Yet another autoslope patch (in trunk since r11107)

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frosch
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Re: Yet another autoslope patch (90 percent complete)

Post by frosch »

Acerbus wrote:So now that you've gotten this done, what will happen to the horizontal/vertical foundations patch you were working on?
Well, since r11128 (again thanks Rubidium) the halftile-foundation-patch does no longer overlap with other patches, that are WIPs. But next weekend I am busy...

But because it is you: I have collected some screenies from my last savegames with that branch. They show your anti-zig-zag foundations in action :)
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Acerbus' anti-zig-zag-foundations in action
Acerbus' anti-zig-zag-foundations in action
halftile3.png (179.67 KiB) Viewed 904 times
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Roujin »

looks nice :lol:
your contributions are really great frosch :) :) keep up the nice work :D
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Maedhros »

Wow. That's looking fantastic. :D
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Re: Yet another autoslope patch (in trunk since r11107)

Post by belugas »

Like... WOW!

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Re: Yet another autoslope patch (90 percent complete)

Post by Acerbus »

This is probably one of the most awesome things ever conceived in the history of mankind :shock:
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Re: Yet another autoslope patch (90 percent complete)

Post by Mchl »

Acerbus wrote:This is probably one of the most awesome things ever conceived in the history of mankind :shock:
Like in: 'One small patch for a man, a giant leap for OpenTTD'? :)
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Re: Yet another autoslope patch (90 percent complete)

Post by Acerbus »

Mchl wrote:Like in: 'One small patch for a man, a giant leap for OpenTTD'? :)
Exactly! :D

But seriously, this feature adds so much from the aesthetic standpoint alone that it is simply amazing. Kinda weird as it is quite a simple idea as such.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Aydan »

Awesome patch indeed.

Would it be possible to extend it to allow building under slopes and also to switch between under/on slope on a tile?
This might come in handy when you want to change level along a slope.
for build under slopes look here
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Rubidium »

Aydan wrote:for build under slopes look here
That is absolutely NOT what you want. As it's just autoslopes named wrong.
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Re: Yet another autoslope patch (90 percent complete)

Post by Ailure »

frosch wrote:But because it is you: I have collected some screenies from my last savegames with that branch. They show your anti-zig-zag foundations in action :)
...:o

You resolved probably one of my biggest pet peeves with the foundations in the game. I love how handy the foundations are, but now how they tend to look ugly in certain situations... until now. :P
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Aydan »

Rubidium wrote:
Aydan wrote:for build under slopes look here
That is absolutely NOT what you want. As it's just autoslopes named wrong.
True. But I can't seem to find the correct one although I remember it being somewhere.
Hope you get the idea anyway.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by frosch »

Did you mean that?
http://www.tt-forums.net/viewtopic.php? ... a&start=33
That is a complete different thing. It is more like cliffs than autoslope. And it will cause even more visibility problems than my halftile-foundations-patch does.
Second in my opinion such a "build under slope" is very rarely needed. Most time autoslope will do the job.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Aydan »

Sort of. I meant to be able to build road/rail on the lower level of a slope. And to build a ramp from the lower to the upper level within the slope. This would amout to having a "cliff" of height 1 next to the tile.
Useful in this situation. You go up a slope with a rail and then want to turn along the slope. Nowadays you'd have to carve out at least two half tiles to have a level place for the turn. With build under slopes you wouldn't need that. ou could just build the turn into the slope.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by frosch »

Aydan wrote:This would amout to having a "cliff" of height 1 next to the tile.
But if there is a foundation on the next neighboured tile, you will get a cliff of height 2. On the backside of a hill you will have no chance to see vehicles, or what you are currently building there.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by Acerbus »

frosch wrote:But if there is a foundation on the next neighboured tile, you will get a cliff of height 2. On the backside of a hill you will have no chance to see vehicles, or what you are currently building there.
I remember hearing of a possible rotating viewpoint patch somewhere. If it was ever made, then the problem would be solved.
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Re: Yet another autoslope patch (in trunk since r11107)

Post by vanOekelen »

Acerbus wrote:
frosch wrote:But if there is a foundation on the next neighboured tile, you will get a cliff of height 2. On the backside of a hill you will have no chance to see vehicles, or what you are currently building there.
I remember hearing of a possible rotating viewpoint patch somewhere. If it was ever made, then the problem would be solved.
As long as there aren't sprites for every building for every direction it won't be possible to make a working "rotation-patch".
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Re: Yet another autoslope patch (90 percent complete)

Post by NukeBuster »

frosch wrote:
Acerbus wrote:So now that you've gotten this done, what will happen to the horizontal/vertical foundations patch you were working on?
Well, since r11128 (again thanks Rubidium) the halftile-foundation-patch does no longer overlap with other patches, that are WIPs. But next weekend I am busy...

But because it is you: I have collected some screenies from my last savegames with that branch. They show your anti-zig-zag foundations in action :)
I really hope you will release a patch file soon, I can't wait to play with that awesome feature.
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Re: Yet another autoslope patch (90 percent complete)

Post by Acerbus »

NukeBuster wrote:I really hope you will release a patch file soon, I can't wait to play with that awesome feature.
Judging by the devs' reactions, soon you won't have to have a patch file to play it.
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Re: Yet another autoslope patch (90 percent complete)

Post by NukeBuster »

Acerbus wrote: Judging by the devs' reactions, soon you won't have to have a patch file to play it.
He'd still need to release it first ;)
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Re: Yet another autoslope patch (90 percent complete)

Post by belugas »

NukeBuster wrote:He'd still need to release it first ;)
No matter how he did it, I'm pretty much convinced it must have been done the Right Way (tm).
And I suspect somehow that he did not released it yet just because he does not feel comfortable enough about his code. Which is absolutely fine, in my point of view.
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