[Freeciv-Dev] [bug #18085] River and Map Format

2012-06-24 Thread Jacob Nevins
Update of bug #18085 (project freeciv):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #10:

Doesn't seem any point keeping this open...

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #3, bug #18085 (project freeciv):

Maybe enable construction bridge over the lake terrain is solution, but only
one tile over the lake. Nothing two tiles or crosswise / diagonally.

Example:
''p+p'' = plain - lake - plain
''rbr'' = road - bridge - road

Enable = north/south - east/west
Not Enable = northwest/southeast - northeast/southwest

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

Follow-up Comment #4, bug #18085 (project freeciv):

 Specials are buffalo, coal, fish, etc.

No, those are resources stored to map.res??? in recent versions (in older
versions there could be only two types of resources for each terrain type and
those were stored as resource1 and resource2 in specials). Specials in current
versions are roads, railroads, irrigation, mines, pollution, fallout and
rivers.

I'll investigate the source code today to figure out how to modify savegame
in text editor to place (or remove) rivers. But shouldn't you be doing it in
freeciv map editor anyway?

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #5, bug #18085 (project freeciv):

But shouldn't you be doing it in freeciv map editor anyway?

What should I do in freeciv map editor anyway? Place and remove rivers?

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

Follow-up Comment #6, bug #18085 (project freeciv):

This is a bit complicated and I'm not explaining all the alternatives now.
I'll just explain the most probable way the river information is stored in
your scenarios. Test this, and if it doesn't work we'll check other
alternatives.

River information is topmost bit in spe01_ maps. So, any tile with value
higher than or equal to 8 has river in it (possible hex values being
0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get
same specials as before + river.

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #7, bug #18085 (project freeciv):

River information is topmost bit in spe01_ maps. So, any tile with value
higher than or equal to 8 has river in it (possible hex values being
0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get
same specials as before + river.

I don't know how to explain this, but I know how to create the rivers in the
map. Value 2 has river in the nXXX layer. The attach file is check.

First question: 

Is it possible to associate river with letter or symbol in the tXXX layer?

No? No problem. 

Second question:

Is it possible to enable construction road over the lake terrain?

(file #12932)
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Additional Item Attachment:

File name: test.sav.gzSize:7 KB


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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

Follow-up Comment #8, bug #18085 (project freeciv):

 Is it possible to associate river with letter or symbol in the
 tXXX layer?

t)errain layer contains base terrain. Rivers are specials that can appear on
top of such base terrains. So no, you cannot define rivers in terrain layer
(though civ1 used to have rivers as separate terrain type, not as modification
to existing terrains)

 Is it possible to enable construction road over the lake terrain?
No, you can't have roads on oceanic terrains.

btw Are you limiting yourself to creating maps usable with default ruleset,
or are you prepared to create custom rulesets to support them?

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #9, bug #18085 (project freeciv):

Thanks for reply. 

Are you limiting yourself to creating maps usable with default ruleset, or
are you prepared to create custom rulesets to support them?

Default and custom rulesets.

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach

URL:
  http://gna.org/bugs/?18085

 Summary: River and Map Format
 Project: Freeciv
Submitted by: gorb
Submitted on: ven 29 apr 2011 21:25:43 GMT
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Freeciv has 13 id terrains: glacier, deep ocean, desert, forest, plains,
grassland, hills, jungle, lake, mountains, ocean, swamp and tundra. 

Every terrain is related to letter: http://freeciv.wikia.com/wiki/Map_format

I create scenarios (http://forum.freeciv.org/viewtopic.php?t=6328) and I find
complicated insert rivers in scenario. I used lake id terrain (+) for river,
but things are not going well... many problems.

Is it possibile to associate river with letter or symbol?






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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread anonymous

Follow-up Comment #1, bug #18085 (project freeciv):

rivers are saved in another port of the savefile (I do not have access to the
source code at the moment but I think it is saved in the spe_000 elements).
Simply save a small map and compare the savefile to the rivers on the map.
Perhaps this is noted in the wiki?

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach

Follow-up Comment #2, bug #18085 (project freeciv):

I read in Map Format: ''spe_XX_ list of all specials located on the
map''. Specials are buffalo, coal, fish, etc. 

I know how to insert river in file.sav: I write 2 in n000.

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