From: Erik V. <eri...@hc...> - 2008-10-25 13:35:29
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With regards to your Junction example, of some games allow re-use, and some don't. Which ones don't allow a junction re-use? and What tile numbers (at least one example) so I can tell how it is drawn/represented. Given it is on Blackwater Station site. Tiles 544-546. These can also be drawn as any-to-any plain track connections with 4 edges, but as that would be ugly, drawing has been simplified this way. The XML representation of these tiles in the current Rails Tiles.xml (the generic one) will show you what I mean. Here the XML intentionally differs from the drawing, as I thought in this way route finding would be easier . It's the same thing with tiles 80-83, which are drawn in two different ways that, however, are functionally identical. (you might also want to look at http://www.18xx.info/tiles/green.html on John Tamplin's site). Erik. |
From: Mark S. <mar...@gm...> - 2008-10-25 13:52:56
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OK from both of your latest responses, and the Blackwater Station site ( 18xx.net) implies that two (or more) trains could come and connect through the junction. Or with alternate drawings of the tiles listed per John David Gault on 18xx all basically re-enforces my original statement that a Junction has no real function, code, or drawing requirements. And depending on how the XML TIle Definition is coded up, I have confidence my current code base can draw them both ways. In fact I already draw both examples in my 1853 Tile Set: Tile 106 - Represents a Junction at Dual Guage, Tile 82 - Represents a Junction type, with Sharp and Gentle Curves. Mark On Sat, Oct 25, 2008 at 8:35 AM, Erik Vos <eri...@hc...> wrote: > With regards to your Junction example, of some games allow re-use, and > some don't. Which ones don't allow a junction re-use? and What tile numbers > (at least one example) so I can tell how it is drawn/represented. Given it > is on Blackwater Station site. > > Tiles 544-546. These can also be drawn as any-to-any plain track > connections with 4 edges, but as that would be ugly, drawing has been > simplified this way. > The XML representation of these tiles in the current Rails Tiles.xml (the > generic one) will show you what I mean. > Here the XML intentionally differs from the drawing, as I thought in > this way route finding would be easier . > > It's the same thing with tiles 80-83, which are drawn in two different ways > that, however, are functionally identical. > (you might also want to look at http://www.18xx.info/tiles/green.html on > John Tamplin's site). > > Erik. > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Mark S. <mar...@gm...> - 2008-10-25 21:15:22
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I have been writing up some documentation about my Tile Definitions, I can post it to a Mail thread or as a separate pair of files. One is a PDF. I will prepare an updated Archive of my functioning code base that will include this documentation, plus a couple of changes. 1. The new archive will draw the map cells without any tiles and a base terrain of CLEAR as a pale green. I have setup the routine to draw based upon a Terrain Color array so that it can be read from an XML Data file. This File could be generic, with an overriding one for each game, and/or each user. 2. The new archive will also draw the Revenue Values in a black circle (no fill). I have gone and looked at my copies, and I see some variations -- For Grey & Yellow tiles it is drawn as black circle with black text. For Green and Brown, it appears to be drawn as White circle with White Text. This is problematical, because by the time the Revenue value is drawn, it is several calls deep within drawing the Tile itself. The base tile type is not currently passed down to it. I have done a couple of tests and for every tile type except BROWN, it is drawn in black and has good contrast (at least to my eye). I tried pushing the tile type down in the various calls and ran into an unexpected clog, so I backed it out to just removing the fill color. 3. The new archive also will not draw the city names. This eliminated several of the overlapping attributes. Commented out one line of code. Given the page of documentation, the PDF File that lays out the various locations, It might be worth me sending in an update to my archive. |
From: John D. G. <jd...@di...> - 2008-11-04 04:42:43
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Mark Smith wrote: > No toes were hurt by the message. I was just confirming the validity of > your statement about not trusting an actual printed copy of the game. I > have seen some site, even www.18xx.net <http://www.18xx.net> have some > errors in it (like the Tile Set for 1853). If you Look at: > > http://18xx.net/tiles/1853.htm > > And See Tile # 94 and # 95, as shown are the same tile. However, if you > look at the actual copy of the game, each of these tiles should have > only 4 track segments (2 Normal, 2 Metre) in a K formation, like Tile 96 > and 97. Thank you, I didn't notice that. I've just fixed it. |
From: Mark S. <mar...@gm...> - 2008-11-04 11:49:06
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Yep, those look better. When I first noticed it as I was creating my TileSet for my Game_18xx Engine I thought at first it was my mistake, and pulled out my copy of 1853 and double-checked. But all good now. Mark On Mon, Nov 3, 2008 at 10:59 PM, John David Galt < jd...@di...> wrote: > Mark Smith wrote: > > No toes were hurt by the message. I was just confirming the validity of > > your statement about not trusting an actual printed copy of the game. I > > have seen some site, even www.18xx.net <http://www.18xx.net> have some > > errors in it (like the Tile Set for 1853). If you Look at: > > > > http://18xx.net/tiles/1853.htm > > > > And See Tile # 94 and # 95, as shown are the same tile. However, if you > > look at the actual copy of the game, each of these tiles should have > > only 4 track segments (2 Normal, 2 Metre) in a K formation, like Tile 96 > > and 97. > > Thank you, I didn't notice that. I've just fixed it. > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |