Alias please remember the map of Rubodyke ... #6975

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opened 2024-06-21 17:27:53 +02:00 by Boot · 13 comments
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... Alias said I should put this in here.

... Alias said I should put this in here.
AliasAlreadyTaken was assigned by Boot 2024-06-21 17:28:01 +02:00

Those are the choices from most preferred to least preferred:

  • Small core map
  • 2x2 core map
  • specific maps of POI
  • full 4x4 or larger map
Those are the choices from most preferred to least preferred: * [ ] Small core map * [ ] 2x2 core map * [x] specific maps of POI * [ ] full 4x4 or larger map
AliasAlreadyTaken added the
1. kind/enhancement
label 2024-06-22 16:04:01 +02:00
AliasAlreadyTaken added this to the 1.1.125 milestone 2024-06-22 16:04:08 +02:00
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A good argument in this context is that the neighbors can also benefit from the map. Walstrand and NetherLands to the north, and the Aboretum and Showroom to the east.

A good argument in this context is that the neighbors can also benefit from the map. Walstrand and NetherLands to the north, and the Aboretum and Showroom to the east.

Which option should we implement?

If you want POI, we should still keep it in the 4x4 type, so that when there is more build and not only fields to see in such a map, we can generate them without having to regenerate ALL.

Also, if you want POI, we need to know which ones.

Which option should we implement? If you want POI, we should still keep it in the 4x4 type, so that when there is more build and not only fields to see in such a map, we can generate them without having to regenerate ALL. Also, if you want POI, we need to know which ones.
AliasAlreadyTaken added the
4. step/question
label 2024-07-02 14:03:19 +02:00
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I don't know what exactly you're talking about when you write POI. So far I thought you take the normal map and then the points come over it somehow dynamically and you can then move it yourself and label it with any LUA code, as I had seen it with Chache. But now it sounds as if the dots are pixelated when you write about "generate". And if this is an issue just for the two of us, then that would be easier for me, we'll write it in German.

I don't know what exactly you're talking about when you write POI. So far I thought you take the normal map and then the points come over it somehow dynamically and you can then move it yourself and label it with any LUA code, as I had seen it with Chache. But now it sounds as if the dots are pixelated when you write about "generate". And if this is an issue just for the two of us, then that would be easier for me, we'll write it in German.

POI means "point of interest", means, only parts of Rubodyke you say are relevant are generated.

POI means "point of interest", means, only parts of Rubodyke you say are relevant are generated.
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Haha, I knew what POI means. But I thought, a POI map is that:

screenshot_20240703_162602.png

and a normal map is that:

screenshot_20240703_162633.png

We would like to have both, but I am note sure, how to make that POI thingly. Hope tour will help me with that.

You wrote at the 9th February:

Aber falls du in den nächsten 10 bis 20 Jahren tatsächlich den gesamten Bereich bebauen willst, müssen wir uns ohnehin damit angfreunden, daß wir irgendwann eine 4x4 Detailkarte brauchen.

I don't know if I want to be able to look into the future, but at least our plan is to constantly expand the city. We actually wanted to remain an undisturbed village, but that was not possible. Now we are just a city, but we are doing it right. Our goal is to be among the TOP 5 cities and we will also participate in the City Update. If this works better with the protected chests and shops on the lost plots, we will increase from 16 to 40 plots (greater than 10% of the total area). With 4x4 the yl_livemapping:netherlands_blank could be omitted.

Haha, I knew what POI means. But I thought, a POI map is that: ![screenshot_20240703_162602.png](/attachments/a4c32228-d020-4b9d-8c0c-39dbec754a8e) and a normal map is that: ![screenshot_20240703_162633.png](/attachments/9b22bc40-efdd-4dee-a057-94635f62ad38) We would like to have both, but I am note sure, how to make that POI thingly. Hope tour will help me with that. You wrote at the 9th February: > Aber falls du in den nächsten 10 bis 20 Jahren tatsächlich den gesamten Bereich bebauen willst, müssen wir uns ohnehin damit angfreunden, daß wir irgendwann eine 4x4 Detailkarte brauchen. I don't know if I want to be able to look into the future, but at least our plan is to constantly expand the city. We actually wanted to remain an undisturbed village, but that was not possible. Now we are just a city, but we are doing it right. Our goal is to be among the TOP 5 cities and we will also participate in the City Update. If this works better with the protected chests and shops on the lost plots, we will increase from 16 to 40 plots (greater than 10% of the total area). With 4x4 the `yl_livemapping:netherlands_blank` could be omitted.

