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Re: Freeform map edges (v7)

Posted: 27 Dec 2008 23:24
by Korenn
AndersI wrote:
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 :)

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 01:14
by Yexo
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)

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 09:39
by Ammler
Now, we could make a "maps matrix" and let trains drive over multiple maps (servers) ;-)

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 10:46
by CommanderZ
Ammler wrote:Now, we could make a "maps matrix" and let trains drive over multiple maps (servers) ;-)
You have ever seen someone completely service 2048*2048 map? :roll:

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 12:11
by dihedral
#openttdcoop usually only stops a game when the map is finished (plan fulfilled) or if it fails!

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 12:25
by CommanderZ
dihedral wrote:#openttdcoop usually only stops a game when the map is finished (plan fulfilled) or if it fails!
And do you play 2048^2s?

Re: Freeform map edges (v8)

Posted: 30 Dec 2008 13:42
by Ammler
We are a little OT here...

My statement was more meant as "unserious" dream or how you like to call that.... 8)

Re: Freeform map edges (v8)

Posted: 01 Jan 2009 03:24
by nicfer
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.

Re: Freeform map edges (v8)

Posted: 01 Jan 2009 12:12
by Korenn
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.

Re: Freeform map edges (v8)

Posted: 01 Jan 2009 14:44
by StopRightThere
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! 8)

Re: Freeform map edges

Posted: 05 Jan 2009 00:49
by Yexo
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 :-P
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?)

Re: Freeform map edges (v10)

Posted: 05 Jan 2009 19:27
by Ammler
Image

Re: Freeform map edges (v10)

Posted: 05 Jan 2009 19:32
by Yexo
Attached is a windows binary, and above a linux binary by Ammler. I hope some people will join to help test this patch.

And another small bugfix, v12 can be found in the first post.

Re: Freeform map edges (v13)

Posted: 11 Jan 2009 18:22
by Terkhen
I'll add it to my next build to try it in a long game. Is there something specific that needs to be tested?

Re: Freeform map edges

Posted: 14 Jan 2009 23:51
by Yexo
I've updated the patch to r15086 and submitted it to flyspray: http://bugs.openttd.org/task/2541

Re: Freeform map edges

Posted: 21 Jan 2009 03:19
by stevenh
Yey! Trunk!

Re: Freeform map edges (in trunk since 15190)

Posted: 21 Jan 2009 07:58
by Timitry
Cool, i'm just compiling OpenTTD to test this cool new feature :)
Thank you, Yexo!

Re: Freeform map edges (in trunk since 15190)

Posted: 21 Jan 2009 09:56
by Acerbus
Nice, can't wait for the nightly!

Re: Freeform map edges (in trunk since 15190)

Posted: 21 Jan 2009 10:37
by CommanderZ
congrats :) great job.

Re: Freeform map edges (in trunk since 15190)

Posted: 21 Jan 2009 11:27
by Terkhen
Great work Yexo! I loved this patch.