New map features

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romazoon
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Re: New map features

Post by romazoon »

cirdan wrote:Is there anybody that will miss the old functionality of terraforming a square area of selectable size
I would miss it personnally, i know i use a lot the 2x2 or 3x3 land raise when it comes to some landscaping works in a scenario.


Also while talking of scenario editor, any plan on making it available for multiplayer ? (so a group of people can build a nice scenario at the same time)
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wallyweb
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Re: New map features

Post by wallyweb »

romazoon wrote:i know i use a lot the 2x2 or 3x3 land raise when it comes to some landscaping works in a scenario.
Perhaps a "last used" feature, similar to creating a brush in a paint program ?
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Re: New map features

Post by TrueSatan »

And build the "normal" nmf version hehe
As usual an Ubuntu 14.04 64bit one.

I never used the scenario builder so I for myself won't miss anything :)

btw I would vote for a split of nmf and nmf tracerestrict.
Its easier to follow the packages we build then :)

Thanks again for the update Cirdan :)

Next time I check the repro of JGR as well lol.
He added all current modifications from Cirdan.
Attached as well.
Attachments
openttd-custom-g2a0d1f8b-UNIX.tar.xz
Version: g2a0d1f8b
Ubuntu 14.04 64bit
(4.62 MiB) Downloaded 68 times
openttd-custom-gf6f542b2-tracerestrict-cirdan-UNIX.tar.xz
!!!!JGR PATCHED!!!
Version: gf6f542b2-tracerestrict
Ubuntu 14.04 64bit
(4.64 MiB) Downloaded 51 times
Last edited by TrueSatan on 06 Sep 2015 15:29, edited 3 times in total.
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JGR
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Re: New map features

Post by JGR »

wallyweb wrote:
Having a group membership condition would be a bit more robust, but I'm not sure how the UI would work for that.
?
Testing which groups a train is in seems more practical than testing individual train numbers.
wallyweb wrote:
With reference to your savegame, the restriction pointed to by the red arrow in your screenshot does not make sense.
The result of the first 'if' clause is unconditionally overridden by the second 'if' clause. Trains which an carry goods or food are always allowed, and all others are always denied.
Aye! There has to be a "logical" way to combine the two "if" clauses. I will find it ... eventually, but then that is why I am testing this, isn't it? :wink:
I would suggest that you put the deny first, outside the if, then have a nested if for the allow path.
wallyweb wrote:@JGR & cirdan: With this push from cirdan, will JGR have to do a push against it as well? Is it possible (or even recommended) for me find a way to merge the two when I compile?
No need, I've already merged it. The only issue is that you're probably currently using an experimental savegame version, which won't load without a workaround.
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wallyweb
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Re: New map features

Post by wallyweb »

Here are the Windows 32bit binaries:
OpenTTD-REBASED-r27339-g2a0d1f8b-Win32.7z
Cirdan's New Map Features fork
(5.44 MiB) Downloaded 57 times
OpenTTD-gf6f542b2-tracerestrict-cirdan-Win32.7z
JGR's tracerestrict-cirdan fork
(5.47 MiB) Downloaded 52 times
The usual lack of guaranty applies.
JGR wrote:The only issue is that you're probably currently using an experimental savegame version, which won't load without a workaround.
As promised, the tracerestrict savegame and scenario did not load. If a workaround is not available, the scenario can be recreated from a heightmap.
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Re: New map features

Post by JGR »

wallyweb wrote: As promised, the tracerestrict savegame and scenario did not load. If a workaround is not available, the scenario can be recreated from a heightmap.
You can temporarily comment out line 685 of src/saveload.cpp, to load and save your old game in the new format.
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wallyweb
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Re: New map features

Post by wallyweb »

JGR wrote:
wallyweb wrote: As promised, the tracerestrict savegame and scenario did not load. If a workaround is not available, the scenario can be recreated from a heightmap.
You can temporarily comment out line 685 of src/saveload.cpp, to load and save your old game in the new format.
Did you mean src/saveload/saveload.cpp?
In my Note Tab Lite editor saveload.cpp line 685 is:

Code: Select all

if (stv->fttd.version == -1u) {
If I comment it out:

Code: Select all

/* if (stv->fttd.version == -1u) { */
the compile fails.
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JGR
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Re: New map features

