More height levels (in trunk since r27010)
Moderator: OpenTTD Developers
Re: More height levels
cool.
that narrows the glitches down to terrain_drawing.
when you look a my posted pyramide... you can see the tile shift.
i did not build three pyramids.
its just one, the backslope is one continuous slope.
when i investigate this glitch with the question button...
my cursor(read white_square_on_ground) dissappears.
when you build a pyramid with rail past the glitch, you can even see it better.
you can count missing levels:
for the left shift:
count on my pyramid
for the up shift:
when using the clear tool, continue dimolisching until the animation reappears.
put your finger on the screen where your mouse pointer is,
then querry the spot where your finger still is (is it?).
now querry the spot where it dissapears (on the actaul tile, no finger needed.)
it seems that some levels are not drawn.
which happens again higher up the slope.
now seeing your picture ...
the town_drawing is not affected.
the shadows are because they are drawn on the tile,
the houses are not, because they are drawn above tiles.
so that glitch is also the few (6? every so much?) lines not being drawn.
meaning townplacement "as drawn" is correct.(and everything above tiles)
terrain and everything on it is not.
in regards to drawing on screen
how to fix? ... . i am sorry.
i did some testing with long and small maps(64*1024)
some missing tops reappear at the sea level.(at bottom edges)
i will try and get a screenshot by next post.
working on arrays for smallmap_heightcolor for automatic_use_correct_array later
@ CommanderZ.
in regards to a few post above
yes i did overlook that *ahum* small detail.
edit:
seems like we cross posted.
very nice.
much better.
looking forward to diff (whenever you feel fit,please do not feel pusched)
that narrows the glitches down to terrain_drawing.
when you look a my posted pyramide... you can see the tile shift.
i did not build three pyramids.
its just one, the backslope is one continuous slope.
when i investigate this glitch with the question button...
my cursor(read white_square_on_ground) dissappears.
when you build a pyramid with rail past the glitch, you can even see it better.
you can count missing levels:
for the left shift:
count on my pyramid
for the up shift:
when using the clear tool, continue dimolisching until the animation reappears.
put your finger on the screen where your mouse pointer is,
then querry the spot where your finger still is (is it?).
now querry the spot where it dissapears (on the actaul tile, no finger needed.)
it seems that some levels are not drawn.
which happens again higher up the slope.
now seeing your picture ...
the town_drawing is not affected.
the shadows are because they are drawn on the tile,
the houses are not, because they are drawn above tiles.
so that glitch is also the few (6? every so much?) lines not being drawn.
meaning townplacement "as drawn" is correct.(and everything above tiles)
terrain and everything on it is not.
in regards to drawing on screen
how to fix? ... . i am sorry.
i did some testing with long and small maps(64*1024)
some missing tops reappear at the sea level.(at bottom edges)
i will try and get a screenshot by next post.
working on arrays for smallmap_heightcolor for automatic_use_correct_array later
@ CommanderZ.
in regards to a few post above
yes i did overlook that *ahum* small detail.
edit:
seems like we cross posted.
very nice.
much better.
looking forward to diff (whenever you feel fit,please do not feel pusched)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: More height levels
I applied the patch posted by ChillCore to current trunk (r14700) and it failed to compile:
Is it only supposed to work with the heightlevel patch?
ic111's patch works nicely.
Code: Select all
/Users/planetmaker/ottd/fixing/src/smallmap_gui.cpp:289: error: size of array '__ct_assert__' is negative
[SRC] Compiling spritecache.cpp
make[1]: *** [smallmap_gui.o] Error 1
make[1]: *** Waiting for unfinished jobs....
make: *** [all] Error 2
ic111's patch works nicely.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: More height levels
must be that because it gives no errors here.
i only extended the array.
nothing else.
is somebody else having problems??
expect a new patch very soon.
did you aply the other patches too?
i only extended the array.
nothing else.
is somebody else having problems??
expect a new patch very soon.
