Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Wed Feb 20, 2019 6:44 pm

All times are UTC




Post new topic  Reply to topic  [ 125 posts ]  Go to page 1 2 3 4 57 Next
Author Message
PostPosted: Fri Apr 20, 2007 1:16 pm 
Offline
Transport Coordinator
Transport Coordinator

Joined: Thu Aug 25, 2005 9:44 am
Posts: 333
Location: Eindhoven, Netherlands
[Edit: latest version, v9, here: viewtopic.php?p=589267#589267]

Don't have time to describe it here again at this moment:

Please see http://boekabart.googlepages.com/sealevel for more.

Edit: Even more at http://boekabart.googlepages.com/deepwater . Find an updated title screen there.

Edit Latest diff, v27 r 10162, with fixed sea floor drawing: http://www.tt-forums.net/download.php?id=72625

Edit Started redevelopment!


Attachments:
SeaTunnel (3).png
SeaTunnel (3).png [ 26.29 KiB | Viewed 24803 times ]
File comment: Bumped patch to r11127
bb_deepwater_v30_r11127.diff [37.92 KiB]
Downloaded 588 times
File comment: guiless: 64x64 maps have sealevel 1, others sealevel 0
Only drawing and flooding implemented so far, no dock/buoy/rig/depot support yet, for example.

boekabart_deepwater2009_v0.1_r17815.diff [19.92 KiB]
Downloaded 195 times


Last edited by boekabart on Tue Oct 20, 2009 11:14 am, edited 8 times in total.
Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 1:49 pm 
Offline
Transport Coordinator
Transport Coordinator

Joined: Sat Jun 05, 2004 6:48 pm
Posts: 361
Location: London UK
WOW

_________________
Image


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 3:43 pm 
Offline
TTDPatch Developer
TTDPatch Developer

Joined: Wed Feb 18, 2004 3:06 am
Posts: 10285
What happens when the sea floods into a sub-sea-level area?

_________________
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 4:27 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Apr 24, 2004 10:43 am
Posts: 2007
Location: Venezia - Italia
DaleStan wrote:
What happens when the sea floods into a sub-sea-level area?
maybe destroy and terraform?

_________________
ImageImage
ImageImage
ImageImage
newgrf tests, see: newgrf test topic, my patches: Wolf01's Hire Point
Italian TTD Forum
Wiki Page


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 4:33 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Tue Apr 05, 2005 1:48 am
Posts: 1507
Location: Deep down the deepest blue
Or more place for fish and divers ? :lol:

_________________
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


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 4:53 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 10, 2002 8:36 pm
Posts: 7571
Skype: Bornacorn
Location: Wrexham, Wales
DaleStan wrote:
What happens when the sea floods into a sub-sea-level area?


He has a screenshot on the link he posted. It seems to just bulldoze anything below, but stay in the air.

_________________
Image
FacebookFlickr PhotosBlogTwitterHosting


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 6:28 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 01, 2006 3:15 pm
Posts: 1166
Location: Sydney, AUS
Well, it looks like its en-route to flatten the town... :?


Top
   
 Post subject:
PostPosted: Fri Apr 20, 2007 11:49 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 23, 2005 12:09 am
Posts: 3138
Nice!
Please consider that sea has depth also. So for long tunnel it is OK, but for short tunnel like in the screen capture you posted entrance should be 1 level deeper.

_________________
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 9:27 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Thu Aug 25, 2005 9:44 am
Posts: 333
Location: Eindhoven, Netherlands
athanasios wrote:
Nice!
Please consider that sea has depth also. So for long tunnel it is OK, but for short tunnel like in the screen capture you posted entrance should be 1 level deeper.
Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 9:29 am 
Offline
Traffic Manager
Traffic Manager

Joined: Sat Jan 28, 2006 3:00 pm
Posts: 152
boekabart wrote:
Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.


But this way bridges over water have to raise and lower to get over water.

edit: this won't be possible anymore:


Attachments:
Screenshot-1.png
Screenshot-1.png [ 38.97 KiB | Viewed 24278 times ]
Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 9:32 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Thu Aug 25, 2005 9:44 am
Posts: 333
Location: Eindhoven, Netherlands
Leviath.NL wrote:
boekabart wrote:
Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.