Post by JGR »

wallyweb wrote:
JGR wrote:
wallyweb wrote: As promised, the tracerestrict savegame and scenario did not load. If a workaround is not available, the scenario can be recreated from a heightmap.
You can temporarily comment out line 685 of src/saveload.cpp, to load and save your old game in the new format.
Did you mean src/saveload/saveload.cpp?
In my Note Tab Lite editor saveload.cpp line 685 is:

Code: Select all

if (stv->fttd.version == -1u) {
If I comment it out:

Code: Select all

/* if (stv->fttd.version == -1u) { */
the compile fails.
Yes that's the right file, sorry.
It's the line after that one:

Code: Select all

if (!IsExperimentalSavegameVersion()) throw SlException(STR_GAME_SAVELOAD_ERROR_EXPERIMENTAL_SAVEGAME);
Not sure why our editors disagree on the line number.
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Re: New map features

Post by wallyweb »

JGR wrote:It's the line after that one:

Code: Select all

if (!IsExperimentalSavegameVersion()) throw SlException(STR_GAME_SAVELOAD_ERROR_EXPERIMENTAL_SAVEGAME);
That worked. Thanks for the help. Here is the savegame/scenario package:
Attachments
10th Jan 1945.7z
(50.99 KiB) Downloaded 56 times
Hafting
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Re: New map features

Post by Hafting »

Failed to run tracerestrict-cirdan, Cannot open file 'tracerestrict.grf'
Used git to downlaod the tracerestrict-cirdan code, compiled & installed (configure, make and make install)

But I get this

Code: Select all

$ openttd
Error: Cannot open file 'tracerestrict.grf'
I have checked that the source directories indeed contains the file 'tracerestrict.grf' (twice):

Code: Select all

$ find . -name "tracerestrict.grf"
./bundle/data/tracerestrict.grf
./bin/data/tracerestrict.grf
These are identical, so I copied one into my newgrf folder ( ~/.openttd/newgrf/ ) but that did not help.

So I straced openttd to find that it looked for "tracerestrict.grf" in baseset/ instead of newgrf/ . Copied it there, and now the game starts. I hope "make install" can be updated to take care of this?
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Re: New map features

Post by Hafting »

Cannot generate maps, Assertion failed *h <= mh

With tracerestrict-cirdan I can load existing games, but I cannot generate new worlds due to:
Message: Assertion failed at line 622 of /usr/src/OpenTTD-patches/src/tgp.cpp: *h <= mh

I don't know what "h" and "mh" is supposed to be, experimenting with world parameters does not seem to help.

I tend to use nearly flat maps and lots of water. The sea is to have shipping, the flatness because I can't have diagonal railroad on hillsides.

The crash log is here:

Code: Select all

Crash encountered, generating crash log...
*** OpenTTD Crash Report ***

Crash at: Mon Sep  7 10:21:59 2015
In game date: 1930-01-01 (0)

Crash reason:
 Signal:  Aborted (6)
 Message: Assertion failed at line 622 of /usr/src/OpenTTD-patches/src/tgp.cpp: *h <= mh

Binary:
 Version:    gf6f542b2-tracerestrict-cirdan (0)
 NewGRF ver: 16006acb
 Build date: Sep  7 2015 11:38:36
 Flags:      64-bit little-endian

Stacktrace:
 [00] openttd() [0x5c0dc8]
 [01] openttd() [0x609488]
 [02] openttd() [0x5c0d4f]
 [03] /usr/lib/libc.so.6(+0x33680) [0x7f2784a45680]
 [04] /usr/lib/libc.so.6(gsignal+0x38) [0x7f2784a455f8]
 [05] /usr/lib/libc.so.6(abort+0x16a) [0x7f2784a46a7a]
 [06] openttd() [0x58e408]
 [07] openttd() [0x6dcac9]
 [08] openttd() [0x5e70f6]
 [09] openttd() [0x4dc6a5]
 [10] openttd() [0x6d934b]
 [11] /usr/lib/libpthread.so.0(+0x74a4) [0x7f27887f64a4]
 [12] /usr/lib/libc.so.6(clone+0x6d) [0x7f2784afb13d]
Operating system:
 Name:     Linux
 Release:  4.1.6-1-ARCH
 Version:  #1 SMP PREEMPT Mon Aug 17 08:52:28 CEST 2015
 Machine:  x86_64
 Compiler: GCC 5.2.0 "5.2.0"