did you aply the other patches too?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
- CommanderZ
- Tycoon
- Posts: 1872
- Joined: 07 Apr 2008 18:29
- Location: Czech Republic
- Contact:
Re: More height levels
I tried to study the glitches a bit more. Here is a shot:
There is a parfectly straight piece of track with a pinky train on it. The transmitter on the right side of the shot is at level 31, the upper track is correct (it seamlessly continues to right down to the water level), the bottom one is just a glitch. It is shifted once again by 255 pixels.- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: More height levels
The error happened when I applied it alone. It's fine, if applied on top. Sorry.ChillCore wrote:must be that because it gives no errors here.
i only extended the array.
nothing else.
is somebody else having problems??
expect a new patch very soon.
did you aply the other patches too?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: More height levels
Seems that you are right. Looking into viewport.cpp (struct TileSpriteToDraw) and sprite.h (DrawTileSeqStruct), z always is saved as a byte. Combined with the fact that TILE_HEIGHT is defined to be 8 pixels, this means that we get glitches when the height of a tile exceeds 255 / 8 = 31 (rounded down). And this is exactly what happens.CommanderZ wrote:I guess some trouble might be caused by variable overflows - devs seem to use as small integers as possible, so where (u)int8 was sufficient on height 15, it might be too small for calculations with height 40.
EDIT: Additional infirmation to the glich with houses I presented in the previous post - the offset of their sprites over where they should be is 255 pixels, independently of the height. Affects all houses above level 31.
So I will try to find those places and replace the 8 byte datatypes by something bigger.
- CommanderZ
- Tycoon
- Posts: 1872
- Joined: 07 Apr 2008 18:29
- Location: Czech Republic
- Contact:
Re: More height levels
The game crashes while generating a 2048*2048*256 map (see the attachment). Am I hitting some limitation?
I was just trying if determining the maxinum height for the generator could work as "smaller dimension divided by eight". It works for all maps until 2048. 2048*1024*128 works fine. Maybe I should cap the height to 128?
EDIT: Now it crashed on 1024*1024*128 too
I was just trying if determining the maxinum height for the generator could work as "smaller dimension divided by eight". It works for all maps until 2048. 2048*1024*128 works fine. Maybe I should cap the height to 128?
EDIT: Now it crashed on 1024*1024*128 too
- Attachments
-
- error.png (8.92 KiB) Viewed 5227 times
Re: More height levels
ah yes.
that one.
edit:
reply removed
read below
edit 2: added please in line below . i did not mean to be demanding. sorry.
/edit
in the meantime can someone please translate for me the following hex codes:
#99cccc
#9999cc
#cccc99
#cccccc
first one to blend with last greens.
last ones with the grays.
maybe extend the grays just a little
(instead of going beyond white)
or does somebody think... YUCK !
i wont be offended its just a suggestion.
please tell.
attached diff needs the mainpatch !
it does not work standalone.
it is intended to be merged with the rest of this patch when im done.
and for now i am not done...
enjoy.
that one.
edit:
reply removed
read below
edit 2: added please in line below . i did not mean to be demanding. sorry.
/edit
in the meantime can someone please translate for me the following hex codes:
#99cccc
#9999cc
#cccc99
#cccccc
first one to blend with last greens.
last ones with the grays.
maybe extend the grays just a little
(instead of going beyond white)
or does somebody think... YUCK !
i wont be offended its just a suggestion.
please tell.
attached diff needs the mainpatch !
it does not work standalone.
it is intended to be merged with the rest of this patch when im done.
and for now i am not done...
enjoy.
- Attachments
-
- moreheight_better_smallmap_level63.patch
- (9.73 KiB) Downloaded 143 times
Last edited by ChillCore on 21 Dec 2008 23:41, edited 2 times in total.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: More height levels
I've been able to generate 8192 x 4096 x 128 maps using this patch and Bilbo's extra large maps patch, and I never had any problems...
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: More height levels
The reason for the crash reported above is that an assertion in the old terraforming code fails. However, at least in usual terraforming this code is no longer used as of version 2 of my patch.
So either the more heightlevels patch version 2 is not installed properly or the map generator still calls this code.
Can you give us a stacktrace of that crash?
So either the more heightlevels patch version 2 is not installed properly or the map generator still calls this code.
Can you give us a stacktrace of that crash?
- CommanderZ
- Tycoon
- Posts: 1872
- Joined: 07 Apr 2008 18:29
- Location: Czech Republic
- Contact:
Re: More height levels
Ahh, sorry, I didn't realize it might be already fixed, I don't have the newest version of the patch. I will try it the updated version right now.
