From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 27221 invoked by alias); 31 Oct 2004 07:34:26 -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 27212 invoked from network); 31 Oct 2004 07:34:25 -0000 Received: from unknown (HELO smtp801.mail.sc5.yahoo.com) (66.163.168.180) by sourceware.org with SMTP; 31 Oct 2004 07:34:25 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@64.175.251.169 with plain) by smtp801.mail.sc5.yahoo.com with SMTP; 31 Oct 2004 07:34:24 -0000 Subject: Adapting GIS data to Xconq From: Lincoln Peters To: Xconq list Content-Type: text/plain Message-Id: <1099208327.26829.5395.camel@localhost> Mime-Version: 1.0 Date: Sun, 31 Oct 2004 08:52:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01372.txt.bz2 I've been working on how to adapt the GIS data to Xconq, and have run into a few problems that I thought need some discussion amongst the other Xconq developers and players: 1. I don't think it's possible to un-define a terrain type once it has been defined, so if, for example, a terrain module supported the use of coatings to represent soil composition, there would be no way to disable it (and thus free up some memory) in a game that doesn't need to deal with soil composition. How difficult would it be to implement such a thing? 2. The NLCD system of classification used by the USGS treats developed areas as a terrain type, whereas Xconq usually treats them as units. In scenarios such as Beirut and Gettysburg, I can see the advantages of defining developed areas as terrain type(s), but games on a larger scale, such as the Standard game, would not work if towns and cities were treated as terrain types. Perhaps the best solution would be to define developed areas as terrain coating types, and allow developers to make units that go on that terrain? I'm really not sure. 3. If the terrain module is to define terrain types for developed areas, how much detail would be required? The NLCD system breaks it down into three types: Low Intensity Residential, High Intensity Residential, and Commercial/Industrial/Transportation. I figure that the terrain module should be able to handle infrastructure (various types of roads), and depending on the answer to #2, at least one terrain type to represent types of urban "terrain". Eventually, I may want to find a way to synthesize realistic random maps using this terrain module with its many facets (mostly implemented as coatings), but that can wait. --- Lincoln Peters There is a secret person undamaged within every individual. -- Paul Shepard