High sea level - tunnel under sea patch

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

User avatar
belugas
OpenTTD Developer
OpenTTD Developer
Posts: 1507
Joined: 05 Apr 2005 01:48
Location: Deep down the deepest blue
Contact:

Re: High sea level - tunnel under sea patch

Post by belugas »

Indeed.
First, let's get this long awaited release out of the way, then, let the fun begin!
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Mchl
Director
Director
Posts: 611
Joined: 05 Jan 2007 15:50
Location: Poland
Contact:

Re: High sea level - tunnel under sea patch

Post by Mchl »

I am having fun all the time...
(Playing OTTD that is - other activities don't fall into scope of this message)
User avatar
TGVfan
Engineer
Engineer
Posts: 120
Joined: 10 Oct 2003 19:52
Location: Almere, greater Amsterdam

Re: High sea level - tunnel under sea patch

Post by TGVfan »

Ofcourse a stupid question, but I can't figure out how to install these Patches... If anyone could tell me I would apriciate it.
Image
User avatar
Ammler
President
President
Posts: 953
Joined: 18 Jun 2006 18:18
Location: Switzerland
Contact:

Re: High sea level - tunnel under sea patch

Post by Ammler »

TGVfan wrote:Ofcourse a stupid question, but I can't figure out how to install these Patches... If anyone could tell me I would apriciate it.
http://wiki.openttd.org/index.php/FAQ_d ... ource_code

Greets
Ammler
el koeno
Route Supervisor
Route Supervisor
Posts: 454
Joined: 24 Sep 2004 15:47

Re: High sea level - tunnel under sea patch

Post by el koeno »

ammler wrote:
TGVfan wrote:Ofcourse a stupid question, but I can't figure out how to install these Patches... If anyone could tell me I would apriciate it.
http://wiki.openttd.org/index.php/FAQ_d ... ource_code

Greets
Ammler
That link doesn't seem to mention Build OTTD. I found that the easiest way to apply a patch.
Frostregen
Transport Coordinator
Transport Coordinator
Posts: 340
Joined: 06 Feb 2006 23:58

Re: High sea level - tunnel under sea patch

Post by Frostregen »

I just added the link to BuildOTTD for convenience.
User avatar
stunt_monkey
Engineer
Engineer
Posts: 48
Joined: 15 Feb 2008 09:16
Location: Hoppers Crossing, Australia
Contact:

Re: High sea level - tunnel under sea patch

Post by stunt_monkey »

This is brilliant i was writing something similar but i could not get it to work with trains and boats could not cross were the tunnel would be

LOL 9/10
Ive Been Playing Computer Games Since 1992, And I Love It
Goose80
Engineer
Engineer
Posts: 6
Joined: 14 Nov 2005 15:33

Re: High sea level - tunnel under sea patch

Post by Goose80 »

Guy's.
I am sorry but something is wrong on my PC. I canæt get this patch to install.

Is it possible that somone of you take a clean install of OpenTDX, patch it and post it here?

Please!!1 :bow:
yorick
Engineer
Engineer
Posts: 80
Joined: 23 Mar 2008 08:53

Re: High sea level - tunnel under sea patch

Post by yorick »

This patch is outdated, to use it, get the source of the revision that matches the latest patch, then compile it.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

Since the patch was impossible to apply after 6000 code changes, among which some part of this very patch (river support) and a major rewrite of the flooding code, I'm re-creating this patch from scratch, with a little help from the original as a guideline, of course.

First Post has v0.1 of the new 'deepwater2009' patch. It raises the sea level to 1 'tileheight' for 64x64 maps only, no setting yet. The flooding should be good now, even for halftile tiles I hope. But dock, buoy, oilrig, depot support isn't there yet, they probably look bad still. And, existing 64x64 maps _will_ flood, leading to illegal situations here and there because it doesn't properly destroy now-illegal docks & the likes.