Configuration:
 Blitter:      32bpp-sse4-anim
 Graphics set: zBase (5588)
 Language:     /usr/local/share/games/openttd/lang/norwegian_bokmal.lng
 Music driver: extmidi
 Music set:    NoMusic (0)
 Network:      no
 Sound driver: null
 Sound set:    NoSound (2)
 Video driver: sdl

Fonts:
 Small:  DejaVu Sans
 Medium: DejaVu Sans
 Large:  DejaVu Sans
 Mono:   sprite

AI Configuration (local: 255):

Libraries:
 FontConfig: 2.11.1
 FreeType:   2.6.0
 ICU:        55.1
 LZMA:       5.2.1
 LZO:        2.09
 PNG:        1.6.18
 SDL:        1.2.15
 Zlib:       1.2.8

---- gamelog start ----
Tick 0: New game
    Revision text changed to gf6f542b2-trac, savegame version 23, not modified, newgrf version 0x16006acb
    New game mode 1, landscape 1
    Added NewGRF: GRF ID F1250005, checksum 955C122CEFCC91F1EDAB646F7DF7D141, filename: firs_industry_replacement_set-1.4.4/firs.grf (md5sum matches)
    Added NewGRF: GRF ID 52571201, checksum 9548AAA21E5B7E8168B3B19EF8290A83, filename: grvts32.grf (md5sum matches)
    Added NewGRF: GRF ID 33325A43, checksum 8767596EEC0C25A41B060D834C356402, filename: 32bpp_ez-0.1.grf (md5sum matches)
    Added NewGRF: GRF ID 44440A01, checksum FCEEC76CF44EC23E7FE9C88048CF11CC, filename: av8_aviators_aircraft_set-2.21/pb_av8w.grf (md5sum matches)
    Added NewGRF: GRF ID 43415000, checksum 4DA9FE9A87DD330EBAD43916771BAF21, filename: opengfx_airports-0.4.2/ogfx-airports.grf (md5sum matches)
    Added NewGRF: GRF ID EC0D9110, checksum D1510A1006B03BCDAAFE562D5D05BACF, filename: raise_landscaping_costs.2/raise_landscaping_costs.grf (md5sum matches)
    Added NewGRF: GRF ID 48530101, checksum EC17E22A38C037D156BD22A96F4A8523, filename: reduced_passenger_payment.1.0/reducedpassengerpayment.grf (md5sum matches)
    Added NewGRF: GRF ID 54670901, checksum F3699B81A7B2BB59EABD49164AE53796, filename: TGrandom.grf (md5sum matches)
    Added NewGRF: GRF ID 414E0201, checksum 536506BDDDBD8644815FC2E7E6A80D7A, filename: fish_2-2.0.2/fish.grf (md5sum matches)
    Added NewGRF: GRF ID 44440000, checksum A15C21BAFCC06FBB85CDB2E7CB945667, filename: pineapple_trains-1.2/pb_trains_10cc.grf (md5sum matches)
    Added NewGRF: GRF ID 4A430002, checksum 332F5EE83BB1A8F7C1766E610B48A222, filename: indstatr_32.grf (md5sum matches)
    Added NewGRF: GRF ID 46520107, checksum FC0469A7B5D9267EED4CCAC17F56019E, filename: fontrenew_ttdur-1.0/fontreneww.grf (md5sum matches)
    Game started
---- gamelog end ----

*** End of OpenTTD Crash Report ***

The screenshot is uninteresting, merely the flatness before terrain generation. The savegame is attached - if it is of any use.
Attachments
crash.sav
The crashed savegame
(3.55 KiB) Downloaded 49 times
Hafting
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Re: New map features

Post by Hafting »

Cirdan's openttd has the same problem as I saw in tracerestrict-cirdan, I cannot generate new games:

As soon as I click the green "generate" button, the game dies with:
Error: Assertion failed at line 622 of /usr/src/openttd/src/tgp.cpp: *h <= mh
A screen dump of my world generation parameters is attached, if it may help.

