SirXavius wrote:something should be there to let the player visually detect the heights of the land at the edge.
What about just an outline of the projected flat plane?
That looks like a nice alternative as well. but without actually seeing and playing with different solutions in-game, it's all a bit grasping at straws
I've uploaded v8 to the first post. Mostly internal changes, and there now is a small graphical glitch at the north borders. (the void tiles there don't cover everything in case the tiles at the border are sloped with the highest corner in the north). I hope someone can help me again with this, as I'm no good with the drawing code.
I've also introduced a patch setting to enable/disable terraforming edges. It's off by default for older savegames but can be enabled in-game (as long as there are no ships / buoys on the north edge)
Any comments on the 'looping world' suggestion? This would be cool to see, but requires that both extremes of the map should be synced or it would make nasty glitches.
Looping world = Don't know the exact game, it's the thing from civ2 that disables map borders, instead of reaching them you appear on the opposite extreme of the map.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
nicfer wrote:Any comments on the 'looping world' suggestion? This would be cool to see, but requires that both extremes of the map should be synced or it would make nasty glitches.
Looping world = Don't know the exact game, it's the thing from civ2 that disables map borders, instead of reaching them you appear on the opposite extreme of the map.
Korenn wrote:you're talking about a donut world. that doesn't have much to do with freeform edges, and I think it's been suggested before.
It sounds really good to me, but then it'd be a bit odd if you couldn't loop your trains round, i.e haev them go off the edge of the leftmost area and reappear on the rightmost area. Would work great for a map for the earth!
I've release v10. Some code changes and fixes, and the diff is a bit smaller again.
dihedral wrote:i am really impressed - this is a very nice patch Yexo
i just hope it is something the devs will like and perhaps see it one day in trunk - until then, lets do the best we can to get it ready for that!
personal suggestion would be a openttdcoop.dev game with it, to find as many bugs as we can - you know how that works, more eyes see more glitches
I think the patch is ready for a big test. Can we set up a testgame at the #openttdcoop.dev server? The cargodest test seems long forgotten (is it still running?)