REQUEST to artists: Ship lift sprites
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Probably because you can build water with this new feature, even without raising the land first.
Building the dikes automatically provide a saveguard against flood, although the canals can't actually flood the surrouding land anyhow.
But it just looks better.
Beside having to raise the land first, creates the need to have enough room to do so.
Building the dikes automatically provide a saveguard against flood, although the canals can't actually flood the surrouding land anyhow.
But it just looks better.
Beside having to raise the land first, creates the need to have enough room to do so.
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Docks need a small piece of cliff to work, thats a limit I can't change...
Indeed you would need more space,
but the main reason is that I don't want to touch again the flood routine as I already said in this thread it's not well programmed
and to change it would need a lot more work.
This feature already takes to long for me personally,
if someone wants to take the bugfixing part, he can get the sources ... (I don't need a ghostwriter but a ghostprogrammer )
Todo:
Removeing function doesn't work, shiplifts can be flooded :/ ,
shiplifts are affected by rising lowering land, that shouldn't happen, but it does. Have to look why shipdepots aren't flooded...
Some 3D Boxes as George told me aren't right, so the shiplift sprites need a fixing...
After alpha release:
Fixing visual support, dikes, maybe add a water icon to buyland tool...
Indeed you would need more space,
but the main reason is that I don't want to touch again the flood routine as I already said in this thread it's not well programmed
and to change it would need a lot more work.
This feature already takes to long for me personally,
if someone wants to take the bugfixing part, he can get the sources ... (I don't need a ghostwriter but a ghostprogrammer )
Todo:
Removeing function doesn't work, shiplifts can be flooded :/ ,
shiplifts are affected by rising lowering land, that shouldn't happen, but it does. Have to look why shipdepots aren't flooded...
Some 3D Boxes as George told me aren't right, so the shiplift sprites need a fixing...
After alpha release:
Fixing visual support, dikes, maybe add a water icon to buyland tool...
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ouf! sorry...eis_os wrote:as I already said in this thread
I personally don't care if waters present such an enormous superfidial tension that they aren't spilt down over the slopes. anyway you've got to put the ship-lift on the slope to let the ship pass so I don't see much problem in using original flood routine. (I would even not mind if ships go up the river without help of the lift even though they would look like trauts or something going up the river if the sloping part continues too long...) but well... you people are seeking another way.
We already had this here:
http://www.tt-forums.net/viewtopic.php?p=123134#123134
I repeat again: I haven't changed the flood routine.
TTD only supports the stuff you see. TTDs flood routine stops if the tile is above the sealevel.
(Sometimes users make me angry, please read what I explain to you
Or in other words, why is it so hard to put information in your heads sometimes )
Ohh, and before you cry a reference: http://www.tt-forums.net/viewtopic.php?p=130429#130429
Again: The canal patch doesn't touch the flood routine in TTD.
And again: If I would remove the test if is higher than seelevel, TTD would start flooding behind the coast tiles.
http://www.tt-forums.net/viewtopic.php?p=123134#123134
I repeat again: I haven't changed the flood routine.
TTD only supports the stuff you see. TTDs flood routine stops if the tile is above the sealevel.
(Sometimes users make me angry, please read what I explain to you
Or in other words, why is it so hard to put information in your heads sometimes )
Ohh, and before you cry a reference: http://www.tt-forums.net/viewtopic.php?p=130429#130429
Again: The canal patch doesn't touch the flood routine in TTD.
And again: If I would remove the test if is higher than seelevel, TTD would start flooding behind the coast tiles.
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Re: Canals test
loooks beautiful too bad you have to hide itGeorge wrote:Test
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Re: Canals test
? To hide what? I can put the grf file on my site, but you can not test it. Ask Oskar for the alpha to test it.SHADOW-XIII wrote:loooks beautiful too bad you have to hide itGeorge wrote:Test
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Re: Canals test
One word: Superb! I especally like the water above the water level - the walls suit it perfectly.George wrote:Test
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I'm not sure about the walls. It seems like a hybrid, unless you had the water totally obscured by the walls, in which case it would be fine for a canal lock. Otherwise it looks like a river, which is OK if the waterway is designed like that, but would be bizarre if you were using it to connect two lakes - up, over, and down.
You can't, it's a problem how TTD draws groundsprites, for the pics currrently a cliff climbing would be better right?George wrote:Badkrtaylor wrote:Not bad at all! What's it look like when the ship goes up and down?
Long ship is seen under the upper part of the lift. I need to draw something to hide it.
The only way to make it better, changeing the hotspot point more at the lower part. I am aware of it, it's a problem with TTDs Groundsprite Drawing, the groundsprite drawing order can't be changed.
Maybe we should switch back to simple cliff climbing ships? Any comments?
Not yet... weekend?George wrote: 2Oskar: did you fix the problem with the other lift directions?
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