Hi,

> Gesendet: Mittwoch, 01. Februar 2017 um 03:53 Uhr
> Von: "Michael T. Pope" <[email protected]>
> An: [email protected]
> Betreff: Re: [Freecol-developers] River styles
>
> On Tue, 31 Jan 2017 11:45:35 +0100
> [email protected] wrote:
> > removeRiver actually was never called and when I tried
> > using it, it did not work somehow, so I ended up
> > moving/reusing the same two-liner accessing some container,
> > to remove it there which the game already used.
>
> Probably not a major problem in the map editor. IIRC removeRiver was only
> there for completeness and in case someone wanted to make a "drain the
> swamp" mod.

Might be useful to fix the remove method sometime, but I guess it can wait.

> > > > 3. TileImprovement.checkIntegrity...
>
> > Thing is, I'd like to remove that code as I think it might
> > also screw up completely legitimately mapped rivers.
> > I'd also like to know if half-connections are permissible
> > or a no go.
>
> Well half connections happen where a river ends upstream, so they must be
> valid in that sense.

I might have been not clear enough on which type of half-connections
I meant. You thought I spoke about a normal river-beginning in the middle
of a tile. I was talking about the river ending on the boundary of a tile,
where I doubt if that is looking nice enough and am currently slightly
in favor of forbidding it. Though it might give an interesting possibility
of going from the river tile to the next for a reduced cost while the reverse
would take normal movement cost (wwc1d?).

> IIRC the compatibility code does fix a bug we had in
> old versions of America_large, where some misguided editing had created
> some one tile rivers, and some cases of <river><blank><river>.

I reactivated the 1 tile river image, because these were invisible in the
editor and could be generated already, and sometimes I'd even get the
replacement image with the red X. Not sure how to start placing a river
without allowing single tile for a moment, and then if its invisible it
could easily be forgotten. Would it then be better to silently delete
single tile rivers (which the compatibility code does not btw) or
allowing them?
<river><blank><river> could also not be fixed by the compatibility code
(assuming <blank> means a whole non-river tile inbetween). In case
its 2 adjacent river tiles without connection, I would need to recheck
the code, but it may or may not be right to add a connection there
(imagine 2 parallel adjacent rivers getting transformed into an ugly
ladder shape).

> So, if you want to remove the compatibility code, we have a choice.
> If we are planning on releasing 0.11.7 in the eventual future, then that
> is not allowed. 0.11.x must correctly read 0.10.x games to the best of
> our ability. However, you have now raised a fair objection to the
> compatibility code. I also have two places where it is becoming
> burdensome. It may well be time for 0.12.0. Not to mention our other
> requirement --- 0.11.x must correctly read and write all 0.11.y games for
> all released x, y. I believe I broke that for x == trunk some time late
> last year...

I know you dont like bumping that number, but I'd think you doing
that large refactoring of the client-server-messaging, where you
mentioned it caused instability, would be enough for a .0 version
to inform users its not just a patch release with some bugfixes.
We are only few people and trying to keep compatibility while
still in 0. major version is nice but can add extra work, so it
should be permissible to shorten the range of supported versions -
sometimes. If its already broken anyway then it should at least
be signaled through the version number.

> > > [Map editor fix]
> >
> > Already done, would be happy if anyone tries it out. :)
>
> Its about 5th on the TODO list:-S.

:)

> >>[Art]
>
> > The sole reason I ask about this is that the art files
> > are there, loaded into the game and then the river style
> > dialog displays all available styles already, making it
> > so large a bug report got created, but the update method
> > ignores where "1" or "2" is and just puts the number
> > contained in the tile already on all connections.
> > Its just a question of if its allowed to put that into
> > a map file and finding some better algorithm to connect
> > the visual style to the stored river size and this decision
> > is blocking me from either filtering and keeping current
> > behavior or modifying the update to allow it.
>
> OK. As usual I am struggling to recall the detail of what happened when
> the river styles were changed. There may have been controversy about how
> things looked, and we just left the option open to complete the job when
> it could be done to everyone's satisfaction. If so, I would have kept out
> of that argument as I avoid aesthetic decisions. So returning to the
> present, if you can find something that you think looks good, I am in
> favour of it in terms of FreeCol structure and will not argue about
> appearances. I would value Caleb's opinion though, he is stronger on
> presentation issues than I.

I think, I'll start working on allowing them at least through the editor.

> Your call. Mine would be "unused".

Yeah, I feel they look kind of unnatural/strange.


Greetings,

wintertime

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