a >> per-game Tiles.xml when the data is being generated from a global >> Tiles.xml file. It looks like -- for whatever reason -- there does >> need to be a one-to-one correspondence between the tiles in >> TileSets.xml and Tiles.xml. Thus since TileSets is limited on a per- >> game basis then so does Tiles.xml. >> >> -- Rick >> > > If memory serves, the reason we decided to do it this way is because > there are a few tiles out there that use duplicated tile numbers. > > So, we need to be able to do things like, "Tile #88 in game X is image > #1088" while "Tile #88 in game Y is image #2088". > > > ---Brett. > Definitely need that ability. And thus the need for a per-game TileSets which has the 'pic' option (along with others such as quantity and permissible upgrades.) It is just irritating that there is this firm one-to-one correspondence between the Tiles.xml file (which gets generated from a global file) and TileSets.xml. A missing or extra tile in one or the other other causes the program to complain & crash ... and not always coherently. On the other hand things are the way they are. I've certainly written my share of programs that have strange behaviors. Often because of retroactive modifications and growth. Since I hate it when people make suggestions on what I could do better without actually doing the work -- and since I am not offering to make the program any tighter (at least at this point) -- I'll just shut up on the topic and work with what exists. I am almost done with 1876-30. It has been like pulling teeth but maybe I will have a good document at the end of this process. -- Rick Westerman wes...@pu... |
From: Phil D. <de...@gm...> - 2010-01-12 11:01:16
|
I'll second Rick and say thanks for the detailed reply, that really helps to understand how the system fits together :) Phil 2010/1/11 Erik Vos <eri...@xs...>: > > > This may another one of those "I should not go there" type of questions. > If so apologies in advance. Or I may be missing something obvious. At the > moment I am learning the source of Rails via experimentation rather than > intensive reading of the code. > > Feel free to ask any questions; however, I can't guarantee that the answer > is always welcome. > > A tile for a given game is defined in three places: > > The per-game TileSet.xml seems reasonable as it has a list of the tiles > in the given game, quantity of tiles, upgrade path, and which SVG picture to > use. > The per-game Tiles.xml has the same list of tiles but this time with the > colour of the tile (not the actual color on the time but the color phase), > how many cities and towns and their positions; values of the cities/towns > and a list of how the track is laid out (e.g., from side 0 to side 2, from > side 1 to side 5). > The whole-rails SVG files have the graphics for each of the tiles. > Now for a given tile the relationship of the tile's SVG file and the > tile's entry in Tiles.xml is fixed. In other words I can not a take a tile > in the Tiles.xml file and change its track layout from 'side 0 to side 2' to > 'side 0 to side 3' and expect that the tile will show up properly. Instead > it will retain it's SVG representation. Ditto if I try to change the number > of cities or their position. So ... why not have a global Tiles.xml file > with three items in it and reduce the duplication across the games? That > would make the per-game Tiles.xml smaller and more readable (and thus easier > to debug). And/or combine the reduced per-game Tiles.xml file into the > TileSet.xml file thus reducing another source of duplication and error. > > 1. Why do we have separate TileSet.xml and Tiles.xml? > > TileSet.xml contains the game-specific tile properties, and Tiles.xml has > the game-independent tile properties. The latter file is generated by > rails.util.MakeGameTileSets (a stand-alone Java class/program) from > TileSet.xml and the overall Tiles.xml file that has *all* tiles (this file > and several other files that I'm going to mention are in directory > 18xx/tiles of the CVS repository on Sourceforge). This program also checks > TileSet.xml against Map.xml for consistency. > > 2. Why do we have separate XMLand SVG files? That is because we use an SVG > renderer that understands SVG, whereas both I and the Java code I have > written only understand XML. And I doubt if the twain will ever meet. > > 3. Where do Tiles.xml and the SVG files come from? > Ultimately everything comes from a tile database named TileDesigner.18t > created by Marco Rocci's TileDesigner program (see > http://www.rails18xx.it/software.html). In the mean time I have added a lot > of tiles to Marco's original tile set. From that database I export both the > SVG tiles and an XML descriptive file called TileDesigner.xml. > > The SVG export is somewhat buggy. Originally Brett fixed that by a procedure > that I don't have the details of. I have recently taken over and I'm now > using a procedure described in the comments of a Perl script named > CombineTiles.pl. That script builds the Rails SVG file set by combining > parts from three sets of SVG files: > - tiles with ID > 0 (layable tiles, the ID is printed on the tile). > - tiles with ID <=0 (preprinted tiles, no ID on the tile; this is a separate > export from TileDesigner) > - special tiles that I have modified manually with Inkscape (such as the red > off-board tiles -901 throught -903, which TileDesigner cannot create with > "arrows". So for these tiles the XML does *not* exactly correspond with the > SVG!). > > The XML export (TileDesigner.xml) is converted by another Java program/class > named rails.util.ConvertTiles into the overall Tiles.xml that I mentioned > before. I'm doing this conversion because I think that the latter format is > better suitable for use in Rails. > > 4. Why is this procedure so complex? > Well, we're doing the best we can with the limited knowledge and imperfect > tools that we have. > > BTW#1: Is there any routine to display all of the SVG files? > > No. Only TileDesigner has everything. > > BTW#2: The README in the 'tiles' directory says that the XML files in > said directory are not important. IMHO it should also say that the svg > sub-directory is critically important. As you can imagine by my comment it > took me a while to realize the importance of said directory > > It doesn't say that these aren't important, it only says that these are not > [directly] used by Rails. These files in fact do form the basis of the > per-game tile sets, as I hope I have explained well enough above. > > Erik > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: brett l. <wak...@gm...> - 2010-01-12 02:45:41
|
On Mon, Jan 11, 2010 at 3:44 PM, Rick Westerman <wes...@pu...> wrote: > Ah, I think I just answered my own question on why there has to be a > per-game Tiles.xml when the data is being generated from a global > Tiles.xml file. It looks like -- for whatever reason -- there does > need to be a one-to-one correspondence between the tiles in > TileSets.xml and Tiles.xml. Thus since TileSets is limited on a per- > game basis then so does Tiles.xml. > > -- Rick If memory serves, the reason we decided to do it this way is because there are a few tiles out there that use duplicated tile numbers. So, we need to be able to do things like, "Tile #88 in game X is image #1088" while "Tile #88 in game Y is image #2088". ---Brett. |
From: brett l. <wak...@gm...> - 2010-01-12 02:14:14
|
On Mon, Jan 11, 2010 at 2:40 PM, Erik Vos <eri...@xs...> wrote: > > 3. Where do Tiles.xml and the SVG files come from? > Ultimately everything comes from a tile database named TileDesigner.18t > created by Marco Rocci's TileDesigner program (see > http://www.rails18xx.it/software.html). In the mean time I have added a lot > of tiles to Marco's original tile set. From that database I export both the > SVG tiles and an XML descriptive file called TileDesigner.xml. > > The SVG export is somewhat buggy. Originally Brett fixed that by a procedure > that I don't have the details of. I have recently taken over and I'm now > using a procedure described in the comments of a Perl script named > CombineTiles.pl. That script builds the Rails SVG file set by combining > parts from three sets of SVG files: > > Erik > There really aren't many details to give. I used Inkscape to hand-edit the tiles to the dimensions we needed, which was not fun. Having a script do the direct conversion is a much better solution. To be honest, I'm not really sure why I never scripted it out myself. ---Brett. |
From: Rick W. <wes...@pu...> - 2010-01-11 23:48:36
|
On the really-neat side of life, I was able to use an '<IfOption' within a Map.xml file. I was uncertain if it would work since none of the existing games use that feature. Although we probably could expand 1830 and 1835 in this manner since they have published map variants. -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-11 23:43:10
|
Ah, I think I just answered my own question on why there has to be a per-game Tiles.xml when the data is being generated from a global Tiles.xml file. It looks like -- for whatever reason -- there does need to be a one-to-one correspondence between the tiles in TileSets.xml and Tiles.xml. Thus since TileSets is limited on a per- game basis then so does Tiles.xml. -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-11 23:31:32
|