The crash log:

Code: Select all

*** OpenTTD Crash Report ***

Crash at: Mon Sep  7 11:12:43 2015
In game date: 1930-01-01 (0)

Crash reason:
 Signal:  Aborted (6)
 Message: Assertion failed at line 622 of /usr/src/openttd/src/tgp.cpp: *h <= mh

Binary:
 Version:    g2a0d1f8b (0)
 NewGRF ver: 16006acb
 Build date: Sep  7 2015 13:00:38
 Flags:      64-bit little-endian

Stacktrace:
 [00] openttd() [0x5f1458]
 [01] openttd() [0x633bf8]
 [02] openttd() [0x5f13df]
 [03] /usr/lib/libc.so.6(+0x33680) [0x7f3b19ab6680]
 [04] /usr/lib/libc.so.6(gsignal+0x38) [0x7f3b19ab65f8]
 [05] /usr/lib/libc.so.6(abort+0x16a) [0x7f3b19ab7a7a]
 [06] openttd() [0x58cfd0]
 [07] openttd() [0x687ed7]
 [08] openttd() [0x5d21e5]
 [09] openttd() [0x4fa418]
 [10] openttd() [0x6a562b]
 [11] /usr/lib/libpthread.so.0(+0x74a4) [0x7f3b1d8674a4]
 [12] /usr/lib/libc.so.6(clone+0x6d) [0x7f3b19b6c13d]

Operating system:
 Name:     Linux
 Release:  4.1.6-1-ARCH
 Version:  #1 SMP PREEMPT Mon Aug 17 08:52:28 CEST 2015
 Machine:  x86_64
 Compiler: GCC 5.2.0 "5.2.0"

Configuration:
 Blitter:      32bpp-sse4-anim
 Graphics set: zBase (5588)
 Language:     /usr/local/share/games/openttd/lang/norwegian_bokmal.lng
 Music driver: extmidi
 Music set:    NoMusic (0)
 Network:      no
 Sound driver: sdl
 Sound set:    NoSound (2)
 Video driver: sdl

Fonts:
 Small:  DejaVu Sans
 Medium: DejaVu Sans
 Large:  DejaVu Sans
 Mono:   sprite

AI Configuration (local: 255):

Libraries:
 FontConfig: 2.11.1
 FreeType:   2.6.0
 ICU:        55.1
 LZMA:       5.2.1
 LZO:        2.09
 PNG:        1.6.18
 SDL:        1.2.15
 Zlib:       1.2.8

---- gamelog start ----
Tick 0: New game
    Revision text changed to g2a0d1f8b, savegame version 23, not modified, newgrf version 0x16006acb
    New game mode 1, landscape 1
    Added NewGRF: GRF ID F1250005, checksum 955C122CEFCC91F1EDAB646F7DF7D141, filename: firs_industry_replacement_set-1.4.4/firs.grf (md5sum matches)
    Added NewGRF: GRF ID 52571201, checksum 9548AAA21E5B7E8168B3B19EF8290A83, filename: grvts32.grf (md5sum matches)
    Added NewGRF: GRF ID 33325A43, checksum 8767596EEC0C25A41B060D834C356402, filename: 32bpp_ez-0.1.grf (md5sum matches)
    Added NewGRF: GRF ID 44440A01, checksum FCEEC76CF44EC23E7FE9C88048CF11CC, filename: av8_aviators_aircraft_set-2.21/pb_av8w.grf (md5sum matches)
    Added NewGRF: GRF ID 43415000, checksum 4DA9FE9A87DD330EBAD43916771BAF21, filename: opengfx_airports-0.4.2/ogfx-airports.grf (md5sum matches)
    Added NewGRF: GRF ID EC0D9110, checksum D1510A1006B03BCDAAFE562D5D05BACF, filename: raise_landscaping_costs.2/raise_landscaping_costs.grf (md5sum matches)
    Added NewGRF: GRF ID 48530101, checksum EC17E22A38C037D156BD22A96F4A8523, filename: reduced_passenger_payment.1.0/reducedpassengerpayment.grf (md5sum matches)
    Added NewGRF: GRF ID 54670901, checksum F3699B81A7B2BB59EABD49164AE53796, filename: TGrandom.grf (md5sum matches)
    Added NewGRF: GRF ID 414E0201, checksum 536506BDDDBD8644815FC2E7E6A80D7A, filename: fish_2-2.0.2/fish.grf (md5sum matches)
    Added NewGRF: GRF ID 44440000, checksum A15C21BAFCC06FBB85CDB2E7CB945667, filename: pineapple_trains-1.2/pb_trains_10cc.grf (md5sum matches)
    Added NewGRF: GRF ID 4A430002, checksum 332F5EE83BB1A8F7C1766E610B48A222, filename: indstatr_32.grf (md5sum matches)
    Added NewGRF: GRF ID 46520107, checksum FC0469A7B5D9267EED4CCAC17F56019E, filename: fontrenew_ttdur-1.0/fontreneww.grf (md5sum matches)
    Game started
---- gamelog end ----

Attachments
My world generation parameters
My world generation parameters
world.png (94.54 KiB) Viewed 3455 times
Hafting
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Re: New map features

Post by Hafting »

An AI script crashed.