Re: More height levels
i was thinking you guys had to do it again...
well i was in the assumption CommanderZ had version 2 in...
well i was in the assumption CommanderZ had version 2 in...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
- CommanderZ
- Tycoon
- Posts: 1872
- Joined: 07 Apr 2008 18:29
- Location: Czech Republic
- Contact:
Re: More height levels
The updated version works correctly.
Re: More height levels
Hello,
this is release 3 of my more heightlevels patch. My tests with some
city at heightlevel 53, with trains and busses and industries are
quite ok.
What's new?
The glitches are almost history. There where two main reasons for
them:
First, frequently the z coordinate was saved in a byte. Occasionally,
the old code even casted a int to a byte for one call of some helper
function and continued operating on ints afterwards. Hmm... I tried
to find all those places and replaced byte with int32.
If you encounter glitches where something located above height level
32 is painted too low, this is probably the reason.
Second, in the old code when painting the landscape, the heightlevel
was treated by (a) looking which tiles would be at sea level at the
edges of the to be painted area and (b) painting some fixed number of
tiles south of that area too. (if you have a look at the landscape,
by giving some tile height > 0, you shift the place where it must be
painted to the north).
I replaced this algorithm by a new one which also first determines
which tiles would be at the edges of the to be painted area assuming
sea level. But then, my algorithm has a look on the heights of the
tiles and by having this look, it determines which actually have to be
painted. For more information, have a look into the code.
Known bugs or things that still need to be done:
(1) The smoke of power plants e.g. at heightlevel 53 is painted too low.
(2) If you scroll across the map border in northwest, you will get
some glitches. Probably, under some circumstances the to be painted
area my algorithm determines is a bit too small. This can probably be
solved by applying an appropriate offset to some variable at a
to-be-searched place.
(3) I didn't touch airplanes. I think for their flying height, an
algorithm like "fly at the usual height if tile_height <= 15, else fly
at height tile_height + some_offset" would be appropriate.
(4) According to some forum entry above, there is a not-yet-finished
patch for the minimap. I didn't touch the minimap.
(5) I did not yet switch back to the old behaviour of levelling.
However, this is relatively simple - you just would have to call my
terraforming algorithm for each to-be-levelled tile individually and
ignore the errors for tiles where levelling is not possible.
(6) I had to make z_pos in struct Vehicle in vehicle_base.h an int32
(previously a byte). I don't know wether one has to write some
handling procedure for older safegames because of that.
Note that I will not be able to do anything with this patch during the
next few weeks. So if someone solves some of the problems above,
thanks, and feel free to publish version 4 / 5 / 6 / etc. of the
patch.
I think the patch is nearly finished now, except for some bugs and the
issues stated above, so it would be quite good if we could remove the
"nearly" in that sentence soon
this is release 3 of my more heightlevels patch. My tests with some
city at heightlevel 53, with trains and busses and industries are
quite ok.
What's new?
The glitches are almost history. There where two main reasons for
them:
First, frequently the z coordinate was saved in a byte. Occasionally,
the old code even casted a int to a byte for one call of some helper
function and continued operating on ints afterwards. Hmm... I tried
to find all those places and replaced byte with int32.
If you encounter glitches where something located above height level
32 is painted too low, this is probably the reason.
Second, in the old code when painting the landscape, the heightlevel
was treated by (a) looking which tiles would be at sea level at the
edges of the to be painted area and (b) painting some fixed number of
tiles south of that area too. (if you have a look at the landscape,
by giving some tile height > 0, you shift the place where it must be
painted to the north).
I replaced this algorithm by a new one which also first determines
which tiles would be at the edges of the to be painted area assuming
sea level. But then, my algorithm has a look on the heights of the
tiles and by having this look, it determines which actually have to be
painted. For more information, have a look into the code.
Known bugs or things that still need to be done:
(1) The smoke of power plants e.g. at heightlevel 53 is painted too low.
(2) If you scroll across the map border in northwest, you will get
some glitches. Probably, under some circumstances the to be painted
area my algorithm determines is a bit too small. This can probably be
solved by applying an appropriate offset to some variable at a
to-be-searched place.
