From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 6172 invoked by alias); 22 Sep 2004 00:26:19 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 6158 invoked from network); 22 Sep 2004 00:26:17 -0000 Received: from unknown (HELO smtp814.mail.sc5.yahoo.com) (66.163.170.84) by sourceware.org with SMTP; 22 Sep 2004 00:26:17 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.121.168.201 with plain) by smtp814.mail.sc5.yahoo.com with SMTP; 22 Sep 2004 00:26:16 -0000 Subject: Re: Pre-alpha version of a coating-based terrain module From: Lincoln Peters To: Eric McDonald Cc: Xconq list In-Reply-To: References: Content-Type: text/plain Message-Id: <1095812916.15989.39283.camel@localhost> Mime-Version: 1.0 Date: Wed, 22 Sep 2004 01:15:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01212.txt.bz2 On Tue, 2004-09-21 at 09:39, Eric McDonald wrote: > On Mon, 20 Sep 2004, Lincoln Peters wrote: > > > 1. The existing code for generating maps does not allow me to place > > climate zones in a realistic manner. Currently (though this may be > > partially due to the means by which I laid out terrain), it sees nothing > > wrong with placing a "tropical wet" zone right next to a "polar ice cap" > > zone! > > You can at least partially deal with this with the adjacent > terrain stuff that I added a while back ago. Actually, I ended up using the adjacent terrain stuff to generate the climates in the first place (you may notice a terrain-type called "land" that never appears on the map). Although a more sophisticated terrain-generating algorithm is still needed in order to lay out climates in a way that's even remotely realistic. I'll give it a try, though. > > > 5. As soon as I put some real-world figures into the temperature > > definitions, I found snow spontaneously appearing, due to the hard-coded > > hack that was used to make ww2-eur-42.g work! > > That hack is disgusting and must go. Agreed. Probably the best way to re-write it would be to have actual tables to control how coatings appear due to temperature, such as: tt_temperature-min-to-coat tt_temperature-max-to-coat Maybe also an interpolation list so that one could actually apply different thicknesses to the coating, as well. This would solve the mud/snow problem in a way that would work for both omniterr.g and ww2-eur-42.g (although ww2-eur-42.g would need to have the tables added to it). It still wouldn't allow me to make the presence or absence of coatings affected by other properties (e.g. in extremely arid climates, it almost never snows, regardless of temperature, because the precipitation just isn't there), but it would be a step in the right direction. > > > 6. While trying to make the best of the unexpected snow, I discovered > > that, when a cell is in night conditions, coatings are *not* drawn at > > all. Weird. > > Sounds like a bug. On the other hand, as I think back to the way the colors turned out in the terrain module, it may look even worse if all of the coatings are drawn. While this bug does need to be (eventually) addressed, I think I'll have to improve the graphics before then, so that I never have to find out how it looks with all of the coatings in place. --- Lincoln Peters eat Depends: cook | eat-out. But eat-out is non-free so that's out. And cook Recommends: clean-pans. -- Seen on #Debian