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
nicfer
Director
Director
Posts: 529
Joined: 03 May 2005 20:50
Location: Somewhere in a country called Argentina

Post by nicfer »

Well I don't like this type of rivers... maybe we should do more like TTDP ones? I think that the canals code can be copied and modified so it becomes buildable only on scenario editor, and replace the locks with the waterfalls.

Oh, and we should steal aquaducts from TTDPatch :D.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO

Formerly known as UnderBuilder.

MyMiniCity
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

Nah... OTTD needs it's own 'better' ones. :P
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

I've updated the patch to use the same style rivers as the TTDPatch rivers: non-flooding ones.

I've also made (myself!!) some makeshift riverbank graphics by coloring the canal graphics.

See attachments!
Attachments
I love GOOOLD!
I love GOOOLD!
SafeRivers.png (17.99 KiB) Viewed 8215 times
riversw.grf
sloped water and river banks
(7.23 KiB) Downloaded 315 times
boekabart_deepwater_9.diff
against r9905
(27.5 KiB) Downloaded 324 times
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Yet another update, changed a lot of code internally, fixed some bugs.

Changed the water transparency code, see shot. I personally like it a lot better than before!!
Attachments
newDeepTransparency.png
newDeepTransparency.png (33.66 KiB) Viewed 8114 times
boekabart_deepwater_13.diff
(31.93 KiB) Downloaded 323 times
Red.xiii
Engineer
Engineer
Posts: 93
Joined: 11 Jan 2005 13:33

Post by Red.xiii »

boekabart wrote:I've updated the patch to use the same style rivers as the TTDPatch rivers: non-flooding ones.
Yes. That confirms it, you are a legend!!!

Many thanks :D
Image
Chicago Rail Authority
Traffic Manager
Traffic Manager
Posts: 134
Joined: 09 Nov 2006 23:38

Post by Chicago Rail Authority »

Great job on the updates!

With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?

Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion ;)
Many thanks to those who make OTTD and TTDP possible.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Chicago Rail Authority wrote:With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?
People don't build rivers, nature does. People build canals. That's my opinion ;)
Chicago Rail Authority wrote:Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion ;)
Could not possibly agree more. I'd like an extra button too. 2 in fact: 1 for sea and 1 for river. Maybe someone can make the grf, then I can add the code.
Chicago Rail Authority
Traffic Manager
Traffic Manager
Posts: 134
Joined: 09 Nov 2006 23:38

Post by Chicago Rail Authority »

boekabart wrote:
Chicago Rail Authority wrote:With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?
People don't build rivers, nature does. People build canals. That's my opinion ;)
Perhaps a compromise? Maybe within the scenario editor players could have the ability to flood and/or build rivers tile-by-tile. Within the game itself, I would prefer to have the ability to build either type (tile-by-tile to prevent the aforementioned multiplayer issues)... Canals for functional shipping lanes, and rivers (again, tile-by-tile) to build up the aesthetics of the map while playing.
Chicago Rail Authority wrote:Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion ;)
Could not possibly agree more. I'd like an extra button too. 2 in fact: 1 for sea and 1 for river. Maybe someone can make the grf, then I can add the code.
GRF Graphics: Perhaps MB would allow you to get an advance copy of a single river tile that you could shrink down for the purpose of using it as a toolbar button?

GRF Code: I don't know enough NFO to help you out on this one, sorry.
Many thanks to those who make OTTD and TTDP possible.
mikeel
Engineer
Engineer
Posts: 69
Joined: 03 Jun 2002 09:55

Post by mikeel »

i still prefer the flooding patch, maybe with some corrections
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Update: I'm going to strip my patch back to do just the high sea level, no rivers or anything else.
Then I hope it gets committed.

Then, I want to make rivers/lakes as a separate patch, in the way that the ttdpatch devs also want to do it: Just like canals, but with different graphics, and only buildable in scenario editor.