(3) I didn't touch airplanes. I think for their flying height, an
algorithm like "fly at the usual height if tile_height <= 15, else fly
at height tile_height + some_offset" would be appropriate.
(4) According to some forum entry above, there is a not-yet-finished
patch for the minimap. I didn't touch the minimap.
(5) I did not yet switch back to the old behaviour of levelling.
However, this is relatively simple - you just would have to call my
terraforming algorithm for each to-be-levelled tile individually and
ignore the errors for tiles where levelling is not possible.
(6) I had to make z_pos in struct Vehicle in vehicle_base.h an int32
(previously a byte). I don't know wether one has to write some
handling procedure for older safegames because of that.
Note that I will not be able to do anything with this patch during the
next few weeks. So if someone solves some of the problems above,
thanks, and feel free to publish version 4 / 5 / 6 / etc. of the
patch.
I think the patch is nearly finished now, except for some bugs and the
issues stated above, so it would be quite good if we could remove the
"nearly" in that sentence soon
- Attachments
-
- moreheights-version3.patch
- Version 3 of the more heightlevels patch
- (91.49 KiB) Downloaded 192 times
Re: More height levels
thank you.
i will checkout your patch tonight.
as for my contribution...
i am sorry.
nature called and the little lady had a baby this week.
so its in and out of the hospital for now.
as for the rest of my free time i have been looking for that glitch bug...
you can ignore my colour question...
i found this neat colourcode list right where i should have started looking first,
in the docs folder ...
i feel silly...
but i have them now and i should find some time later this weekend.
once i have 128 colours
i will have a looksie on how to create dropdown boxes in the gui,
and have the game use the correct array when selecting desired height.
if somebody wants to jump in and give me a hand...
i would be delighted.
its not like im too lazy too learn...
i am afraid it will take me some time.
(reading and learning from other patches)
i need to learn how to create:
textfield in gui,
dropdowns, (choose height)
greyouts,(no 64 high on 64 square map, etc)
attach behaviour to all of this... (generate map with correct height and smallmapcolor)
and make it look correct.
maybe a bit to much in one go...
@ ic111:
(3) i agree. it would be nice to see planes change altitude
(4) in progress. i should finish my array127 by sunday.
then i start reading in order to create dropdown.
ps:
merry christmass to all.
i will checkout your patch tonight.
as for my contribution...
i am sorry.
nature called and the little lady had a baby this week.
so its in and out of the hospital for now.
as for the rest of my free time i have been looking for that glitch bug...
you can ignore my colour question...
i found this neat colourcode list right where i should have started looking first,
in the docs folder ...
i feel silly...
but i have them now and i should find some time later this weekend.
once i have 128 colours
i will have a looksie on how to create dropdown boxes in the gui,
and have the game use the correct array when selecting desired height.
if somebody wants to jump in and give me a hand...
i would be delighted.
its not like im too lazy too learn...
i am afraid it will take me some time.
(reading and learning from other patches)
i need to learn how to create:
textfield in gui,
dropdowns, (choose height)
greyouts,(no 64 high on 64 square map, etc)
attach behaviour to all of this... (generate map with correct height and smallmapcolor)
and make it look correct.
maybe a bit to much in one go...
@ ic111:
(3) i agree. it would be nice to see planes change altitude
(4) in progress. i should finish my array127 by sunday.
then i start reading in order to create dropdown.
ps:
merry christmass to all.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: More height levels
The text box widget type is called WWT_TEXTBOX if I recall correctly from memory. To use it you need to make the window class inherit from a special Query window class, instead of from the usual Window class. This is how the text-buffer that is used to store the string that users edit gets added to the window. As you probably see this is one of the reasons for the current limitation of only one text edit box per window.ChillCore wrote:i need to learn how to create:
textfield in gui,
In the constructor/destructor you will need to add code to lock the arrow keys from being used to pan the map. As you might know if a window with text box is open, all keyboard input is directed to the text box, and arrow keys need to be locked from being used to pan the map, instead users should be able to move the cursor in the text box.
Probably easiest is to read the code of an existing window that has a text box in it. Which you should do, as I have not checked it to make sure my statements are correct. I've been working with text edit boxes quite some the last half year with my filter sign list patch and later the widget focus patch. But I don't have every and all details in memory.
