Changing height from 0-15 to 0-255
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Re: Changing height from 0-15 to 0-255
@Bilbo: Do I infer correctly that you think raising the land at the edge of the map is a restiction of the editor?
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Re: Changing height from 0-15 to 0-255
Not only editor, it is restriction in the game too. But I don't know whether things will break if this restriction is removed ...griffin71 wrote:@Bilbo: Do I infer correctly that you think raising the land at the edge of the map is a restiction of the editor?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
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My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Changing height from 0-15 to 0-255
Things will break.Bilbo wrote:I don't know whether things will break if this restriction is removed ...
Re: Changing height from 0-15 to 0-255
Do you know which ones and if it can be fixed?Rubidium wrote:Things will break.Bilbo wrote:I don't know whether things will break if this restriction is removed ...
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Changing height from 0-15 to 0-255
At least building all kinds of things; for example bridges. I know a few things that might break and that TTD was especially coded to be this way, so I guess CS has found a lot of other places that he could "optimize" using the assumption that the whole map has a water border.
So, I can say it will go wrong, but I cannot say where things will go wrong and whether it is actually fixable without rewriting large portions of the codebase *very* deep down.
So, I can say it will go wrong, but I cannot say where things will go wrong and whether it is actually fixable without rewriting large portions of the codebase *very* deep down.
Re: Changing height from 0-15 to 0-255
@Rubidium: Is there a manual (or just a text) somewhere, that explains the basic structure of the game?
I mean: if you want to change game aspects like these, and make the game a kind of Tranport Tycoon Super Deluxe, then it will probably be wise to make some structural changes that will facilitate other often requested features as well. I am thinking of things like signals on briges and in tunnels, and multi level bridges (crossing each other / bridging more than 1 level in height). Should somebody want to try a task like this, there must be some more structured way for him to obtain an overview of how the game code is structured. Reading and experimenting with the code is the hard way, but since there are experienced developers and patchers around, I guess, there must be some documentation about the code... Right?
I mean: if you want to change game aspects like these, and make the game a kind of Tranport Tycoon Super Deluxe, then it will probably be wise to make some structural changes that will facilitate other often requested features as well. I am thinking of things like signals on briges and in tunnels, and multi level bridges (crossing each other / bridging more than 1 level in height). Should somebody want to try a task like this, there must be some more structured way for him to obtain an overview of how the game code is structured. Reading and experimenting with the code is the hard way, but since there are experienced developers and patchers around, I guess, there must be some documentation about the code... Right?
A game worth playing is a game worth modding 

Re: Changing height from 0-15 to 0-255
Not that I am aware of; there might be some pieces at the wiki but I wonder whether they are up-to-date.
- MHTransport
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Re: Changing height from 0-15 to 0-255
What's the fun in high mountains without steep slopes and cliffs? 
Seriously it may be simpler to code cliffs. Perhaps like build on slopes.
That way at the edge you could still have optimising water with high sea cliffs.
With cliffs or really steep slopes (4:1) it would make the difficult levels actually challenging.

Seriously it may be simpler to code cliffs. Perhaps like build on slopes.
That way at the edge you could still have optimising water with high sea cliffs.
With cliffs or really steep slopes (4:1) it would make the difficult levels actually challenging.
- athanasios
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Re: Changing height from 0-15 to 0-255
It is already suggested. Seems it is hard to achieve.
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Re: Changing height from 0-15 to 0-255
It's also been noted, that it could cause visbility issues.
Re: Changing height from 0-15 to 0-255
please also bear in mind that what's not visible is not available for building on, since we have no rotating.
- JazzyJaffa
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Re: Changing height from 0-15 to 0-255
Could be dealt with by a slider bar that disables drawing things above a certain hieght?Roujin wrote:please also bear in mind that what's not visible is not available for building on, since we have no rotating.
Re: Changing height from 0-15 to 0-255
Rotating won't help, if some deep hole is obstructed from all 4 anglesRoujin wrote:please also bear in mind that what's not visible is not available for building on, since we have no rotating.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Changing height from 0-15 to 0-255
That issue is unavoidable (think locomotion), unless restrictions were placed on how tall and how close two cliffs could be to each other.
Re: Changing height from 0-15 to 0-255
Still, perhaps the cliffs may be both useful and relativel easy to implement (at least I hope :) if they will be restricted only to edges, like shown in attachment. This will not affect construction (you can't construct on the edge tiles anyway :), so many issues will not need to be solved and will enable constructing maps with mountains "to the edges"
- Attachments
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- m-screenshot.png (34.37 KiB) Viewed 904 times
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Changing height from 0-15 to 0-255
Bilbo, does the solution with the border-cliffs solve the graphic glitches you reported earlier in this thread?
Intuitively, I'd say that if the borders need to be at sea level, then also, their slope need to be "continuous", as is now not the case.
Intuitively, I'd say that if the borders need to be at sea level, then also, their slope need to be "continuous", as is now not the case.
Exactly, so we need a plain view, straight from above. Cliffs could be marked by a tileborder in a different colour, for sake of clarity.Rotating won't help, if some deep hole is obstructed from all 4 anglesRoujin wrote:please also bear in mind that what's not visible is not available for building on, since we have no rotating.
A game worth playing is a game worth modding 

Re: Changing height from 0-15 to 0-255
I hope this was not a serious suggestion? That would look ugly, not even mentioning the need to redo all the graphics and the display engine and what not elsegriffin71 wrote:[...]Exactly, so we need a plain view, straight from above. Cliffs could be marked by a tileborder in a different colour, for sake of clarity.

About the cliff-at-border thingy: since i don't know of what nature the problems are that arise when the border tile is not a sea tile, it might be possible that the current internal stuff needs the last tile before the border to be max. level 1, the one before max. level 2, and so on? Better check that first (Rubidium?) before trying...
Re: Changing height from 0-15 to 0-255
One of the problems of cliffs at the edge of the map is that the height of the tile is only stored for the northern corner. All the other corners are calculated from the surrounding tiles, which you can't do at the edge of the map as there are no surrounding tiles.
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Re: Changing height from 0-15 to 0-255
Aren't the southern and western (using #openttdcoop compass) border tiles all MP_VOID and thus not rendered, isn't it just possible to have these not be 0 but also different heights. If only the north-east z coordinate is stored you don't need an additional row for the northern and eastern borders so the map should already support it technically.
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Re: Changing height from 0-15 to 0-255
I dont' see why that creates a problem for cliffs. It could only create a problem for the tiles that are normally (the case Bilbo showed, but can't reproduce, excepted) the ribbon of sea tiles at the border. But if you respect those, I don't see why cliffs couldn't be a solution to creating a true alpine landscape. The idea is great, I think.Maedhros wrote:One of the problems of cliffs at the edge of the map is that the height of the tile is only stored for the northern corner. All the other corners are calculated from the surrounding tiles, which you can't do at the edge of the map as there are no surrounding tiles.
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