Moderator: Cartographers
rgbubba wrote:laci_mae wrote:Way to go RJ. It's a dandy!
LMR
Thanks laci_mae! My name is rgbubba but you can call me RG if you like.
AndyDufresne wrote:
Quenching
---The Final Forge period has concluded for the Texan Wars Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready for live play (barring any Lack vetoes).
Conquer Club, enjoy!
--Andy
bigdaddyslim2 wrote:well im from Texas and i love the idea, but i have to say the city areas look out of place, im trying to say they don't line up half the areas are way off from where they should be. for one Waco is halfway between Fort Worth and Austin and its straight north of Austin, and Texas without the Alamo on it just ain't a map. and your dead zone is about where Texas won its independents in San Jacinto, so i thought that was funny, and i live by Austin, but if thats ok with y'all then hey good job
laci_mae wrote:bigdaddyslim2 wrote:well im from Texas and i love the idea, but i have to say the city areas look out of place, im trying to say they don't line up half the areas are way off from where they should be. for one Waco is halfway between Fort Worth and Austin and its straight north of Austin, and Texas without the Alamo on it just ain't a map. and your dead zone is about where Texas won its independents in San Jacinto, so i thought that was funny, and i live by Austin, but if thats ok with y'all then hey good job
Quenched means that ship has sailed. This type of input would've been helpful and welcomed sometime during the 6 months the map was in development.
LMR
This file isn't text based. It's some wierd MS Word xml.
rgbubba wrote:Here is the code redone: With size change in the code for map.
http://www.sendspace.com/file/os9whk
edbeard wrote:rgbubba wrote:Here is the code redone: With size change in the code for map.
http://www.sendspace.com/file/os9whk
I think the bottom one is the correct one. Though, RG would have to confirm that.
yeti_c wrote:
There were 3 problems...
a) <component> tags are now replaced with <territory> tags!
- Code: Select all
<continent>
<name>njfnj</name>
<bonus>3</bonus>
<components>
<component>WRONG</component>
</components>
<continent>
Like so
- Code: Select all
<continent>
<name>njfnj</name>
<bonus>3</bonus>
<components>
<territory>CORRECT</territory>
</components>
<continent>
b) <continent> blocks were in the wrong place...
The file needs to be in the following order...
- Code: Select all
<map>
<size etc/>
<minreinforcements/>
<reinforcements/>
<positions/>
<objectives/>
<continents/>
<territories/>
</map>
c) Leaky had a typo in (should've been leakey)
So this is the fixed XML...
http://www.fileden.com/files/2008/1/19/1707364/texanwars.xml
Which provides the following Results...Warning: Territory Leakey has border Cannon 3, but not vice versa
Warning: Territory Zapata has border Cannon 5, but not vice versa
Warning: Territory Cannon 1 has border El Paso, but not vice versa
Warning: Territory Cannon 3 has border Del Rio, but not vice versa
Warning: Territory Cannon 4 has border Eagle Pass, but not vice versa
Warning: Territory Cannon 5 has border Brownsville, but not vice versa
Summary: 0 errors and 6 warnings detected in 5-14-08 code ttw.txt (13 continents, 57 territories)
C.
DiM wrote:actually xml isn't hard to code but it's hard to debug.
after you write hundreds or thousands of line of code it is fairly common to go over the same mistake a few times and not notice it. that's why it is better to have as many people checking it as possible.
DiM wrote:actually xml isn't hard to code but it's hard to debug.
after you write hundreds or thousands of line of code it is fairly common to go over the same mistake a few times and not notice it. that's why it is better to have as many people checking it as possible.
bryguy wrote:DiM wrote:actually xml isn't hard to code but it's hard to debug.
after you write hundreds or thousands of line of code it is fairly common to go over the same mistake a few times and not notice it. that's why it is better to have as many people checking it as possible.
eh thats why i use an application called smultron, it numbers each line, that way, when i use the xml tester on cc, ill know what line its on
yeti_c wrote:bryguy wrote:DiM wrote:actually xml isn't hard to code but it's hard to debug.
after you write hundreds or thousands of line of code it is fairly common to go over the same mistake a few times and not notice it. that's why it is better to have as many people checking it as possible.
eh thats why i use an application called smultron, it numbers each line, that way, when i use the xml tester on cc, ill know what line its on
Just use CTRL G
C.
AndyDufresne wrote:XML is a tough job, many cartographers that write it can attest to that. Checking it is a whole different bargain, one that few (unfortunately!) can grapple with. I encourage more people to help us look into the XML, this is a community!
--Andy
bryguy wrote:what app do u use yeti? cause the only one that ive known of that will work for me is smultron
yeti_c wrote:Please note - that I haven't checked co-ordinates,connections or contents of the Continents...
yeti_c wrote:bryguy wrote:what app do u use yeti? cause the only one that ive known of that will work for me is smultron
Notepad and Textpad both have CTRL G functions that allow you to type in a line number.
C.
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