High sea level - tunnel under sea patch

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Psistorm
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Post by Psistorm »

interesting question. if there was a method to find out whether a player´s land levelling caused a flooding, there would be a nice way to deal with flooding prevention:
if a player causes a flood by levelling land, all the ensuing damage is deducted from his balance - so if he is stupid enough to take out a large chunk of the opponents network or even a city, he might be deep within the reds.
this might not stop those who are just intended to ruin a game by flooding the entire map, though... so the issue remains a tricky one.
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Post by boekabart »

Remember, the patch as I created it was meant mainly as a 'high sea level' patch which doesn't really add to those multiplayer difficulties.

For rivers, I'm actually working on a completely different patch that works with actual water levels (in pixels or sub-pixels), with sources that output a certain amount of 'water' per tick/tileLoop. This way, changing the course of a river won't do as much damage since it will not flood in the 'unlimited' way that the current water of TTD floods. There will be a limited amount of water in a river.

To get it right, though, is tricky business, I'm spending a lot of time tweaking and don't feel like publishing it until it's really working well.

Still waiting for good gfx for the rivers, though... some things have been posted but nothing in GRF yet.
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Post by Psistorm »

I see - thats a very interesting approach then - and of course a more sane one, considering how one lowered tile near a river would take out the entire map
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Post by WWTBAM »

boekabart wrote:Remember, the patch as I created it was meant mainly as a 'high sea level' patch which doesn't really add to those multiplayer difficulties.

For rivers, I'm actually working on a completely different patch that works with actual water levels (in pixels or sub-pixels), with sources that output a certain amount of 'water' per tick/tileLoop. This way, changing the course of a river won't do as much damage since it will not flood in the 'unlimited' way that the current water of TTD floods. There will be a limited amount of water in a river.

To get it right, though, is tricky business, I'm spending a lot of time tweaking and don't feel like publishing it until it's really working well.

Still waiting for good gfx for the rivers, though... some things have been posted but nothing in GRF yet.
Maybe an idea for a new patch option, TTD style water physics and new improved. Then that would allow people to use whichever they prefered, and it wouldnt hurt to use the old system in SP.
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Post by Chicago Rail Authority »

Sorry for the 'bump' - but would anyone be willing to post a Win32 *.zip against the most recent nightly?

Also - any other development on this front?

Thanks
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Post by boekabart »

Chicago Rail Authority wrote:Sorry for the 'bump' - but would anyone be willing to post a Win32 *.zip against the most recent nightly?

Also - any other development on this front?

Thanks
I'll see what I can do, very busy at home and at work ATM..
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v7 - with waterfalls

Post by boekabart »

Here we go! I've finally added code to use the graphics lepkka is working on, see here the result.

As you can see, the waterfall graphics are a little bit off here and there, I think there's a coordinate wrong in the grf. But it works and looks cool.

I'll post a win32 binaries set (with grf included) in a minute.
Attachments
waterfalls.png
the sprites aren't 100% yet, obviously... but it works and looks better already!
(307.15 KiB) Downloaded 627 times
riversw.grf
Source: leppka @ http://www.tt-forums.net/viewtopic.php?p=582816#582816
(4.04 KiB) Downloaded 308 times
boekabart_deepwater_7.diff
You need the riversw.grf file too!
(23.67 KiB) Downloaded 252 times
Last edited by boekabart on 16 May 2007 15:52, edited 1 time in total.
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Post by boekabart »

The win32 binary including lang + riversw.grf
r9856
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boekabart_deepwater_7_r9856.zip
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Post by boekabart »

Just to make sure everyone knows:

* CTRL-build-canal is 'spawn river' (When above sea level).
* Sealevel control is in patches menu
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Post by osai »

boekabart wrote:Just to make sure everyone knows:

* CTRL-build-canal is 'spawn river' (When above sea level).
* Sealevel control is in patches menu
Hey Boekabart,
somehow CTRL + Build Canal doesn't work with Mac OS X (10.4.9,PPC-G5). It doesn't spawn a river, only builds a normal canal tile.
I already tried some different keys, but I think something is declared wrong.
I already looked into the patch, but not closely, where did you define this ctrl + click action?

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Post by glx »

Ctrl-build-canal only works in scenario editor.
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Post by Chicago Rail Authority »

Great job on this... the progress to date is amazing. Any possibility of allowing water-spawning within the game, rather than just the scenario editor? I saw that there were some multiplayer concerns posted earlier, but I'm in hopes that a happy medium can be found to allow water spawning within the game.

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Post by osai »

glx wrote:Ctrl-build-canal only works in scenario editor.
ouch :D good to know that. :)
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Post by boekabart »

Chicago Rail Authority wrote:Any possibility of allowing water-spawning within the game, rather than just the scenario editor?
I don't want to go there myself because it won't make acceptance of this patch any easier at all, but if you want to... here you are :) You'll have to compile yourself though.
Attachments
boekabart_deepwater_7_floodfest_r9856.diff
I do not recommend this patch.
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Post by Red.xiii »

:shock: :shock: :shock:

http://www.tt-forums.net/viewtopic.php?t=31817&start=40

err wow basically. Up for a challenge boekabart?

wonders when Micheal will release that GRF.....
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Post by shampie »

Your progress is amazing, simply that the river find its own ways! that can make generated heightmaps with rivers look great!

I wonder though if it would be possible to combine of the ttdpatch where the shores meet the same land level?

the ttdpatch doesn't seem to do the diagonal thing your patch does which makes it more matching for openttd (good job)
The random slope thing would definatly be an assett to your patch.
And I hope to see this one in the next update (0.6??)
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Post by PouncingAnt »

Nice patch! this will certainly add another level to scenarios!

I'm glad you kept water spawning in the editor though.
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Post by shampie »

anyone else seen this with this patch?
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Post by Ammler »

glx wrote:Ctrl-build-canal only works in scenario editor.
Is it hard, to make that (optionally) possible on playmap too?

-ammler
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Post by boekabart »

ammler wrote:
glx wrote:Ctrl-build-canal only works in scenario editor.
Is it hard, to make that (optionally) possible on playmap too?
Please try to read a little better, it's about 4 posts up, the boekabart_deepwater_7_floodfest_r9856.diff file does this.
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