New Map Rewrite effort

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belugas
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Post by belugas »

Here we go...
The stuff is finally imported.
So enjoy, and don't hesitate to comment.
Now, I should get back to work...
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Post by DeletedUser21 »

Dang, I can't compile, can someone instruct me or offer an alternative?
It sounds very good! :D Almost hurt that I have to wait until new features are released to really benefit the new maprewrite! :D
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Post by belugas »

Mr. X wrote:Dang, I can't compile, can someone instruct me or offer an alternative?
It sounds very good! :D Almost hurt that I have to wait until new features are released to really benefit the new maprewrite! :D
Won't be usefull to have a compilation of it, unless you need to find bugs :)
Right now, our stuff is supposed to match exactly the trunk's behaviours. It is only the internal mechanisms that have changed.
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Post by bociusz »

belugas wrote:Here we go...
The stuff is finally imported.
Hi! I'm missing docs/tfc_roadmap.html and docs/FileList.html :D
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belugas
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Post by belugas »

bociusz wrote: Hi! I'm missing docs/tfc_roadmap.html and docs/FileList.html :D
Feeling out of job ? hehehehe...
Not needed for now. But don't loose hope!
And thank you for your work, bociusz
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Post by paijm021 »

Is the MapRewriteProgress
site still being updated? And what progress is made since the last post?
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Post by lulover »

belugas wrote:That would ultimately allow us to do things like:
undersea tunnels
turning tunnels
undergroung stations
lights on tunnels-bridges
diagonal tracks underbridge
multiple layered bridges
diagonal bridges and tunnels (but that would require graphics ;) )
cliffs
And so much more...
In fact, the imagination is going wild :D
that sounds absolutely amazing. i cant wait! keep up the good work.
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Post by Wolf01 »

for me is enough: bridges over diagonal tracks, terraforming occupied tiles (maybe with increased cost), build over tunnel entrances, custom bridgeheads and, if possible i want to build tracks where are the red stripes in the attached image (needs new foundations, see: http://www.tt-forums.net/viewtopic.php? ... highlight= )
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belugas
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Post by belugas »

Here is a little updatwe about our current status :

We have done all that we could. All accesses to the current map array have been wrapped in accessors in our code. That was the goal we wanted to reach.

Devs have already started doing accessors on trunk: maybe not exactly our work itself, but the spirit behind it at least.
Thank you for your interest :)
And see you next time ;)
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
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Post by Digitalfox »

belugas wrote:Here is a little updatwe about our current status :

We have done all that we could. All accesses to the current map array have been wrapped in accessors in our code. That was the goal we wanted to reach.

Devs have already started doing accessors on trunk: maybe not exactly our work itself, but the spirit behind it at least.
Thank you for your interest :)
And see you next time ;)
So is it be merging with the oficial trunk or not ??

I mean, is your work already in the oficial trunk?
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Post by DeletedUser21 »

Sorry for the dig, but what is the status of the project in the trunk?

I don't know if the wiki is very reliable for current status and information. :)
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Post by NukeBuster »

Mr. X wrote:Sorry for the dig, but what is the status of the project in the trunk?

I don't know if the wiki is very reliable for current status and information. :)
I have got the same question...
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belugas
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Post by belugas »

Well... Let say the matter is closed.
Almost all of the accessors are in trunk, now. There are still a very few ones to include (if any), so let say that the branch and the project has reached his goal. :D

And the branch has been removed from trunk today (r7994).
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OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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Post by fabca2 »

Woww.. that means all the great things that were waiting for the famous "new array map" can start ?

That's a good news (I heard about ... hum... 1 year ? 2 years ? about that project...)

in hope that now, devs don't forget all the great idea that have been waiting for that.

thanks.
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Post by DeletedUser21 »

Wow I still had that question but was afraid to ask again. :P
Well kudo's to all involved developers! The map array is indeed something we've been waiting for. :D
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Post by belugas »

Hem...

I would like to set the record straight and avoid false hope.

The subject of this topic was New Map Effort, not New Map Effort.

The goal that we pursued was to make it so that all the map accesses within the source code was wrapped around accessors, functions that hide the real map structure.

This is done (to a degree quite acceptable). Now, people have talked about new map array. This could mean 2 things
  • 1) New Map Array as in new space within the actual map. This has recently be done for bridges. And when newhouses will be merged, another array will be added, meaning new possibilities
    2) New Map Array as a new structure of the actual map. There are some early discussions on it, but nothing very deep as code wise nor agreement nor anything else.
So this been said, I hope I've cleared the confusion on the matter. Yes, new features are now in a better position to happen, but everything is just possibilities, right now. Nothing else.
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
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