But this way bridges over water have to raise and lower to get over water.
I don't get what you mean by that. I'll try to make a mockup shot. Offtopic: But you do live really close to me (i'm actually in Wijchen).

Edit: Now I know: raising the water by a couple of pixels requires re-working of all bridge-pillar and bridge-head graphics...


Last edited by boekabart on Sun Apr 22, 2007 10:04 am, edited 1 time in total.

Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 9:54 am 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Tue Nov 09, 2004 10:33 pm
Posts: 357
:lol: I think we need graphics for a tidal-wave front so that the sea isnt hanging in the air (muahaha).

Seriously good job on this one^^ I hope it becomes workable in the future

_________________
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4

Or try my scenario instead!

-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"

Patches:
Company Station Stats


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 10:06 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Thu Aug 25, 2005 9:44 am
Posts: 333
Location: Eindhoven, Netherlands
Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 11:41 am 
Offline
Tycoon
Tycoon

Joined: Mon Jul 10, 2006 12:43 am
Posts: 1808
Location: Spain
Is a very good idea, It can be used in MiniIn or other version of OTTD.

_________________
Sorry if my english is too poor, I want learn it, but it isn't too easy.


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 12:08 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Tue Apr 05, 2005 1:48 am
Posts: 1507
Location: Deep down the deepest blue
maquinista wrote:
Is a very good idea, It can be used in MiniIn or other version of OTTD.

MiniIN is dead and has NEVER been a version of OpenTTD.

_________________
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


Top
   
 Post subject:
PostPosted: Sun Apr 22, 2007 10:00 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 23, 2005 12:09 am
Posts: 3138
boekabart wrote:
Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?


I didn't mean your patch should not be used as it is right now, and I hope it makes it quickly into the trunk. Yet it needs to be corrected in the future and the same applies for the under canals tunnels. I mentioned it, thinking you might find a way to solve the problem.

_________________
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.


Top
   
 Post subject:
PostPosted: Mon Apr 23, 2007 5:27 am 
Offline
Transport Coordinator
Transport Coordinator

Joined: Thu Aug 25, 2005 9:44 am
Posts: 333
Location: Eindhoven, Netherlands
athanasios wrote:
boekabart wrote:
Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?


I didn't mean your patch should not be used as it is right now, and I hope it makes it quickly into the trunk. Yet it needs to be corrected in the future and the same applies for the under canals tunnels. I mentioned it, thinking you might find a way to solve the problem.
No, your point is good and taken, and the solution is (in theory) quite simple: don't allow tunneling directly under canals, and don't allow shipping through 0-deep water (thereby forcing you to keep water deeper and dig your tunnel deeper). Maybe turn 0-deep water into swamps?


Top
   
 Post subject:
PostPosted: Mon Apr 23, 2007 6:54 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Apr 02, 2005 7:01 am
Posts: 3679
Location: Sydney NSW Antipodea
I hope this is an option that I can leave off. Ie be able to have underwater tunnels but not the other stuff.

_________________
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/


Top
   
 Post subject:
PostPosted: Mon Apr 23, 2007 6:56 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 20, 2004 10:45 pm
Posts: 11491
Location: Black Mesa Research Facility - New Mexico
:shock: Cool! And I was almost thinking it was impossible... :P

I think this could maybe be implemented, and when the idea is refined about making it more realistic (inline with canals) then this patch can be updated maybe. :)

_________________
Image
Authority is something you deserve, not something you impose. -Wile E. Coyote (TT-Forums member)


Top
   
 Post subject:
PostPosted: Mon Apr 23, 2007 10:25 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 01, 2006 3:15 pm
Posts: 1166
Location: Sydney, AUS
I like the thoughts behind this. I think its a great progression here. I also agree that if we can, make it so that you need at least one vertical unit in between...
boekabart wrote:
Maybe turn 0-deep water into swamps?

Now thats also a good idea. :)


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 125 posts ]  Go to page 1 2 3 4 57 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2019 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2019.
Hosted by Zernebok Hosting.