Today (7. sep 2015) I did a git pull and compile, and started a new game. As soon as the AI decided to start some competition, this happened:

Code: Select all

dbg: [script] [1] [S] Your script made an error: unable to find class 'Binary_Heap' in the library 'queue.binary_heap' version 1
dbg: [script] [1] [S] 
dbg: [script] [1] [S] *FUNCTION [main()] graph.aystar.4/main.nut line [7]
dbg: [script] [1] [S] *FUNCTION [import()] NATIVE line [-1]
dbg: [script] [1] [S] *FUNCTION [main()] pathfinder.rail.1/main.nut line [6]
dbg: [script] [1] [S] *FUNCTION [import()] NATIVE line [-1]
dbg: [script] [1] [S] *FUNCTION [main()] dictatorai-169/main.nut line [52]
dbg: [script] [1] [S] 
dbg: [script] [1] [S] [this] CLASS
dbg: [script] [1] [S] [this] CLASS
dbg: [script] [1] [S] [this] TABLE
dbg: [misc] [squirrel] Failed to compile 'graph.aystar.4/main.nut'
dbg: [script] [1] [S] Your script made an error: there was a compile error when importing 'graph.aystar' version 4
dbg: [script] [1] [S] 
dbg: [script] [1] [S] *FUNCTION [main()] pathfinder.rail.1/main.nut line [6]
dbg: [script] [1] [S] *FUNCTION [import()] NATIVE line [-1]
dbg: [script] [1] [S] *FUNCTION [main()] dictatorai-169/main.nut line [52]
dbg: [script] [1] [S] 
dbg: [script] [1] [S] [this] CLASS
dbg: [script] [1] [S] [this] TABLE
dbg: [misc] [squirrel] Failed to compile 'pathfinder.rail.1/main.nut'
dbg: [script] [1] [S] Your script made an error: there was a compile error when importing 'pathfinder.rail' version 1
dbg: [script] [1] [S] 
dbg: [script] [1] [S] *FUNCTION [main()] dictatorai-169/main.nut line [52]
dbg: [script] [1] [S] 
dbg: [script] [1] [S] [this] TABLE
dbg: [misc] [squirrel] Failed to compile 'dictatorai-169/main.nut'
dbg: [script] The script died unexpectedly.
Apparently, the dictator AI could not find its binary heap - and will probably not have much success. This did not happen with "new map features" before the scripting work.
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Re: New map features

Post by wallyweb »

BUG REPORT
tracerestrict-cirdan custom bridgeheads

1. I built three steel cantilever rail bridges
2. I converted the straight bridgehead tracks to diagonal
3. I placed signals on the bridgehead tracks
4. When I opened the tracerestrict dialogue on two of the bridgehead signals, the bridges converted to steel girder ... before coding.

The bridges are default OpenGFX.
tracerestrict-cirdan Bridges.png
tracerestrict-cirdan Bridges.png (77.73 KiB) Viewed 3421 times
Attachments
Tracerestrict - Cirdan Corp., 2nd Jan 1948.sav
(36.74 KiB) Downloaded 60 times
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JGR
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Re: New map features

Post by JGR »

Hafting wrote:Failed to run tracerestrict-cirdan, Cannot open file 'tracerestrict.grf'
This should be fixed now, I've moved it to bin/baseset/
bundle is a directory created by the install target.
wallyweb wrote:That worked. Thanks for the help. Here is the savegame/scenario package:
I will have a look at these in the coming days.

Edit:
Hafting wrote:Cannot generate maps, Assertion failed *h <= mh
It seems that the terrain generator generated a point of height 33, when the maximum for the parameters you've given is 32.
This seems a bit odd when you've set everything to max flatness.
I'm not really sure how the algorithm is supposed to work, it also looks like Cirdan has made a number of changes to it relative to trunk.

