On Sun, Jul 22, 2007 at 12:50:06AM -0500, Bruno Wolff III wrote:
> On Sat, Jul 21, 2007 at 23:12:45 +0200,
>   Mark de Wever <[EMAIL PROTECTED]> wrote:
> >   I'm not sure what the best approach is to fix this problem so if
> > somebody has an idea please post it here or implant it in trunk. Once
> > it's fixed in trunk I'll backport the changes to 1.2.
> 
> One possible approach is to pass a number that represents the name, that
> is decoded into a displayable value using the local locale. This would have
> the disadvantage that players with different locales may have trouble
> describing the names when chatting with each other, since they would see
> different things. For unit names this shouldn't be a big deal, as you can say
> where the unit is. The name would be fixed when the unit is created, so that
> if later the locale were to change the units would keep that value. There
> might be some odd things with doing replays in a different locale where
> chat messages might use different names than show up during the replay.
> 
> The idea would be to generate several name parts from a fixed number of
> random numbers (probably one or two). You want at least a couple of more
> bits than minimally needed to do a selection so that the chances of getting
> any name is close to that of any other. I think this idea has already
> been implemented to fix the worst part of the problem. Though it might
> be possible to cut down on the number of random numbers used.
> 
> Another option would be to display the unit name using the locale of
> the owner. I doubt that locale info is passed around though, and there can be
> situations where it could change during a game which would leave corner cases
> to be handled.

Thanks for the suggestions, I however managed to find a solution. There
was already a function to get a checksum for a unit. With a few small
changes it was usable for this purpose.

Regards,

Mark

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