> > TileSet.xml contains the game-specific tile properties, and > Tiles.xml has the game-independent tile properties. The latter file > is generated by rails.util.MakeGameTileSets (a stand-alone Java > class/program) from TileSet.xml and the overall Tiles.xml file that > has *all* tiles (this file and several other files that I'm going > to mention are in directory 18xx/tiles of the CVS repository on > Sourceforge). This program also checks TileSet.xml against Map.xml > for consistency. > Eric: Thank you for the extensive reply. Knowing that there is the MakeGameTileSets program to autogenerate the per-game Tiles.xml and to check the Map.xml file is a big help. Although I do wonder why you don't simply read in the global Tiles files and use that. But, knowing XML, perhaps that is too much of a strain on the program. Anyway can you give this poor ol' non-Java programmer a short hint on how to run MakeGameTileSets? I am getting a 'NoClassDefError' on org/apache/log4j/logger when I try to run the class directly. I am probably doing something painfully obviously wrong. Thanks, -- Rick |
From: Erik V. <eri...@xs...> - 2010-01-11 22:46:01
|
* Mouse-over Hamburg doesn't show its value (is this the Goderich bug again?) * Companies 1-15 do not disappear from the Game Status window after they merge, no matter when it happens. The above two issues should be fixed in 1.1.2. * When I bought the first 5-train, another major company which had 3 4 P was not required to discard its Pullman. But at the end of that operating round a dialog came up forcing me to discard either the 3 or the 4. I'll look at that later. * At the end of each operating turn, the map annoyingly disappears while I'm asked whether the company that just operated wants to buy or sell its own shares. Even if no such actions are possible (because all the shares are owned by players, or the company has no treasury stock and doesn't have the money to buy a share), it happens anyway. That's because it's a Stock Round type of action. In this case the Map would better remain visible indeed. * The program allows players to buy multiple shares from the bank pool in one turn. That should only happen with brown priced shares. I'll check it out. Erik. |
From: Erik V. <eri...@xs...> - 2010-01-11 22:42:44
|
See my response to Rick, which I think answers your question. Erik. -----Original Message----- From: Phil Davies [mailto:de...@gm...] Sent: Monday 11 January 2010 11:06 To: rai...@li... Subject: Re: [Rails-devel] Rails-devel Digest, Vol 27, Issue 5 I'm keen to try and understand the relationships here as well, with the recent 'tile 4' problem I saw that it was incorrect both in the Tiles.xml, as well as the TileDictionary files. Is there a script that I've been unable to locate that builds the game specific Tiles.xml given the TileSet.xml, or are the changes for each tile propagated manually each time there is an update? Phil 2010/1/11 Rick Westerman <wes...@pu...>: > Date: Sun, 10 Jan 2010 20:55:36 -0500 > From: Rick Westerman <wes...@pu...> > Subject: [Rails-devel] Tiles.xml, TileSet.xml, and svg files > To: "Development list for Rails: an 18xx game" > <rai...@li...> > Message-ID: <D20...@pu...> > Content-Type: text/plain; charset="us-ascii" > > This may another one of those "I should not go there" type of > questions. If so apologies in advance. Or I may be missing something > obvious. At the moment I am learning the source of Rails via > experimentation rather than intensive reading of the code. > > ============= > > A tile for a given game is defined in three places: > > The per-game TileSet.xml seems reasonable as it has a list of the > tiles in the given game, quantity of tiles, upgrade path, and which > SVG picture to use. > > The per-game Tiles.xml has the same list of tiles but this time > with the colour of the tile (not the actual color on the time but the > color phase), how many cities and towns and their positions; values > of the cities/towns and a list of how the track is laid out (e.g., > from side 0 to side 2, from side 1 to side 5). > > The whole-rails SVG files have the graphics for each of the tiles. > > Now for a given tile the relationship of the tile's SVG file and > the tile's entry in Tiles.xml is fixed. In other words I can not a > take a tile in the Tiles.xml file and change its track layout from > 'side 0 to side 2' to 'side 0 to side 3' and expect that the tile > will show up properly. Instead it will retain it's SVG > representation. Ditto if I try to change the number of cities or > their position. So ... why not have a global Tiles.xml file with > three items in it and reduce the duplication across the games? That > would make the per-game Tiles.xml smaller and more readable (and thus > easier to debug). And/or combine the reduced per-game Tiles.xml file > into the TileSet.xml file thus reducing another source of duplication > and error. > > > As I said this may have been hashed out before and there may be > good reasons for the above files. In any case I will deal with what > is current. > > ============= > > BTW#1: Is there any routine to display all of the SVG files? > > BTW#2: The README in the 'tiles' directory says that the XML > files in said directory are not important. IMHO it should also say > that the svg sub-directory is critically important. As you can > imagine by my comment it took me a while to realize the importance of > said directory. > > -- Rick ---------------------------------------------------------------------------- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@xs...> - 2010-01-11 22:40:27