This is the solution preferred by the mayor:

# 13-16
./${EXE} --max-y 1000 --drawalpha --geometry 2433:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_13.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2688:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_14.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2944:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_15.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 3209:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_16.png > /dev/null 2>&1
# 9-12
./${EXE} --max-y 1000 --drawalpha --geometry 2433:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_9.png > /dev/null 2>&1
./${EXE} --max-y 1000 --drawalpha --geometry 2688:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_10.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2944:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_11.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 3209:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_12.png > /dev/null 2>&1
# 5-8
./${EXE} --max-y 1000 --drawalpha --geometry 2433:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_5.png > /dev/null 2>&1
./${EXE} --max-y 1000 --drawalpha --geometry 2688:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_6.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2944:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_7.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 3209:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_8.png > /dev/null 2>&1
# 1-4
#./${EXE} --max-y 1000 --drawalpha --geometry 2433:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_1.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2688:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_2.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2944:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_3.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 3209:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_4.png > /dev/null 2>&1

There is a smol bug in there still, but that's what we're going to do.

This is the solution preferred by the mayor: ``` # 13-16 ./${EXE} --max-y 1000 --drawalpha --geometry 2433:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_13.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2688:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_14.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2944:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_15.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 3209:3074+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_16.png > /dev/null 2>&1 # 9-12 ./${EXE} --max-y 1000 --drawalpha --geometry 2433:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_9.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2688:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_10.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2944:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_11.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 3209:3329+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_12.png > /dev/null 2>&1 # 5-8 ./${EXE} --max-y 1000 --drawalpha --geometry 2433:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_5.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2688:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_6.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2944:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_7.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 3209:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_8.png > /dev/null 2>&1 # 1-4 #./${EXE} --max-y 1000 --drawalpha --geometry 2433:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_1.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2688:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_2.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2944:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_3.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 3209:3839+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_4.png > /dev/null 2>&1 ``` There is a smol bug in there still, but that's what we're going to do.
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This is the solution preferred by the mayor:

There is a smol bug in there still, but that's what we're going to do.

Prefered is a nice euphemism for Runy and Boot took what they could get, with the promised option to expand that to 4x4 tiles later. Yes and of course preferably without a bug.

> This is the solution preferred by the mayor: > There is a smol bug in there still, but that's what we're going to do. Prefered is a nice euphemism for Runy and Boot took what they could get, with the promised option to expand that to 4x4 tiles later. Yes and of course preferably without a bug.

By experiment:

./${EXE} --max-y 1000 --drawalpha --geometry 2417:3058+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_13.png > /dev/null 2>&1
#./${EXE} --max-y 1000 --drawalpha --geometry 2688:3058+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_14.png > /dev/null 2>&1

./${EXE} --max-y 1000 --drawalpha --geometry 2417:3313+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_9.png > /dev/null 2>&1
./${EXE} --max-y 1000 --drawalpha --geometry 2688:3313+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_10.png > /dev/null 2>&1

