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[Freeciv-Dev] Re: Goto into the unknown (PR#759)
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[Freeciv-Dev] Re: Goto into the unknown (PR#759)

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To: Christian Knoke <ChrisK@xxxxxxxx>, Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Goto into the unknown (PR#759)
From: Thue <thue@xxxxxxx>
Date: Fri, 4 May 2001 00:55:13 +0200

On Thursday 03 May 2001 13:22, Christian Knoke wrote:
> Am Donnerstag,  3. Mai 2001 10:57 schrieben Sie:
> > Thue wrote:
> >
> > <snip bizarre goto routes when travelling into the unknown around the
> > seashore>
> >
> > > Why this happens:
>
> Took me some time to understand that :-)
>
> > > Note that if you have an ocean tile next to a land tile you see the
> > > cost. To be able to draw this the client knows the terrain of tiles
> > > on the edges of the unknown.
>
> Thats a political question. If you're on the sea, you can see
> the coast, if you're on the land, you can't, IMO. Drawing
> (I checked trident, civ2, and civ2gfx) also only shows the coast
> of ocean tiles in some cases, the margin of land tiles remains
> in the dark. The client doesn't need to know the type of "unknown"
> tiles adjacent to *land* tiles for drawing, does it?
>
> > > The goto then uses this knowledge, as a user also can.
>
> No, the user cannot, in case of land tiles, s.a.
>

Actually fx the trident tileset does use the land tile info. Fx if you have 
plains on the edge of the great unknown how they are drawn depend on what is 
on the unknown tiles next to it.

> [...]
>
> Christian

-Thue


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