|
This may another one of those "I should not go there" type of questions. If so apologies in advance. Or I may be missing something obvious. At the moment I am learning the source of Rails via experimentation rather than intensive reading of the code. Feel free to ask any questions; however, I can't guarantee that the answer is always welcome. A tile for a given game is defined in three places: The per-game TileSet.xml seems reasonable as it has a list of the tiles in the given game, quantity of tiles, upgrade path, and which SVG picture to use. The per-game Tiles.xml has the same list of tiles but this time with the colour of the tile (not the actual color on the time but the color phase), how many cities and towns and their positions; values of the cities/towns and a list of how the track is laid out (e.g., from side 0 to side 2, from side 1 to side 5). The whole-rails SVG files have the graphics for each of the tiles. Now for a given tile the relationship of the tile's SVG file and the tile's entry in Tiles.xml is fixed. In other words I can not a take a tile in the Tiles.xml file and change its track layout from 'side 0 to side 2' to 'side 0 to side 3' and expect that the tile will show up properly. Instead it will retain it's SVG representation. Ditto if I try to change the number of cities or their position. So ... why not have a global Tiles.xml file with three items in it and reduce the duplication across the games? That would make the per-game Tiles.xml smaller and more readable (and thus easier to debug). And/or combine the reduced per-game Tiles.xml file into the TileSet.xml file thus reducing another source of duplication and error. 1. Why do we have separate TileSet.xml and Tiles.xml? TileSet.xml contains the game-specific tile properties, and Tiles.xml has the game-independent tile properties. The latter file is generated by rails.util.MakeGameTileSets (a stand-alone Java class/program) from TileSet.xml and the overall Tiles.xml file that has *all* tiles (this file and several other files that I'm going to mention are in directory 18xx/tiles of the CVS repository on Sourceforge). This program also checks TileSet.xml against Map.xml for consistency. 2. Why do we have separate XMLand SVG files? That is because we use an SVG renderer that understands SVG, whereas both I and the Java code I have written only understand XML. And I doubt if the twain will ever meet. 3. Where do Tiles.xml and the SVG files come from? Ultimately everything comes from a tile database named TileDesigner.18t created by Marco Rocci's TileDesigner program (see http://www.rails18xx.it/software.html). In the mean time I have added a lot of tiles to Marco's original tile set. From that database I export both the SVG tiles and an XML descriptive file called TileDesigner.xml. The SVG export is somewhat buggy. Originally Brett fixed that by a procedure that I don't have the details of. I have recently taken over and I'm now using a procedure described in the comments of a Perl script named CombineTiles.pl. That script builds the Rails SVG file set by combining parts from three sets of SVG files: - tiles with ID > 0 (layable tiles, the ID is printed on the tile). - tiles with ID <=0 (preprinted tiles, no ID on the tile; this is a separate export from TileDesigner) - special tiles that I have modified manually with Inkscape (such as the red off-board tiles -901 throught -903, which TileDesigner cannot create with "arrows". So for these tiles the XML does *not* exactly correspond with the SVG!). The XML export (TileDesigner.xml) is converted by another Java program/class named rails.util.ConvertTiles into the overall Tiles.xml that I mentioned before. I'm doing this conversion because I think that the latter format is better suitable for use in Rails. 4. Why is this procedure so complex? Well, we're doing the best we can with the limited knowledge and imperfect tools that we have. BTW#1: Is there any routine to display all of the SVG files? No. Only TileDesigner has everything. BTW#2: The README in the 'tiles' directory says that the XML files in said directory are not important. IMHO it should also say that the svg sub-directory is critically important. As you can imagine by my comment it took me a while to realize the importance of said directory It doesn't say that these aren't important, it only says that these are not [directly] used by Rails. These files in fact do form the basis of the per-game tile sets, as I hope I have explained well enough above. Erik |
From: Phil D. <de...@gm...> - 2010-01-11 10:06:52
|
