Nah, not going to do that, but thanks
We're not going to remove the ability to create 'very flat' or 'flat' maps just because one poster has written some walls of text here.
That would be odd.
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Nah, not going to do that, but thanks
Glad to hear it.
Simple disagreement about what 'very flat' and 'flat' should mean, plus quite a lot of noise.
1. Set terrain type will not be related to the name.
The question is whether the right way is to create further restrictions and remove the various possibilities that have been in this game for the greater period of its existence?Michi_cc wrote: ↑20 Feb 2021 17:42 Those differences have been carried over to OTTD, even if the terragenesis terrain generator was always iffy in regards to the map differences. The inclusion of more height levels threw it totally out of wack. The recent change simply restores some of the climate differences present in the original game.
I think this project can have very nice possibilities and it is really interesting. I would like to use here a few : and ), even D, but they are in temporary quarantine...TrueBrain wrote: ↑19 Feb 2021 10:14 I might have gone a bit overboard with this, but: https://gist.github.com/TrueBrain/717ec ... dc5b2e507e
That would be a lot better for 99.9% of the players, I think Still rough outlines (well, wireframes) so be gentle
Oops ... It is my mistake. I'm sorry. I did tests on several versions at the same time and had to transfer the default settings from an earlier version. Sorry again.TrueBrain wrote: ↑19 Feb 2021 10:46 please make sure you are using default settings. You say you do, but your image shows you are not In 1.11 the default snowline height changed to 10 (this was part of the same change as changing the terrain generator). This will fix a lot of weirdness going on in the default (!) map generation.
I said it before, and I say it again: nobody really understands what "max height" does. You for sure are misunderstanding its functionality (it does NOT set the height of the ground). It also doesn't belong in that GUI, so that is not on you, but on who-ever put it there. It is a s*** setting .. but I said that a few times in this topic already
Yes, I should know, but I got suckered in. I panicked a little because I like to play in arctic but I never use a setting bumpier than hilly.
I have a lot of doubts if you really know who you are quoting.
Seriously? Somehow I can clearly see how the setting influences the obtained effect. There's no magic here, it's repetitive, so what's the problem? Maybe instead of sitting in the code nonstop, you would play and check how these settings and changes affect the game? I really get the feeling that you don't even test some solutions.
I do ...
Nuke it ...and all functions related to it ... it does nothing but chop peaks ...
it made sense at the time ... looking back it does not
Hihi, I like that name And in a sense, it is also what it is doing. Just also a bit misleading, as it strongly depends on other settings whether you see that effect or not
I do like the way you word it; a lot better than I did Cheers!
I would to say no. The mountains don't always end in a plateau, so it doesn't make sense. However, it is possible to make the height setting the real height setting - just adjust the height limit available to the player to the selected type of terrain and the size of the map. Changes to the algorithms are not necessary. It seems very simple and would really give the visible results that the player sets. You will set a height of 25 - you have mountains with a height of 25 or slightly lower. But, I think it would be worth making some changes to the algorithm because...
In fact, 128x128 maps with alpine terrain type in temperate climates will not be taller than 18 in height, even if you set 255 height (limit).
Leaving it alone is a good approach As the answer is .. euh .. "difficult". The terrain generator, called TGP, is a Perlin Noise (https://en.wikipedia.org/wiki/Perlin_noise) generator. Often you stack several layers of this noise on top of each other to get beautiful effects. "variety distribution" is a setting to add more of such layers to create extra effects. What it does exactly .. well, I can quote you two places that try to explain it.
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(TerraGenesis only) Control whether the map contains both mountainous and flat areas. Since this only makes the map flatter, other settings should be set to mountainous
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* Additional map variety is provided by applying different curve maps * to different parts of the map. A randomized low resolution grid contains * which curve map to use on each part of the make. This filtered non-linearly * to smooth out transitions between curves, so each tile could have between * 100% of one map applied or 25% of four maps. * * The curve maps define different land styles, i.e. lakes, low-lands, hills * and mountain ranges, although these are dependent on the landscape style * chosen as well. * * The level parameter dictates the resolution of the grid. A low resolution * grid will result in larger continuous areas of a land style, a higher * resolution grid splits the style into smaller areas. * @param level Rough indication of the size of the grid sections to style. Small level means large grid sections.
i think there was a thing with varying snowline that makes a default of 255 impractical.
You are correct. The snowline height set by NewGRFs are scaled towards the height limit. But that should be an easy fix to make that scale to the highest peak generated, honestly Just not sure that is the intention .. the snowline height NewGRF prop is a bit unclear to me .. so yeah, it is not as trivial as just changing the value
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