On 04/16/2014 02:11 PM, Michael T. Pope wrote:
> On Wed, 16 Apr 2014 07:23:03 +0200
> Michael Vehrs <michael.bursc...@gmx.de> wrote:
>> Was that ever fixed? I can't recall that happening.
> You are right, it still happens in current games.  Its probably just more
> obvious in the new tiles.
>
>> That should probably wait until after the next release. I see a few
>> problems to be solved. In principle, the tile style information should
>> not go into the model, since it really only concerns the GUI. However,
>> we save no persistent GUI information, yet. We also need to take into
>> account that the number of available styles might vary from player to
>> player and from time to time, depending on available mods, for example.
>> Thus, it might be a good idea to map the tile id, or some combination of
>> id and coordinates on the number of available tiles, e.g.
>>
>>     id.hashCode() % number_of_styles
> That sounds good to me.  The mountains use (x + y) % number_of_styles, so
> we even have some precedent.  Using hashCode is likely superior as I
> expect it is less visually predictable.

I will do some experiments.

>
>> On the other hand, we need to determine the styles when the map is first
>> displayed, which might be some work, especially if we decide to use
>> multi-tile images, or images that depend on the style of neighbouring
>> tiles.
> That is where we are heading I suspect, and if so, I can see that getting
> the corners right is not going to be easy.
>
> Cheers,
> Mike Pope

I have fixed or mitigated (I'm not really sure which) the corner problem 
by sorting the images spilling over from neighbouring tiles before 
drawing them. In fact, it might be a good idea to generalize this 
approach to all images that make up a tile. We are already doing 
something similar with tile improvements.

By the way, I looked at the problem of missing colony names. At the 
moment I have no idea what causes it, but I'll spend some more time on 
the issue.


Regards

Michael


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