I'm keen to try and understand the relationships here as well, with the recent 'tile 4' problem I saw that it was incorrect both in the Tiles.xml, as well as the TileDictionary files. Is there a script that I've been unable to locate that builds the game specific Tiles.xml given the TileSet.xml, or are the changes for each tile propagated manually each time there is an update? Phil 2010/1/11 Rick Westerman <wes...@pu...>: > Date: Sun, 10 Jan 2010 20:55:36 -0500 > From: Rick Westerman <wes...@pu...> > Subject: [Rails-devel] Tiles.xml, TileSet.xml, and svg files > To: "Development list for Rails: an 18xx game" > <rai...@li...> > Message-ID: <D20...@pu...> > Content-Type: text/plain; charset="us-ascii" > > This may another one of those "I should not go there" type of > questions. If so apologies in advance. Or I may be missing something > obvious. At the moment I am learning the source of Rails via > experimentation rather than intensive reading of the code. > > ============= > > A tile for a given game is defined in three places: > > The per-game TileSet.xml seems reasonable as it has a list of the > tiles in the given game, quantity of tiles, upgrade path, and which > SVG picture to use. > > The per-game Tiles.xml has the same list of tiles but this time > with the colour of the tile (not the actual color on the time but the > color phase), how many cities and towns and their positions; values > of the cities/towns and a list of how the track is laid out (e.g., > from side 0 to side 2, from side 1 to side 5). > > The whole-rails SVG files have the graphics for each of the tiles. > > Now for a given tile the relationship of the tile's SVG file and > the tile's entry in Tiles.xml is fixed. In other words I can not a > take a tile in the Tiles.xml file and change its track layout from > 'side 0 to side 2' to 'side 0 to side 3' and expect that the tile > will show up properly. Instead it will retain it's SVG > representation. Ditto if I try to change the number of cities or > their position. So ... why not have a global Tiles.xml file with > three items in it and reduce the duplication across the games? That > would make the per-game Tiles.xml smaller and more readable (and thus > easier to debug). And/or combine the reduced per-game Tiles.xml file > into the TileSet.xml file thus reducing another source of duplication > and error. > > > As I said this may have been hashed out before and there may be > good reasons for the above files. In any case I will deal with what > is current. > > ============= > > BTW#1: Is there any routine to display all of the SVG files? > > BTW#2: The README in the 'tiles' directory says that the XML > files in said directory are not important. IMHO it should also say > that the svg sub-directory is critically important. As you can > imagine by my comment it took me a while to realize the importance of > said directory. > > -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-11 01:54:24
|
This may another one of those "I should not go there" type of questions. If so apologies in advance. Or I may be missing something obvious. At the moment I am learning the source of Rails via experimentation rather than intensive reading of the code. ============= A tile for a given game is defined in three places: The per-game TileSet.xml seems reasonable as it has a list of the tiles in the given game, quantity of tiles, upgrade path, and which SVG picture to use. The per-game Tiles.xml has the same list of tiles but this time with the colour of the tile (not the actual color on the time but the color phase), how many cities and towns and their positions; values of the cities/towns and a list of how the track is laid out (e.g., from side 0 to side 2, from side 1 to side 5). The whole-rails SVG files have the graphics for each of the tiles. Now for a given tile the relationship of the tile's SVG file and the tile's entry in Tiles.xml is fixed. In other words I can not a take a tile in the Tiles.xml file and change its track layout from 'side 0 to side 2' to 'side 0 to side 3' and expect that the tile will show up properly. Instead it will retain it's SVG representation. Ditto if I try to change the number of cities or their position. So ... why not have a global Tiles.xml file with three items in it and reduce the duplication across the games? That would make the per-game Tiles.xml smaller and more readable (and thus easier to debug). And/or combine the reduced per-game Tiles.xml file into the TileSet.xml file thus reducing another source of duplication and error. As I said this may have been hashed out before and there may be good reasons for the above files. In any case I will deal with what is current. ============= BTW#1: Is there any routine to display all of the SVG files? BTW#2: The README in the 'tiles' directory says that the XML files in said directory are not important. IMHO it should also say that the svg sub-directory is critically important. As you can imagine by my comment it took me a while to realize the importance of said directory. -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-11 01:20:14