Merry christmass you tooChillCore wrote:ps:
merry christmass to all.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: More height levels
Well, this is getting better and better!
I did a quick test at height 125 and every graphical glitch (except those mentioned by ic111 in his post) seems to be fixed (I'll test it more deeply later). But I found a big bug that seems to be in the raise/lower land new algorithm... You can raise all the land you want: you will never get a "Not enough cash" error.
I did a quick test at height 125 and every graphical glitch (except those mentioned by ic111 in his post) seems to be fixed (I'll test it more deeply later). But I found a big bug that seems to be in the raise/lower land new algorithm... You can raise all the land you want: you will never get a "Not enough cash" error.
- Attachments
-
- bug.png (25.54 KiB) Viewed 4595 times
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: More height levels
Oh, seems that I tested too much in the editor instead of in the game. Probably a check in terraform() is needed, before terraforming is actually performed according to the information collected before.Terkhen wrote:Well, this is getting better and better!
I did a quick test at height 125 and every graphical glitch (except those mentioned by ic111 in his post) seems to be fixed (I'll test it more deeply later). But I found a big bug that seems to be in the raise/lower land new algorithm... You can raise all the land you want: you will never get a "Not enough cash" error.
Re: More height levels
as requested by ic111 here is version 4.
what is in this version 4?
- version 3 by ic111.
- version3 includes moreheights-withheightmaps by Terkhen.
- tgp adaptor by CommanderZ.
- height_color array 15, 31, 63 and 127 for smallmap (not coded yet)
array 127 is currently used. please read comments in smallmap_gui.cpp for more info.
what have i changed:
- version 3-> no changes.
- heightmaps ->now set to load heightmaps at level 128.
- tgp adaptor-> no changes: WIP (as stated before by CommanderZ)
- smallmap colour array:
-> extended to 127 colours.
-> new feature: flooding_danger_flash at level 0. (again read comments in smallmap_gui.cpp please)
sorry for short post but i am a bit tired.
@ Zuu:
thank you for your pointers.
they will come in handy.
edit 1:
hmm. posting when tired is not good.
i forgot to credit someone, if not more than 1 person.
/me re-reads thread from page 1...take notes... then comes back to edit some more
edit2:
sorry Terkhen.
post updated.
what is in this version 4?
- version 3 by ic111.
- version3 includes moreheights-withheightmaps by Terkhen.
- tgp adaptor by CommanderZ.
- height_color array 15, 31, 63 and 127 for smallmap (not coded yet)
array 127 is currently used. please read comments in smallmap_gui.cpp for more info.
what have i changed:
- version 3-> no changes.
- heightmaps ->now set to load heightmaps at level 128.
- tgp adaptor-> no changes: WIP (as stated before by CommanderZ)
- smallmap colour array:
-> extended to 127 colours.
-> new feature: flooding_danger_flash at level 0. (again read comments in smallmap_gui.cpp please)
sorry for short post but i am a bit tired.
@ Zuu:
thank you for your pointers.
they will come in handy.
edit 1:
hmm. posting when tired is not good.
i forgot to credit someone, if not more than 1 person.
/me re-reads thread from page 1...take notes... then comes back to edit some more
edit2:
sorry Terkhen.
post updated.
- Attachments
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- moreheights-version4.patch
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Last edited by ChillCore on 29 Dec 2008 10:24, edited 1 time in total.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
- CommanderZ
- Tycoon
- Posts: 1872
- Joined: 07 Apr 2008 18:29
- Location: Czech Republic
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Re: More height levels
I will post new version of the tgp patch once it
can generate all map sizes correctly, for now it
works only for sizes <= 512, maps 1024 and larger
do unpretty things.
Btw does the patch keep track of what current highest
height is? then you could make the minimap adapt to the
current map height - it would show level 0 as green and
the highest level as yellow (or what color it is), the rest
would be calculated between these two.
can generate all map sizes correctly, for now it
works only for sizes <= 512, maps 1024 and larger
do unpretty things.
Btw does the patch keep track of what current highest
height is? then you could make the minimap adapt to the
current map height - it would show level 0 as green and
the highest level as yellow (or what color it is), the rest
would be calculated between these two.
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