From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 4306 invoked by alias); 31 Oct 2004 18:39:34 -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 4231 invoked from network); 31 Oct 2004 18:39:32 -0000 Received: from unknown (HELO sccrmhc12.comcast.net) (204.127.202.56) by sourceware.org with SMTP; 31 Oct 2004 18:39:32 -0000 Received: from [192.168.181.128] (unknown[67.176.41.158](misconfigured sender)) by comcast.net (sccrmhc12) with ESMTP id <20041031183932012009lihue>; Sun, 31 Oct 2004 18:39:32 +0000 Message-ID: <4185315A.3080102@phy.cmich.edu> Date: Sun, 31 Oct 2004 18:48:00 -0000 From: Eric McDonald User-Agent: Mozilla Thunderbird 0.8 (Windows/20040913) MIME-Version: 1.0 To: Lincoln Peters CC: Xconq list Subject: Re: Adapting GIS data to Xconq References: <1099208327.26829.5395.camel@localhost> In-Reply-To: <1099208327.26829.5395.camel@localhost> Content-Type: text/plain; charset=ISO-8859-1; format=flowed Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01379.txt.bz2 Lincoln Peters wrote: > 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? Rather than attempting to deallocate something, I think it would be better to conditionally allocate it according to need. There is an "if" conditional GDL, but I have not attempted to use it. There is support for it in the code. I would suggest you try something like: mygame.g: ... (define USE_SOIL_COMP false) ... omniterr.g: ... (if USE_SOILCOMP (terrain-type soilcomp-k-lvl-0) ... ) ... > 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. Interesting issue. Eric