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On Jan 10, 2010, at 2:04 PM, Jim Black wrote: >> Has anyone else seen this behaviour? > > No- I don't see those "snow capped" hexes on my mac- just in Rick's > picture. > > The images are generally fine on the mac. (For 1.1.1 release, and > 1.0.6, at least.) > I am still having problems with the runtime version of 1.1.2. But since it seem like I am the only one with the problem then ... well, never mind. We can assume it is something to do with my aging powerbook G4 and/or its Java implementation. -- Rick |
From: Rick W. <wes...@pu...> - 2010-01-11 01:18:23
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On Jan 10, 2010, at 7:33 PM, John David Galt wrote: > * Mouse-over Hamburg doesn't show its value (is this the Goderich bug > again?) I'd say so. The source code for 1.1.1 has that tile named 'Goderich' without any values. The runtime code for 1.1.2 shows Hamburg with a value and this must have been corrected. Which brings me to a source code question which I will put in my next email. -- Rick |
From: John D. G. <jd...@di...> - 2010-01-11 00:56:55
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* Mouse-over Hamburg doesn't show its value (is this the Goderich bug again?) * Companies 1-15 do not disappear from the Game Status window after they merge, no matter when it happens. * When I bought the first 5-train, another major company which had 3 4 P was not required to discard its Pullman. But at the end of that operating round a dialog came up forcing me to discard either the 3 or the 4. * At the end of each operating turn, the map annoyingly disappears while I'm asked whether the company that just operated wants to buy or sell its own shares. Even if no such actions are possible (because all the shares are owned by players, or the company has no treasury stock and doesn't have the money to buy a share), it happens anyway. * The program allows players to buy multiple shares from the bank pool in one turn. |
From: Jim B. <jim...@ya...> - 2010-01-10 19:04:41
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> Has anyone else seen this behaviour? No- I don't see those "snow capped" hexes on my mac- just in Rick's picture. The images are generally fine on the mac. (For 1.1.1 release, and 1.0.6, at least.) - jim On Jan 10, 2010, at 6:02 AM, Erik Vos wrote: > Hmmm, I don't see this with version 1.1.1, so maybe it's the Mac, although > that would be rather strange. Or could this be resolution dependent? > > I have had similar problems in some stages while fixing the tile set > recently, although the tiles in my case were capped at a different edge. > > Has anyone else seen this behaviour? > > Erik. > > > -----Original Message----- > From: Rick Westerman [mailto:wes...@pu...] > Sent: Sunday 10 January 2010 04:21 > To: Development list for Rails: an 18xx game > Subject: [Rails-devel] EWHexMap class > > Thanks for the info about GamesList.xml vs. Gsme.xml. Sounds like a > place where I shouldn't go. :-) > > Next question -- and this one seems serious enough to warrant a bug > feature but I didn't see it there. > > With games using the EWHexMap class (e.g., 1830) and on my Mac, the > top most of the hexes are clipped off. This seems strange. Note > that I am not playing the game but rather just starting it up and > then going to the map screen which may explain this. Or not. > Partial screen capture enclosed (if it makes it through filters) - > tiff format. Am I missing something here? > > > > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: brett l. <wak...@gm...> - 2010-01-10 19:01:40
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The new version is up and available for download. This is a bug-fix release. Several critical bugfixes are in here. ---Brett. |
From: Erik V. <eri...@xs...> - 2010-01-10 14:02:00
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Hmmm, I don't see this with version 1.1.1, so maybe it's the Mac, although that would be rather strange. Or could this be resolution dependent? I have had similar problems in some stages while fixing the tile set recently, although the tiles in my case were capped at a different edge. Has anyone else seen this behaviour? Erik. -----Original Message----- From: Rick Westerman [mailto:wes...@pu...] Sent: Sunday 10 January 2010 04:21 To: Development list for Rails: an 18xx game Subject: [Rails-devel] EWHexMap class Thanks for the info about GamesList.xml vs. Gsme.xml. Sounds like a place where I shouldn't go. :-) Next question -- and this one seems serious enough to warrant a bug feature but I didn't see it there. With games using the EWHexMap class (e.g., 1830) and on my Mac, the top most of the hexes are clipped off. This seems strange. Note that I am not playing the game but rather just starting it up and then going to the map screen which may explain this. Or not. Partial screen capture enclosed (if it makes it through filters) - tiff format. Am I missing something here? |
