changing yardmaps (possibly backward compatibility breaking) - Page 2

changing yardmaps (possibly backward compatibility breaking)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: changing yardmaps (possibly backward compatibility breaking)

Post by hoijui »

+1 for new tag (ground)blockingMap (or the like).
more obvious then yardmap (to me).
that would even make sense to me if you would not change letters.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: changing yardmaps (possibly backward compatibility breaking)

Post by Jools »

I like the term yardmap.

o = a circle, it sympolises a closed surface.

c = a semicircle, a semi-open surface.

What could be more logical?
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: changing yardmaps (possibly backward compatibility breaking)

Post by PicassoCT »

how about making the yardmaps not chars, but strings?
freefreefreefree
blocfreeblocfree
blocyardblocfree
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: changing yardmaps (possibly backward compatibility breaking)

Post by knorke »

you can find meaning in any letters...
o can either be open or occupied or obstacle.
None is really better or easier to remember than the other, so switching meanings has no advantage. If you have to look them up now, you will have to do so in future.
how about making the yardmaps not chars, but strings?
or tabes!
yardmap = {
[1][1] = {requireGeo = false, blockMovement = false, blockBuilding=true, openClose=true},
[1][2] = {requireGeo = false, blockMovement = true, blockBuilding=true, openClose=false},
...
}

:roll:
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smoth
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by smoth »

I cannot wait until I leave these yards behind.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: changing yardmaps (possibly backward compatibility breaking)

Post by Forboding Angel »

Hey guys, it's not often that the engine devs ask our opinions on stuff. The least we could do is not turn the thread into a sarcastic circus.

Once again, jk, I say go for it (your original proposed changes). Changing yardmaps into something that makes sense is excellent.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by FLOZi »

They make sense and there is zero reason for changing the existing chars!
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Forboding Angel
Evolution RTS Developer
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by Forboding Angel »

Explain how.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by FLOZi »

FLOZi wrote:o - obstacle
y - yard
c - construction
At any rate the 'intuitiveness' of the codes is entirely subjective - why break backwards compatibility (and existing documentation) for that?
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Forboding Angel
Evolution RTS Developer
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by Forboding Angel »

You didn't explain anything. Please explain how the current makes any sense at all.

With zero descriptions. You see a yardmap tag. You understand that yardmaps are blocking maps. You know nothing of what the letters mean.

yardmap = "
ooocccooo
ooocccooo
ooocccooo
ooocccooo
ooocccooo
ooocccooo
ooocccooo
ooocccooo
ooocccooo
",

What does that mean?

Now, compare with the new:

yardmap = "
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
xxxoooxxx
",

Considering that this is a factory shaped like || ||, Which one makes more sense?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: changing yardmaps (possibly backward compatibility breaking)

Post by FLOZi »

Except as jk pointed out, newlines are read as o (This naturally should be fixed, all whitespace chars should be ignored) so your examples are somewhat moot. And personally I see basically zero difference - especially as you could already replace your o with x but maintain c:

xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
xxxcccxxx
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: changing yardmaps (possibly backward compatibility breaking)

Post by PicassoCT »

well if its all about viusals.. why not go nuts completely:

BB+++BB
BB___BB
BB___BB
BB___BB
BB+++BB

PS: Im pretty sure the devs by now have a moddev contact procedure.
Equipment: StunGun, heavy BodyArmor, Taser, Raw Meat, tranquillizer (mostly for you) Those of you who enter... ;)
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: changing yardmaps (possibly backward compatibility breaking)

Post by Google_Frog »

I see no reason to change the characters because the proposed system is not many times better than the current one. While we're at it why not change the meaning of fire arc to something that makes more sense?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by PicassoCT »

While we are at it, could we have a Excellsheet that is autotransfered into unitdefs?


Also.. why does spring not have a pron folder? It doesent have to contain anything, just makes me feel uneasy..
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: changing yardmaps (possibly backward compatibility breaking)

Post by knorke »

FLOZi wrote:all whitespace chars should be ignored
space already is ignored, so you can format a bit for easier reading:
yardMap = "oooo occo occo occo occo yyyy yyyy yyyy",
With zero descriptions.
http://springrts.com/wiki/Units-UnitDef ... _Placement
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: changing yardmaps (possibly backward compatibility breaking)

Post by FLOZi »

I know - but tabs and newlines should be ignored also.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: changing yardmaps (possibly backward compatibility breaking)

Post by Jools »

Forboding Angel wrote:With zero descriptions. You see a yardmap tag. You understand that yardmaps are blocking maps. You know nothing of what the letters mean.
They are not letters. You see a yardmap code, if you raytrace it you see what's blocking and what's not. Simple.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: changing yardmaps (possibly backward compatibility breaking)

Post by jK »

Jools wrote:
Forboding Angel wrote:With zero descriptions. You see a yardmap tag. You understand that yardmaps are blocking maps. You know nothing of what the letters mean.
They are not letters. You see a yardmap code, if you raytrace it you see what's blocking and what's not. Simple.
Sure they are not letters, but then you assume they correspondent to all pen & paper games!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: changing yardmaps (possibly backward compatibility breaking)

Post by PicassoCT »

▓▓▓▓▓▓
▓▒▒▒▒▓
▓▒▒▒▒▓
▓▒▒▒▒▓
▓▓░░▓▓

No extended Ascii code i presume?
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: changing yardmaps (possibly backward compatibility breaking)

Post by Jools »

I like that!
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