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
looks nice
your contributions are really great frosch keep up the nice work
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
______________ My patches
check my wiki page (sticky button) for a complete list
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
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Music from the Bloody Time Zones
Mchl wrote:Like in: 'One small patch for a man, a giant leap for OpenTTD'?
Exactly!
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.
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
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
...
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.
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.
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.
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.
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.
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".
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.
NukeBuster
Transport Empire: The Transport Empire Linux effort
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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.
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