From: Rick W. <wes...@pu...> - 2010-01-10 03:19:51
|
Thanks for the info about GamesList.xml vs. Gsme.xml. Sounds like a place where I shouldn't go. :-) Next question -- and this one seems serious enough to warrant a bug feature but I didn't see it there. With games using the EWHexMap class (e.g., 1830) and on my Mac, the top most of the hexes are clipped off. This seems strange. Note that I am not playing the game but rather just starting it up and then going to the map screen which may explain this. Or not. Partial screen capture enclosed (if it makes it through filters) - tiff format. Am I missing something here? |
From: brett l. <wak...@gm...> - 2010-01-09 18:36:21
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On Sat, Jan 9, 2010 at 5:46 AM, Erik Vos <eri...@xs...> wrote: > Brett, I would suggest to make the new release this weekend, if possible. > > I have fixed a few more bugs (also including showing again the revenues of > 18AL Meridian, which had disappeared with the 1856 Goderich fix), and made a > few modal popups modeless. > The other popups look more laborious and may require structural changes to > the GUI-handling classes. But I think these should be done next. > > Erik. Yep. I'll roll out 1.1.2 tomorrow. ---Brett. |
From: Erik V. <eri...@xs...> - 2010-01-09 16:12:46
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This is so because of Brett's insistence to include option selection in the initial game selection window. This means that game-specific options must be known before a game is selected and can be loaded. This option duplication was the easiest way to accomplish that. I would have (and initially had) done it differently. We have had a rather heated debate about that a few years ago... Erik. -----Original Message----- From: Rick Westerman [mailto:wes...@pu...] Sent: Saturday 09 January 2010 14:46 To: Development list for Rails: an 18xx game Subject: [Rails-devel] Game.xml vs. GamesList.xml I haven't looked up this question in the archives -- I can't see an easy way to search all of the archives (but perhaps Google) will do it for me -- and just decided to send to the list while the question was fresh in my mind. User selectable Options are found in the GamesList.xml on a per-game basis as well as in the per-game Game.xml. The options seem to be duplicated. However it does not seem that the Options tag is used in Game.xml. The values are but the tag itself can be missing. Any comments on this? Thanks, -- Rick ---------------------------------------------------------------------------- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Rick W. <wes...@pu...> - 2010-01-09 13:58:46
|
I haven't looked up this question in the archives -- I can't see an easy way to search all of the archives (but perhaps Google) will do it for me -- and just decided to send to the list while the question was fresh in my mind. User selectable Options are found in the GamesList.xml on a per-game basis as well as in the per-game Game.xml. The options seem to be duplicated. However it does not seem that the Options tag is used in Game.xml. The values are but the tag itself can be missing. Any comments on this? Thanks, -- Rick |
From: Erik V. <eri...@xs...> - 2010-01-09 13:51:20
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Brett, I would suggest to make the new release this weekend, if possible. I have fixed a few more bugs (also including showing again the revenues of 18AL Meridian, which had disappeared with the 1856 Goderich fix), and made a few modal popups modeless. The other popups look more laborious and may require structural changes to the GUI-handling classes. But I think these should be done next. Erik. |
From: Erik V. <eri...@xs...> - 2010-01-08 20:58:58
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Phil, You're right on the missing value. I suppose it has been dropped somehow when I recently rotated the tile to make it look better. I have uploaded a new tile and XML representations including the value. Erik. -----Original Message----- From: Phil Davies [mailto:de...@gm...] Sent: Friday 08 January 2010 12:51 To: rai...@li... Subject: [Rails-devel] Tile 4 missing revenue I just logged 2928210 about tile 4 missing revenue both on the hover and on the drawing of the tile itself. I note that the Tiles.xml for each game does hold the revenue value but I would imagine you build the tile set for each game using a script or similar? The tiles/TileDictionary.18t and .xml files both seem to not have an attribute listing a value for the 4 tile granting a revenue for the town. I'm guessing one of these two files need updating and then propagate changes from there? Phil ---------------------------------------------------------------------------- -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |