

I'm watching this thread with great interest, esp. in relation to its final Inclusion! Keep perfecting and expanding it!
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Did you try v2 or v3? I just uploaded a new version to the first post.Terkhen wrote:I tried to patch it with TortoiseSVN (instead of msys patch command) and it worked fine. First time I need to do it, it's strange.
The patch is looking great. Good work!
I haven't changed any limits of building industries and I don't think changing those belong in this patch, as those limits can be changed by newgrf's.stevenh wrote:Does this have any effect on the issues of building industries, etc... close to make edges? It would then make sense to me to lessen all those restrictions?
I'd like it if we could organize that. As you say, more eyes spot more bugsdihedral wrote:personal suggestion would be a openttdcoop.dev game with it, to find as many bugs as we can - you know how that works, more eyes see more glitches
I agree, having the (non-usable) map edges look like a continuation of the map makes only sense for water edges, IMHO.michael blunck wrote:I like the edges as they are now (plain black), so it looks as if it´s a segment cutted out of the landscape. If you need a special border, why don´t stay with water?![]()
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/home/progman/openttd/trunk/src/heightmap.cpp: In function 'void FixSlopes()':
/home/progman/openttd/trunk/src/heightmap.cpp:400: warning: comparison between signed and unsigned integer expressions
/home/progman/openttd/trunk/src/heightmap.cpp:405: warning: comparison between signed and unsigned integer expressions
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openttd: /home/progman/openttd/trunk/src/tile_map.h:193: TropicZone GetTropicZone(TileIndex): Assertion `tile < MapSize()' failed.
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openttd: /home/progman/openttd/trunk/src/tile_map.h:70: TileType GetTileType(TileIndex): Assertion `tile < MapSize()' failed.
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openttd: /home/progman/openttd/trunk/src/tile_map.h:70: TileType GetTileType(TileIndex): Assertion `tile < MapSize()' failed
Thanks a lot for testing it.Progman wrote:I used the Version v4
Fixed.and got these warnings: (on amd64)Code: Select all
/home/progman/openttd/trunk/src/heightmap.cpp: In function 'void FixSlopes()': /home/progman/openttd/trunk/src/heightmap.cpp:400: warning: comparison between signed and unsigned integer expressions /home/progman/openttd/trunk/src/heightmap.cpp:405: warning: comparison between signed and unsigned integer expressions
I think I already fixed this, most likely just after I uploaded v4.If you build a railtrack at the north-west edge it segfaults if some time is passes until the world generated fences at the railtrack.
I'm not sure what the expected behavior is in this case. Normally water is only restored by flooding from neighbouring tiles, but as soon as there are no tiles with water left this is a problem. Other opinions on the best solution here?And I'm not sure if it is a bug or feature but if you delete all water on the map by rising the map you don't get it back. Maybe it should come back if you lower the map at the edges (and maybe depending on the edge settings at map generation.)
I'll add a random setting. Again, I'm not sure on the best solution here. 16 items for the dropdown box may be a bit much, but I don't like to split it into 4 checkboxes either.Dont know if a drop-box with all 16 possibilites of water edges is a good way to select which edge should have waters and which not. Maybe there should be checkboxes/buttons to enable/disable water on this edge during map creation. There should also be a random setting.
I've changed the lighthouse building so lighthouses are only build near an edge with water (also if there is only a little bit water), but the total number of lighthouses also needs to be reduced. I'll see what I can do here.If you play a big map (512^2) with flat, smooth land and the lowest water amount and without any water edges it happends that there are some small water lakes at the edges with an unrealistig amount of light houses.
Same behavior can be seen in trunk.If you have autorail activated and moves the mouse outside the map the autorail white track is jumping around the edge, it looks strange.
Same in trunk, so this can be reported to FS.If you try to build a station at the south-east or south-west edge it shows a location which is not possible (don't know it it is in trunk too).
For now I'll just leave the plain black. I don't like the dotted lines for the whole border, but maybe drawing foundations would be better.About the dotted lines at the south borders, I suggest only use borders for the sea level and for the corners itself, maybe in gray or brown. So you can easily see how height the tiles at the edges are.
FixedIf you generate a subtropic map, it asserts with:(depending on the edge setting)Code: Select all
openttd: /home/progman/openttd/trunk/src/tile_map.h:193: TropicZone GetTropicZone(TileIndex): Assertion `tile < MapSize()' failed.
FixedYou cannot build industries at the north edges, you must have a space of 2 tiles, but this restriction is dropped for industries at the south edges.
Both fixed.Build a harbor at one of a north edge and it asserts with the following message if you try to delete it again:It also asserts with this error message if you build the harbor one tile away of the (north) edge and pointing to the edge (so the ships cannot reach the harbor).Code: Select all
openttd: /home/progman/openttd/trunk/src/tile_map.h:70: TileType GetTileType(TileIndex): Assertion `tile < MapSize()' failed.
FeatureBug or Feature: You cannot build a depot at the edge pointing to the edge.
Fixed.Progman wrote:And another bug: If you place a town (3x3 road layout) in the scenario editor near the edge and increase the size it sometimes asserts (depending on start location of the town):Code: Select all
openttd: /home/progman/openttd/trunk/src/tile_map.h:70: TileType GetTileType(TileIndex): Assertion `tile < MapSize()' failed
I like that behaviour Progman suggested. It behaves the same in SimCity 2000 (IIRC).Yexo wrote:I'm not sure what the expected behavior is in this case. Normally water is only restored by flooding from neighbouring tiles, but as soon as there are no tiles with water left this is a problem. Other opinions on the best solution here?And I'm not sure if it is a bug or feature but if you delete all water on the map by rising the map you don't get it back. Maybe it should come back if you lower the map at the edges (and maybe depending on the edge settings at map generation.)
So all tiles at the map edges that are flat at height 0 should be flooded? I'll try to implement that tomorrow.SmatZ wrote:I like that behaviour Progman suggested. It behaves the same in SimCity 2000 (IIRC).Yexo wrote:I'm not sure what the expected behavior is in this case. Normally water is only restored by flooding from neighbouring tiles, but as soon as there are no tiles with water left this is a problem. Other opinions on the best solution here?And I'm not sure if it is a bug or feature but if you delete all water on the map by rising the map you don't get it back. Maybe it should come back if you lower the map at the edges (and maybe depending on the edge settings at map generation.)
Yes, it's the most simple way for detecting map edges: basically if IsValidTile(tile + TileXY(-1/0/1, -1/0/1)) fails you're at an edge. It may be possible to remove them but I think that's not worth the effort (and totally outside the scope of this patch).Is there any reason for keeping MP_VOID tiles?
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