TerraGenesis Perlin
Moderator: OpenTTD Developers
More pics from same generation. Plus scenario (r3993).
- Attachments
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- Unnamed, 5th Jan 1946 #5.png (86.02 KiB) Viewed 1686 times
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- Unnamed, 5th Jan 1946 #6.png (46.83 KiB) Viewed 1717 times
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- Gen38398.scn
- r3993, pb_ukrs.grf, pb_hovs_bus.grf, pb_viaduct.grf
- (229.72 KiB) Downloaded 347 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Absolutely incredible.
In this form I'd say it is already more than able to be incorporated into the svn. These lands look masterfull. Can't wait to play with this generator!
Good work, really good work. I'm keeping my eyes firmly fixed on this thread!
In this form I'd say it is already more than able to be incorporated into the svn. These lands look masterfull. Can't wait to play with this generator!
Good work, really good work. I'm keeping my eyes firmly fixed on this thread!
"I'm gonna rip his leg off and kick him with it!", Sanjuro, Shogo-MAD
- Ben_Robbins_
- Tycoon
- Posts: 1234
- Joined: 20 Nov 2005 01:56
- Location: Abu Dhabi, UAE
Patch updated.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Yup. I just didnt have time last night.AlienDNA wrote:Alright, then I humbly request another compiled win32 exe, so we can all test.
Thanks in advance!
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
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--- ==== --- === --- === ---
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Ooh, and if it could be compiled against the latest nightly, I'd be delighted. I noticed electrified railways implemented! And I can't load savegames or scenarios from old versions, because a while back they changed something in the savegames... That's why I'd like it with the new nightly 

"I'm gonna rip his leg off and kick him with it!", Sanjuro, Shogo-MAD
- BoominGranny
- Engineer
- Posts: 85
- Joined: 18 Apr 2006 02:16
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Just a suggestion - hit me if im jumping the gun here (ie. you already were planning this but you have a life and havn't had the hours to code it yet)
Would it be possible to extend TerraGenesis Perlin so:
1) Ability to generate an "islands" map type. so almost every city was on its own island??
2) to the current window - add starting date, add number of trees (ie tree groups aka forests but i intentionally didn't use that word), add number of towns, number of industry's per town, max number of industry's per each industry type.
Also city size - i imagine this in 4 dropdown boxes eg:
[1 city size] [2 quantity]
[3 city size] [4 quantity]
City size types - small citys, medium citys, large citys, huge citys
quantities - none, very low, low, medium, high
(This way you could generate citys the way another forum user here wanted - ie several huge citys and lots of little towns)
The above would still work if you wanted to just generate land, you could just set citys to none.
It would also ensure you get your game just the way you like it without going into the patches window to set the year, then difficulty window to set the number of towns etc...
Also (i am using mini intergated r4562)
i noticed that it sometimes produces radio transmitters and lighthouses really close together (see attached pictures) could you add a min distance to one another?
Would it be possible to extend TerraGenesis Perlin so:
1) Ability to generate an "islands" map type. so almost every city was on its own island??
2) to the current window - add starting date, add number of trees (ie tree groups aka forests but i intentionally didn't use that word), add number of towns, number of industry's per town, max number of industry's per each industry type.
Also city size - i imagine this in 4 dropdown boxes eg:
[1 city size] [2 quantity]
[3 city size] [4 quantity]
City size types - small citys, medium citys, large citys, huge citys
quantities - none, very low, low, medium, high
(This way you could generate citys the way another forum user here wanted - ie several huge citys and lots of little towns)
The above would still work if you wanted to just generate land, you could just set citys to none.
It would also ensure you get your game just the way you like it without going into the patches window to set the year, then difficulty window to set the number of towns etc...
Also (i am using mini intergated r4562)
i noticed that it sometimes produces radio transmitters and lighthouses really close together (see attached pictures) could you add a min distance to one another?
- Attachments
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- lighthouses.png (16.91 KiB) Viewed 1467 times
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- transmitters.png (21.41 KiB) Viewed 5184 times
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- Traffic Manager
- Posts: 138
- Joined: 28 Mar 2006 23:40
- Location: Finland
Yes, there is something odd about both the transmitter and lighthouse placing. But what is weird, is I havent touched it!Brianetta wrote:Or on small islands off-shore.Hairysteed wrote:Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
There is a minimum distance between transmitters; it is a tile-walk-path of 14. It should be bigger IMO, but I also want to add code to say that a transmitter should only be placed on a hill if 50% of the land within 3 squares is lower than its tile. (Should bias it to place transmitters on hilltops).
Similarly I want to bias lighthouses to only place if 70% of the tiles within 5 tiles are water. This should bias it to headlands that stick out, since a lighthouse on the edge of a straight shore should have 50% land. To be more than 50% implies it should be a headland of some sort (or island).
On a similar vein, I am a little disappointed with how often towns are built just outside the reach of shipping. I may introduce a bias to the town placement that if there is any water within 10 tiles, it moves the town centre to within 3 tiles of the water's edge.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
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--- ==== --- === --- === ---
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This is a very, very good idea. And a realistic one! Most of the towns were built near some kind of water basins - mostly rivers, but also lakes, ponds etc. And also, when there was a sea/ocean (richk67 wrote:On a similar vein, I am a little disappointed with how often towns are built just outside the reach of shipping. I may introduce a bias to the town placement that if there is any water within 10 tiles, it moves the town centre to within 3 tiles of the water's edge.

Here is something a little different - TGP with temperate snow.
Its a combination of the TGP patch (r4600) and the Snow In Temperate patch (r4601). Snow in Temperate works properly; it isnt just the graphics. Towns above the snowline need food to grow, tree types adjust to the snow line. Forests use the different snow/temp graphics dependent on the snowline, and some other industries have snowy ground tiles where needed.
Its a combination of the TGP patch (r4600) and the Snow In Temperate patch (r4601). Snow in Temperate works properly; it isnt just the graphics. Towns above the snowline need food to grow, tree types adjust to the snow line. Forests use the different snow/temp graphics dependent on the snowline, and some other industries have snowy ground tiles where needed.
- Attachments
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- TGP+snow_r4601.patch
- Combined TGP & Snow patch
- (47.5 KiB) Downloaded 271 times
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- Snow in Temperate with TGP land. Note the different houses & forests above/below snowline.
- TGP Snow, 25th Mar 2007.png (146.24 KiB) Viewed 6005 times
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- tempsnow.zip
- Partial Temperate/Snow tiles with permission by M.Blunck.
- (40.9 KiB) Downloaded 270 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
That is my dream...
Many thanks, richk!
I'll update my italian town patch to latest revision and i'll try combining both...

Many thanks, richk!
I'll update my italian town patch to latest revision and i'll try combining both...
Sidewinder
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Oops... oh yeah! Until we get industries in any climate, I'd better remove that bit! Dunno what came over me!Brianetta wrote:Where does one find food in a temperate climate game?
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Unfortunately desert and snow are mutual exclusive.Jango wrote:i personally would like to see all the industries in the original game (baring toyland) and maybe all the vehicles too, all within the temperate climate - maybe even with some desert
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
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