Edit 2:
wallyweb wrote:BUG REPORT
tracerestrict-cirdan custom bridgeheads

tracerestrict-cirdan custom bridgeheads

1. I built three steel cantilever rail bridges
2. I converted the straight bridgehead tracks to diagonal
3. I placed signals on the bridgehead tracks
4. When I opened the tracerestrict dialogue on two of the bridgehead signals, the bridges converted to steel girder ... before coding.

The bridges are default OpenGFX.
So far I've only managed to to change the bridge type by adding or removing instructions. Not sure how just opening the window would trigger it, not that that matters too much.
Probably the best thing to do is to add a check to disallow opening the window or issuing a modification action for bridge end tiles, as they seem to be using the same bit that I'm using to indicate whether or not a signal tile is restricted.

Edit 3: This should be fixed now.
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cirdan
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Re: New map features

Post by cirdan »

I have just pushed a couple of commits to the repo with fixes to two bugs reported by Hafting (here and here); details below.
romazoon wrote:
cirdan wrote:Is there anybody that will miss the old functionality of terraforming a square area of selectable size
I would miss it personnally, i know i use a lot the 2x2 or 3x3 land raise when it comes to some landscaping works in a scenario.
Note that you will not lose the ability to lower or raise large areas of land in one go; in fact, you will be able to do it more easily, since you will no longer be constrained to square shapes. Personally, I find it more convenient to drag the cursor than to move it to select a size and then back. So, my question is whether it would bother you to raise/lower the land in the scenario editor by dragging, as you do it during normal gameplay.
Hafting wrote:Cannot generate maps, Assertion failed *h <= mh
Oops, sorry, I forgot to adjust an assertion when I merged commit r27330 from openttd. This is the first bug that I fixed in today's update.
Hafting wrote:An AI script crashed.
And this is the second one. It happened on recursive loading of script libraries (which I had not tested).
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Re: New map features

Post by romazoon »

cirdan wrote: my question is whether it would bother you to raise/lower the land in the scenario editor by dragging, as you do it during normal gameplay.
imho it would bother because dragging is much slower than clicking, and so if you want to raise some land (more than one tile up) it s very handy to be able to do it with squares of 2 or 3 or even more (instead of just 1 tile as in a normal game).

I happened to build mountains in some of my scenario, and i always used 2x2 or 3x3 to raise high big chunk of land, BUT I would not use the drag in that situation because when it comes to build mountains you want some randomization . so raising land, with the 2x2 especially, allow some nice randomly shaped mountains in one go.

Of course the ability to drag is a nice addition, but i would prefer to keep the old behavior than being able to drag ( i don t know if you can keep both, the question would not be raised i supose if you could)
TrueSatan
Transport Coordinator
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Posts: 291
Joined: 16 Jul 2003 18:33

Re: New map features

Post by TrueSatan »

Wow again bug fixes :)
I start with adding JGR's patch first then I will add cirdans pure nmf.

Thanks again you 2 for the latest updates :bow:
Cheers

Edit 09/09/15, JGR Updated his patch repo so I deleted the old file and added the new build
Attachments
openttd-custom-ga54626df-UNIX.tar.xz
Version: ga54626df
Ubuntu 14.04 64bit
(4.62 MiB) Downloaded 48 times
openttd-custom-gda5805ff-tracerestrict-cirdan-UNIX.tar.xz
!!!!JGR patched !!!!!
Version: gda5805ff-tracerestrict
Ubuntu 14.04 64bit
(4.64 MiB) Downloaded 55 times
Last edited by TrueSatan on 09 Sep 2015 12:45, edited 1 time in total.
Eddi
Tycoon
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Joined: 17 Jan 2007 00:14

Re: New map features

Post by Eddi »

how about just adding a "drag&drop" button, similar to the one in the station menu? it would allow for easy switching between the two modes, as clearly each one has its advantages.
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wallyweb
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Location: Canada

Re: New map features

Post by wallyweb »

cirdan wrote:I have just pushed a couple of commits to the repo ...
:bow:
Here are the Windows 32bit binaries (The guarantee store is out of stock):
Attachments
OpenTTD-REBASED-r27339-ga54626df-Win32.7z
Cirdan's New Map Features
(5.44 MiB) Downloaded 49 times
OpenTTD-da5805ff-tracerestrict-cirdan-Win32.7z
JGR's tracerestrict
(5.46 MiB) Downloaded 50 times
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