./${EXE} --max-y 1000 --drawalpha --geometry 2417:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_5.png > /dev/null 2>&1
./${EXE} --max-y 1000 --drawalpha --geometry 2688:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_6.png > /dev/null 2>&1
By experiment: ``` ./${EXE} --max-y 1000 --drawalpha --geometry 2417:3058+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_13.png > /dev/null 2>&1 #./${EXE} --max-y 1000 --drawalpha --geometry 2688:3058+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_14.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2417:3313+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_9.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2688:3313+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_10.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2417:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_5.png > /dev/null 2>&1 ./${EXE} --max-y 1000 --drawalpha --geometry 2688:3584+256+256 -i ${WORLDPATH} -o ${OUTPUTPATH}/yl_rubodyke_6.png > /dev/null 2>&1 ```
AliasAlreadyTaken added the
4. step/ready to QA test
label 2024-07-26 20:53:13 +02:00
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I still don't understand why the whole thing was suddenly moved one tile to the east. For example, if someone hangs the tile from the harbour and the overall map is expanded to 4x4, then the number is no longer correct.

I still don't understand why the whole thing was suddenly moved one tile to the east. For example, if someone hangs the tile from the harbour and the overall map is expanded to 4x4, then the number is no longer correct.

There is no need for 4x4 anymore, now that we moved the tiles to the east. Rubodyke fits into 3x3

There is no need for 4x4 anymore, now that we moved the tiles to the east. Rubodyke fits into 3x3
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It wasn't me who started talking about 4x4, it was you. If you had said 3x3 from the beginning (because that has been the upper limit for maps so far and now probably for all time), I would of course prefer a completely different resolution and above all a completely different map cut.

It wasn't me who started talking about 4x4, it was you. If you had said 3x3 from the beginning (because that has been the upper limit for maps so far and now probably for all time), I would of course prefer a completely different resolution and above all a completely different map cut.
AliasAlreadyTaken modified the milestone from 1.1.125 to 1.2 Cities and Invasions 2024-07-30 23:41:08 +02:00
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Maybe I should explain why this issue is still open and why it was added to the milestone 1.2 Cities and Invasions at the same time.

  1. Runy and Boot don't want any extra sausage. Equal rights for all and a clear path to get a map.
  2. But Runy and Boot want to have a perfect map that leaves nothing to be desired.
  3. Alias is interested in the server running fast and not being slowed down by too many items.

Therefore, there has been no compromise yet. But during the discussion ...

  1. Alias let it be seen between the lines that he was working on a new technique. Don't ask me for technical details, but as I understand it, it should be possible to have future maps that are much more detailed and don't cause lag on the server side, but at best burden the client. Of course, instead of a quick compromise, we decided to wait a little longer.

  2. Whatever the technology, the path to a map must be very clear in the future. Not those who annoy Alias the most should get their map, but the way should go through the City Service, Amanda and via a public vote. Whether this is to be done for an astrologer, geographer, an observatory or an university may be determined by a later discussion.

  3. Generating this map must also not result in a long discussion between Alias and the needy. According to documented clear technical specifications (size and resolution), the applicants must decide and indicate the coords of the edges. The rest then has to be done almost automatically, so it doesn't mean extra work for Alias.

Maybe I should explain why this issue is still open and why it was added to the milestone **1.2 Cities and Invasions** at the same time. 1. Runy and Boot don't want any extra sausage. Equal rights for all and a clear path to get a map. 2. But Runy and Boot want to have a perfect map that leaves nothing to be desired. 3. Alias is interested in the server running fast and not being slowed down by too many items. Therefore, there has been no compromise yet. But during the discussion ... 1. Alias let it be seen between the lines that he was working on a new technique. Don't ask me for technical details, but as I understand it, it should be possible to have future maps that are much more detailed and don't cause lag on the server side, but at best burden the client. Of course, instead of a quick compromise, we decided to wait a little longer. 2. Whatever the technology, the path to a map must be very clear in the future. Not those who annoy Alias the most should get their map, but the way should go through the City Service, Amanda and via a public vote. Whether this is to be done for an astrologer, geographer, an observatory or an university may be determined by a later discussion. 3. Generating this map must also not result in a long discussion between Alias and the needy. According to documented clear technical specifications (size and resolution), the applicants must decide and indicate the coords of the edges. The rest then has to be done almost automatically, so it doesn't mean extra work for Alias.
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Reference: your-land/bugtracker#6975
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