High sea level - tunnel under sea patch
Moderator: OpenTTD Developers
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.
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.
-
- Transport Coordinator
- Posts: 333
- Joined: 25 Aug 2005 09:44
- Location: Eindhoven, Netherlands
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.
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.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.
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/
-
- Traffic Manager
- Posts: 134
- Joined: 09 Nov 2006 23:38
-
- Transport Coordinator
- Posts: 333
- Joined: 25 Aug 2005 09:44
- Location: Eindhoven, Netherlands
v7 - with waterfalls
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.
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.
-
- Transport Coordinator
- Posts: 333
- Joined: 25 Aug 2005 09:44
- Location: Eindhoven, Netherlands
The win32 binary including lang + riversw.grf
r9856
r9856
- Attachments
-
- boekabart_deepwater_7_r9856.zip
- (767.13 KiB) Downloaded 258 times
Hey Boekabart,boekabart wrote:Just to make sure everyone knows:
* CTRL-build-canal is 'spawn river' (When above sea level).
* Sealevel control is in patches menu
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?
Regards,
Osai
-
- Traffic Manager
- Posts: 134
- Joined: 09 Nov 2006 23:38
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.
Thanks-
Thanks-
Many thanks to those who make OTTD and TTDP possible.
-
- Transport Coordinator
- Posts: 333
- Joined: 25 Aug 2005 09:44
- Location: Eindhoven, Netherlands
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 areChicago Rail Authority wrote:Any possibility of allowing water-spawning within the game, rather than just the scenario editor?

- Attachments
-
- boekabart_deepwater_7_floodfest_r9856.diff
- I do not recommend this patch.
- (24.69 KiB) Downloaded 257 times



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.....
- shampie
- Engineer
- Posts: 120
- Joined: 13 Feb 2005 01:13
- Location: Eindhoven - Netherlands Ottawa - Canada
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??)
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??)
- PouncingAnt
- Transport Coordinator
- Posts: 357
- Joined: 09 Nov 2004 22:33
Nice patch! this will certainly add another level to scenarios!
I'm glad you kept water spawning in the editor though.
I'm glad you kept water spawning in the editor though.
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
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
Is it hard, to make that (optionally) possible on playmap too?glx wrote:Ctrl-build-canal only works in scenario editor.
-ammler
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Who is online
Users browsing this forum: Amazon [Bot] and 16 guests