High sea level - tunnel under sea patch

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boekabart
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Post by boekabart »

boekabart wrote:Any opinions on this last issue?
peter1138 did have a strong opinion on the issue, so I went ahead and followed it.

... they remain canals, of course ...
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bb_deepwater_v24_r10089.diff
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boekabart
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Post by boekabart »

XeryusTC notified me of some compiler warnings (that MSVC doesn't generate, apparently).

Updated to r10091 ( the last rev before 'new blitters' ).

Edit: fixed one more warning.

Edit: updated diff to 10155, had to manually merge.
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bb_deepwater_v26_r10091.diff
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bb_deepwater_v26_r10097.diff
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bb_deepwater_v26_r10155.txt
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boekabart
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Post by boekabart »

Rubidium pointed out that the flooding drawing glitches don't just happen in editor when raising, but possibly also in-game when flooding some deep area.

So I've fixed this by drawing the water twice in the locations where glitches would occur: once on waterlevel, one on ground level.
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bb_deepwater_v27_r10162.diff
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FixedFloodingGlitches.png
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boekabart
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Post by boekabart »

I added gui to the new game / terragen dialog; it enables new games to use this feature (limited options only).
See screenshots! This finalizes my work, I hope, just in time for my vacation!
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The GUI
The GUI
SeaFloorGui.png (156.92 KiB) Viewed 6058 times
Default and advised setting: sea floor rises 1 level together with sea level, leaving landscape intact, no deep seas: easy tunneling!
Default and advised setting: sea floor rises 1 level together with sea level, leaving landscape intact, no deep seas: easy tunneling!
RaisedSeaFloor.png (292.33 KiB) Viewed 1035 times
Original behaviour
Original behaviour
SeaLevel0.png (254.63 KiB) Viewed 1026 times
Chicago Rail Authority
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Post by Chicago Rail Authority »

Nice job - have a great vacation! When will you be back?
Many thanks to those who make OTTD and TTDP possible.
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Post by boekabart »

And last but not least: a shot of the 'raised sea' setting, which raises the sea level by 1 after terragen, flooding the generated terrain 'more than original'.
Attachments
bb_deepwater_v30_r10412.diff
A candidate, is it?
(37.8 KiB) Downloaded 173 times
Floods a lot usually, creates new and deeper lakes also.
Floods a lot usually, creates new and deeper lakes also.
RaisedSeaLevel.png (275.59 KiB) Viewed 1402 times
boekabart
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Post by boekabart »

Chicago Rail Authority wrote:Nice job - have a great vacation! When will you be back?
Physically at the end of july, but very busy then until about 15 aug.... moving!
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Post by boekabart »

For completeness, hereby the win32 binary package (incl lang file).
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bb_deepwater_v30_r10412_win32.zip
Have a nice summer!
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athanasios
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Post by athanasios »

Cool! 8)
We need new graphics now.
Sliders to adjust values.
To fix the message 'already at sea level' as it doesn't make sense now... (any idea?)
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
boekabart
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Re: High sea level - tunnel under sea patch

Post by boekabart »

Bump! Updated the patch to r11127, see start post or http://www.tt-forums.net/download.php?id=78587!
chrissicom
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Re: High sea level - tunnel under sea patch

Post by chrissicom »

boekabart wrote:Bump! Updated the patch to r11127, see start post or http://www.tt-forums.net/download.php?id=78587!
Cool thing!! Now this patch will go into the next ChrisIN, the grass growth is working nicely already! :]
boekabart
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Re: High sea level - tunnel under sea patch

Post by boekabart »

chrissicom wrote:Cool thing!! Now this patch will go into the next ChrisIN, the grass growth is working nicely already! :]
I appreciate that! Looking forward to it!
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Re: High sea level - tunnel under sea patch

Post by chrissicom »

boekabart wrote:Bump! Updated the patch to r11127, see start post or http://www.tt-forums.net/download.php?id=78587!
I currently use this version in ChrisIN and another user and me were wondering how to get these rivers flowing down a hill. When I tried to convert a canal to a sea it only worked on seafloor level and when I am on seafloor level nothing can flow down anymore.
boekabart
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Re: High sea level - tunnel under sea patch

Post by boekabart »

chrissicom wrote:
boekabart wrote:Bump! Updated the patch to r11127, see start post or http://www.tt-forums.net/download.php?id=78587!
I currently use this version in ChrisIN and another user and me were wondering how to get these rivers flowing down a hill. When I tried to convert a canal to a sea it only worked on seafloor level and when I am on seafloor level nothing can flow down anymore.
Rivers aren't in there... That's why :)
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Re: High sea level - tunnel under sea patch

Post by chrissicom »

Haha ok good to know this for sure now :D I assumed something simple like that already :D
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Re: High sea level - tunnel under sea patch

Post by CMircea »

Umm, bump!

How's it going boekabart? Are you still interested in developing this patch?
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Re: High sea level - tunnel under sea patch

Post by boekabart »

Desolator wrote:Umm, bump! How's it going boekabart? Are you still interested in developing this patch?
That's not the question - the question is whether the devs are interested in including it :)
I split the patch into a couple of smaller, mergeable pieces a while ago but that didn't really help.
Is there any more work to be done on the patch, afaik it was pretty complete...
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Re: High sea level - tunnel under sea patch

Post by MarkyParky »

I dont speak for developers, but as 0.6.0 is beeing closing right now, I would expect, that developers will not include new features in such a scale now.
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Toni Babelony
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Re: High sea level - tunnel under sea patch

Post by Toni Babelony »

MarkyParky wrote:I dont speak for developers, but as 0.6.0 is beeing closing right now, I would expect, that developers will not include new features in such a scale now.
We still have the nightlies! :]
Retired JapanSet developer and creator of TIAS.
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Zephyris
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Re: High sea level - tunnel under sea patch

Post by Zephyris »

But developers are not going to be concentrating on adding new features from patches to nightlies when they are bugfixing for the 0.6 stable release...
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