Please stay tuned, and bug reports for this version are more than welcome!
User avatar
Gremnon
Tycoon
Tycoon
Posts: 1517
Joined: 16 Sep 2005 12:23
Skype: the_gremnon
Location: /home
Contact:

Re: High sea level - tunnel under sea patch

Post by Gremnon »

I have a question regarding the flooding, and water.
How have you handled the corners - eg tiles where only one point of the tile is raised? To my knowledge, there is no water graphic for those tiles. Do they still show up as normal land?
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

Gremnon wrote:I have a question regarding the flooding, and water.
How have you handled the corners - eg tiles where only one point of the tile is raised? To my knowledge, there is no water graphic for those tiles. Do they still show up as normal land?
Yes there is, how is this any different than the 'current' situation? The only 'corner case' :) is where 1 corner is above water, and the opposite corner is below water: a steep slope rising from the water. That's handled by drawing a normal coast graphic there, since the 'underwater' corner is hidden anyway.
User avatar
Gremnon
Tycoon
Tycoon
Posts: 1517
Joined: 16 Sep 2005 12:23
Skype: the_gremnon
Location: /home
Contact:

Re: High sea level - tunnel under sea patch

Post by Gremnon »

Well, I assumed since unpatched trunk doesn't allow any water on those corner tiles, and I couldn't find any graphics for them, it was either changed to make it possible or left as is.
Maybe I just looked in the wrong place, or I should go try out this patch myself... it's one I've been watching for some time now.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

Gremnon wrote:Well, I assumed since unpatched trunk doesn't allow any water on those corner tiles, and I couldn't find any graphics for them, it was either changed to make it possible or left as is.
Maybe post a picture indicating what corner you mean... I think we misunderstand each other.
User avatar
Gremnon
Tycoon
Tycoon
Posts: 1517
Joined: 16 Sep 2005 12:23
Skype: the_gremnon
Location: /home
Contact:

Re: High sea level - tunnel under sea patch

Post by Gremnon »

Maybe not the best example image, but...
ottdtiles.png
ottdtiles.png (7.37 KiB) Viewed 2474 times
Those kinds of tiles. The ones where only one of the four points is at a different height to the other three.
Does that help explain at all?
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

Gremnon wrote:Does that help explain at all?
Not really. This is what happens in trunk when the water comes: note that the 'lower' level is level 0, sea level here.
In my patch, this can be a higher level, still the same as sea level though.
SameShape01.png
SameShape01.png (10.1 KiB) Viewed 2469 times
SameShape02.png
SameShape02.png (11.41 KiB) Viewed 2469 times
So what's exactly not allowed?
You aren't talking about RIVERS on those tiles, right?
User avatar
Gremnon
Tycoon
Tycoon
Posts: 1517
Joined: 16 Sep 2005 12:23
Skype: the_gremnon
Location: /home
Contact:

Re: High sea level - tunnel under sea patch

Post by Gremnon »

Ah, I think I must be, I assumed that with the water level raised by one, any land on level 0 would flood too, including ones of that shape.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

Gremnon wrote:Ah, I think I must be, I assumed that with the water level raised by one, any land on level 0 would flood too, including ones of that shape.
It will. It will be totally underwater. Read this thread from the start: you should think of water as '1 pixel higher' than the land, that's why it floods so aggressively.
petert
Tycoon
Tycoon
Posts: 3008
Joined: 02 Apr 2009 22:43
Location: Massachusetts, USA

Re: High sea level - tunnel under sea patch

Post by petert »

This patch also seems like a patch by hackalittlebit.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: High sea level - tunnel under sea patch

Post by boekabart »

petert wrote:This patch also seems like a patch by hackalittlebit.
Thanks for the URL! :S But if you refer to his chunnel patch, this is completely unlike it. It's a totally different (less hacky IMO) approach to allow a similar thing, yes. Although this has more potential, this allows for scenarios that have both patches of water that CANNOT be tunnelled under, and patches of water that CAN be tunneled under, for example.
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 53 guests