
Just the train when it arrives at the edge of the map, appears on the other side.
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You could play on a bigger map and have the same result. Linking maps while keeping them separate is not possible, as calculations would still need to be done for both maps (although drawing and stuff is not needed for one of them).Gwyd wrote:This is a very interesting concept, but I think it'd be more useful if you could go between/link maps
kamnet wrote:Design your maps or scenarios using polar projection?
Yes !agentw4b wrote:kamnet wrote:Design your maps or scenarios using polar projection?
Earth is Flat ?
Drury wrote:Yes !agentw4b wrote:kamnet wrote:Design your maps or scenarios using polar projection?
Earth is Flat ?
That'd be an interesting way to play. Certainly should be possible (with a lot of editing / patching). Although you'd need to make sure you had tracks setup at the other side of the map. It'd be hard to make sure you have properly aligned tracks at the other side of the map.agentw4b wrote: Just the train when it arrives at the edge of the map, appears on the other side.
Hmm. Would probably require a pathfinder specifically wrote for this purpose, clone another one then edit it to your needs. Not sure it'd work with a normal 'earth' in openTTD after modification, with any sort of efficiency.Leanden wrote: Rewriting the pathfinder to crossover the map edges to the other side would be the challenge
I suspect that'd be more patching than just making the train appear at the other side, more graphic stuff in my experience takes more work.Gwyd wrote:What if the map actually wrapped around, so at the left, the right would start again. This would mean old pathfinders work... Maybe. This is why I dont do patches.
When you see this done in a game (like in Civilization games), what they actually do is just have a regular rectangular map and teleport things from one side to the other at the edges (which is the original suggestion anyways), it's just made to look seamless by rendering the edge bits from the other side when needed. There isn't really a magical way to have looping maps without this workaround.Gwyd wrote:What if the map actually wrapped around, so at the left, the right would start again. This would mean old pathfinders work... Maybe. This is why I dont do patches.
No it would literally require no modification. Pathfinder works over abstract graphs which don't care about space-time geometry, and a piece of rail going to the other side of the map over the edge is not in any way different from a piece of rail simply going from left to right in an ordinary fashion. Same logic applies to rails that loop over the edge of the map - loops are already well handled in ordinary maps.Redirect Left wrote:Hmm. Would probably require a pathfinder specifically wrote for this purpose, clone another one then edit it to your needs. Not sure it'd work with a normal 'earth' in openTTD after modification, with any sort of efficiency.Leanden wrote: Rewriting the pathfinder to crossover the map edges to the other side would be the challenge
This is not at all complicated, I wrote it some years ago not for OpenTTD. All you need is the access of the map (be it read or write) to be wrapped in a function. The function translates any false coordinates to correct coordinates. Then make sure all scripts always use this function and everything rolls just fine without big changes of the core code, yet the game "world" becomes infinite beyond the edges.raidho36 wrote:Redirect Left wrote:Leanden wrote: Rewriting the pathfinder to crossover the map edges to the other side would be the challenge
while it might not be strictly "better", there's also nothing in your argument that would make it worse
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