Now I just need the time to do it. I'll keep you updated!
User avatar
PouncingAnt
Transport Coordinator
Transport Coordinator
Posts: 357
Joined: 09 Nov 2004 22:33

Post by PouncingAnt »

I think that is a tremendous idea. After all, I'd love to see these patches in the trunk
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4

Or try my scenario instead!

-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"

Patches:
Company Station Stats
Bot_40
Engineer
Engineer
Posts: 105
Joined: 27 Jan 2005 18:56
Contact:

Post by Bot_40 »

Great news, keep up the good work. Eagerly awaiting the day this hits the trunk!
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

OK, hereby the update.

Removed River stuff, and cleaned out a lot. TODO: remove patches variable and move UI to landscape ui of editor, saving _current_sealevel to savegames. note: your savegames/scenario with this patch WILL become useless. Sorry :)
Attachments
bb_deepwater_v17_r10077.diff
(27.31 KiB) Downloaded 242 times
mikeel
Engineer
Engineer
Posts: 69
Joined: 03 Jun 2002 09:55

Post by mikeel »

i feel stupid but i don't understand how can i see how much is deep the water
Chicago Rail Authority
Traffic Manager
Traffic Manager
Posts: 134
Joined: 09 Nov 2006 23:38

Post by Chicago Rail Authority »

First, glad to hear that this is still actively being developed. Keep up the great work!!!


Regarding the construction process...
boekabart wrote:...and only buildable in scenario editor.
Any chance of a compromise to allow a patch toggle switch for players who want to be able to build rivers during games? I can appreciate your aspirations for realism and, afterall, it is your patch :)... I just know that I find myself playing for hours and would prefer not to have to save and exit to the scenario editor just to add some features to the map when things like canals and other land changes are already possible within the game itself.
Many thanks to those who make OTTD and TTDP possible.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Chicago Rail Authority wrote:would prefer not to have to save and exit to the scenario editor just to add some features to the map when things like canals and other land changes are already possible within the game itself.
Fair point.. I'll consider making it a patch option.
Chicago Rail Authority
Traffic Manager
Traffic Manager
Posts: 134
Joined: 09 Nov 2006 23:38

Post by Chicago Rail Authority »

boekabart wrote:Fair point.. I'll consider making it a patch option.
Thanks :). Speaking just for myself, I'd even be happy with the ability to set a yes/no option within the *.cfg if a true in-game configurable option is a sticking point.
Many thanks to those who make OTTD and TTDP possible.
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Chicago Rail Authority wrote:Speaking just for myself, I'd even be happy with the ability to set a yes/no option within the *.cfg if a true in-game configurable option is a sticking point.
Making a patch option available in the patches menu is easier than adding the patch option, so that's no problem.

In answer to an above question: press X to enable water 'transparency' so you can see how deep it is.

Updated the patch, did only cleaning up and updated to r10085.
Still todo: removing the sealevel patch option and making a proper gui for raising/lowering. Had less time than I hoped this weekend :(
Attachments
bb_deepwater_v18_r10085.diff
(26.8 KiB) Downloaded 325 times
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Updated coding style and fixed a small bug: could make 'flat sea' of some coast tiles. r10089
Attachments
bb_deepwater_v20_r10089.diff
(27.06 KiB) Downloaded 218 times
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Post by boekabart »

Removed the whole patch thing; _map_sealevel is now a savegame variable. In scenario editor, added 2 gui buttons to raise and lower the sea level.

Only known issue: definition of 'canals' was changed a while ago: canals must be owned by 'none' or 'player'. Until now, the old definition was still supported by lots of ugly ifs (if water-owned water and level > sealevel, canal).
Now strictly defined: if water is owned by water, it's SEA. so, in very old savegames (like opening game) some canals may turn into clear water. It won't flood though, since they are above sea level.
Possible solution: 1) fixcode in AfterLoadGame, that makes them NONE owner, or 2) wait for rivers to be implemented and they will become nice looking rivers :)
Any opinions on this last issue?
Attachments
bb_deepwater_v23_r10089.diff
(27.24 KiB) Downloaded 218 times
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 13 guests