Re: [Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-26 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

 Attached patch reverts new terrains other than oceans.

 I'll commit this as it is, but future patches should address these:
 1) Removing of extra ocean terrains. This requires rewrite of
hardcoded ocean terrain identifiers.
 2) Reverting resource related stuff, if needed
 3) Removing unnecessary code translating between identifier of
different rulesets. This has no use whatsover, but just makes things
more complicated and risks savegame compatibility.

 Speaking of savegame compatibility, this patch somewhat breaks
savegame compatibility with older S2_2 development branch savegames.
OTOH it's more compatible with S2_1 savegames than current svn.


 - ML



RevertTerrains_40309.diff.bz2
Description: BZip2 compressed data
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[Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-23 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

On Sun, 22 Jun 2008 22:14:57 +0900, Per I. Mathisen [EMAIL PROTECTED]  
wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40272 

 On Sun, Jun 22, 2008 at 12:14 PM, Daniel Markstedt [EMAIL PROTECTED]  
 wrote:
 IMHO another must-fix for 2.2 first beta is some kind of update to the
 default tilesets. William's new terrain rules have outdated all 2.1
 tilesets. Wooded hills provide different resources from verdant  
 hills,
 for example, but use the same sprite and often exist in the same general
 area. If we release a beta without doing anything about this, I can
 promise it'll generate alot of negative buzz among veteran users.

 For starters, I will make ugly-but-usable tweaks to the current default
 tilesets, while trying to recruit the services of our artist community.

 I would rather suggest these terrain code changes are reverted. I see
 no good reason for them other than the inane we have to do it like
 game XYZ. Even with new graphics they will be quite confusing.

   - Per



How about this solution: Keep the code but edit the rulesets to restore  
2.1-equivalent gameplay. For example, 'desert plain' and 'desert hills'  
have the same values and look the same for now, while we leave the window  
open for ruleset creators to add complexity and artists to add visual  
variety.

I just recalled another 'bug' that the new terrain code has introduced:  
less accuracy of civ1 and civ2 rulesets. Both share the same terrainset as  
default, which is needless to say far from the original rules for those  
games. I remember trying to create a 'classical' terrainset late last year  
but ran into various issues; the current terrain code is not flexible  
enough to reimplement a simpler terrainset.

  ~Daniel

-- 
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[Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-23 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

 [dmarks - Mon Jun 23 11:07:33 2008]:
 
 On Sun, 22 Jun 2008 22:14:57 +0900, Per I. Mathisen
 [EMAIL PROTECTED] wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=40272 
 
  On Sun, Jun 22, 2008 at 12:14 PM, Daniel Markstedt
  [EMAIL PROTECTED] wrote:
  IMHO another must-fix for 2.2 first beta is some kind of update
  to the default tilesets. William's new terrain rules have
  outdated all 2.1 tilesets. Wooded hills provide different
  resources from verdant hills, for example, but use the same
  sprite and often exist in the same general area. If we release
  a beta without doing anything about this, I can promise it'll
  generate alot of negative buzz among veteran users.
 
  For starters, I will make ugly-but-usable tweaks to the current
  default tilesets, while trying to recruit the services of our
  artist community.
 
  I would rather suggest these terrain code changes are reverted.
  I see no good reason for them other than the inane we have to
  do it like game XYZ. Even with new graphics they will be quite
  confusing.
 
 How about this solution: Keep the code but edit the rulesets to
 restore 2.1-equivalent gameplay. For example, 'desert plain' and
 'desert hills' have the same values and look the same for now,
 while we leave the window open for ruleset creators to add
 complexity and artists to add visual variety.

I think the new terrains should be in their own ruleset
(civ3?), leaving the default, civ1 and civ2 rulesets more
closely as they were in previous versions (before 2.2).

Incidentally I checked the civ3 manual's appendix where the
terrain types are listed and they don't match these new terrains
in 2.2 and trunk. So are the new terrains supposed to be for
civ4 emulation or some other game? :?

 I just recalled another 'bug' that the new terrain code has
 introduced: less accuracy of civ1 and civ2 rulesets. Both share
 the same terrainset as default, which is needless to say far
 from the original rules for those games. I remember trying to
 create a 'classical' terrainset late last year but ran into 
 various issues; the current terrain code is not flexible  
 enough to reimplement a simpler terrainset.

I don't like that at all. Isn't one of the stated goals of
freeciv the ability to emulate civ1 and civ2 rules? :(

So my opinion would be to revert the terrain changes, unless
someone is willing to do the work to restore civ1,2 terrain
rule compatibilty and move the new terrain types to their
own ruleset (and later to actually include the great quantity
of necessary new graphics).


--
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Re: [Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-23 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

Madeline Book wrote:

 So my opinion would be to revert the terrain changes, unless
 someone is willing to do the work to restore civ1,2 terrain
 rule compatibilty and move the new terrain types to their
 own ruleset (and later to actually include the great quantity
 of necessary new graphics).

No need to revert code changes but the ruleset terrain info should be 
reverted.  Among other things all the terrain-drawing bugs need to be 
fixed (most deal with lack of graphics probably?).

And afaik civ1 and civ2 do have their own terrain.ruleset...

-jason



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[Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-23 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

 [EMAIL PROTECTED] - Mon Jun 23 20:53:07 2008]:
 
 Madeline Book wrote:
 
  So my opinion would be to revert the terrain changes, unless
  someone is willing to do the work to restore civ1,2 terrain
  rule compatibilty and move the new terrain types to their
  own ruleset (and later to actually include the great quantity
  of necessary new graphics).
 
 No need to revert code changes but the ruleset terrain info should be 
 reverted.  Among other things all the terrain-drawing bugs need to be 
 fixed (most deal with lack of graphics probably?).
 
 And afaik civ1 and civ2 do have their own terrain.ruleset...

Actually if you now try the new editor in S2_2 and trunk with
the civ1 or civ2 rulesets you will find some very weird stuff
in the terrain list. For example volcanoes and oceanic ridges
that were never in civ1,2, and multiple duplicate terrain
types. It's a big mess and the ruleset files should probably
be reverted (but will the old versions still work with the
new code?).


--
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Re: [Freeciv-Dev] (PR#40309) What to do with the expanded terrain (was:Meta-ticket for 2.2 release)

2008-06-23 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40309 

2008/6/24 Madeline Book:

 Actually if you now try the new editor in S2_2 and trunk with
 the civ1 or civ2 rulesets you will find some very weird stuff
 in the terrain list. For example volcanoes and oceanic ridges
 that were never in civ1,2, and multiple duplicate terrain
 types. It's a big mess and the ruleset files should probably
 be reverted (but will the old versions still work with the
 new code?).

 All rulesets require all terrain types when used with this new code
(William himself told so, I don't know all the details) At least all
the numerous ocean types are required because code uses hardcoded
terrain identifiers and game probably crashes if ruleset does not
provide ocean type for certain identifier (and there can be only one
identifier for each terrain).

 My plan is to restore code flexibility so that ruleset can decide how
many, and which kind of terrains, it provides. This is not necessarily
done by reverting earlier code changes (and I'm afraid it's not easy
to revert such big patches after all the code alterations since
original patches went in).


 - ML



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