GeoRealism Side effect: Some Worldbuilder changes

primem0ver

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With the advent of the new concept of "Vegetation" types introduced by GeoRealism, we need to add a new worldbuilder tab to the map modification mode for vegetations. These will modify both the terrain and the feature on a given plot at the same time. Such a tab is not absolutely necessary, but it would help people keep their changes consistent with the available combinations. People would still be able to customize features and terrains individually if they wanted to but I thought it would be helpful to make this addition.

1. Is there anyone with the know-how to do this?
2. Are any of them willing?
3. If not, I can but it would help to "know how."

We also may want to add some options/buttons to the already existing remake map options that will allow the addition of the GeoRealism engine to the map mapking process.
 
I think it *might* be possible. I took a look at the python code for the world builder screen and it does seem that there is code that sets up the Box tabs.
 
I think it *might* be possible. I took a look at the python code for the world builder screen and it does seem that there is code that sets up the Box tabs.

But can you call the function to add/subtract terrains and features from those buttons?
 
I'm afraid I don't know much about WB, so I can't offer much advice here.
 
I did not find the code that adds the buttons to the tabs last time I looked iirc.
But the code that actually handles the action on left clicking somewhere to place something is in the Python code for the WB screen. So what you could do is to add an additional widget to the screen to select different vegetations and then check if some vegetation is selected in the placeObject function in CvWorldBuilderScreen.
 
When I add a new terrain of terrain feature I don't have to do anything except the XML the rest, displaying and using, is done by whatever program. The question is can we add a tab and link a set of buttons to it, I think. Ie it is not uses but classification that is the issue. So if the program thinks terrain, soil, vegetation and feature are all "just" the four set terrain types (peak, hills,land and sea), terrains and features then it should just work. Actually there will need to be some change to the click as currently it replaces and we want somethings to be additive. Sorry thinking aloud.
 
When I add a new terrain of terrain feature I don't have to do anything except the XML the rest, displaying and using, is done by whatever program. The question is can we add a tab and link a set of buttons to it, I think. Ie it is not uses but classification that is the issue. So if the program thinks terrain, soil, vegetation and feature are all "just" the four set terrain types (peak, hills,land and sea), terrains and features then it should just work. Actually there will need to be some change to the click as currently it replaces and we want somethings to be additive. Sorry thinking aloud.
You don't really have to use that semi hard coded tab. You can just add another widget to the screen.
 
Can we pls get an update on this, thx . . . SO

I PMed Prime, and he said that some RL stuff had come up, but that with any luck we could see this by the end of march. So what I'm thinking is that we release V29 in the second week of March or so, and get GeoRealism for V30 as our goal.
 
I PMed Prime, and he said that some RL stuff had come up, but that with any luck we could see this by the end of march. So what I'm thinking is that we release V29 in the second week of March or so, and get GeoRealism for V30 as our goal.

I was thinking the same. Besides, v30 is a nice rounded number... appropriate for a significant addition. :)
 
I PMed Prime, and he said that some RL stuff had come up, but that with any luck we could see this by the end of march. So what I'm thinking is that we release V29 in the second week of March or so, and get GeoRealism for V30 as our goal.

I was thinking the same. Besides, v30 is a nice rounded number... appropriate for a significant addition. :)

@SO: This means that we should start the freeze on March 1 or so. How does that sound?

Well not really that soon, mainly because THIS will be a HUGE change (as far as i am concerned) and it will need alot of testing (i am guessing) and the comments above lead me to think :think::hmm: Hmm EOMarch, so a better cut-off for v29 would be close to that, being lets say 20 March, so the Freeze would have to be a week and 1/2 sooner, so approx 11 March or so, hows that sound everyone:confused:
 
I've a lot to do before I feel its worthwhile for anything I've done to be 'published' but if the works of others have accumulated enough to make a release worthy by then than sure.
 
I've a lot to do before I feel its worthwhile

Please explain this sentence thx. Or better yet in the v 29 Plan thread, thx. I dont want any hijacking of this thread, thx.
 
Well not really that soon, mainly because THIS will be a HUGE change (as far as i am concerned) and it will need alot of testing (i am guessing) and the comments above lead me to think :think::hmm: Hmm EOMarch, so a better cut-off for v29 would be close to that, being lets say 20 March, so the Freeze would have to be a week and 1/2 sooner, so approx 11 March or so, hows that sound everyone:confused:

I'm thinking though that it would be nice to get back to the almost monthly releases we were doing before last summer, those seemed to work nicely and led to fewer run-on releases. I think that it also helped keep changes more modular and focused.

Thunderbrd has it right, the release shouldn't be dependant on any one person's stuff (except perhaps multi-maps). Having everything (which will also break saves) in the same version will make V30 spectacular, and I wouldn't mind V29 as a performance and AI cycle that it has shaped up as so far.
 
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