NekoMaster wrote:
I don't know if this has been said yet but I found a bug where if you try to plant trees (usually for increasing rep with the locals) OpenTTD crashes with some assertion error :\
I have a crash save and dump if wanted
I think I know what happens.
There are two treelines ingame ... one for creating the map and one in-game for allowing players to build trees ingame higher than the "game creation treeline" so that players can place trees higher than the treeline around sawmills. (bugreport a few pages back.)
Your assert sais: "assert(CanPlantTreesOnTile(tile, true))", right?
The function checks the game creation treeline instead of the ingame treeline. I had removed the assert before because of these crashes and have put it back recently to test some more ... It is just now that I realised what is wrong with that code. Easy to fix ... normally.
if your assert sais something else please post the savegame and crash log.
olkmernok wrote:
ChillCore wrote: - Anyone noticed more (new) bugs?
I have played a few hundred years with the last built (r21900_11_9_5) and have no bug for me (It was not a really test but many long plays).
so: many thanks for your great work!
Nice to hear that ...
tips: as you know there are some old bug in snowline, and tree-line height.
Yes, I know. see my previous post about partially fixed snowline ...
Will be in the next version. (semi-fixed ...)
If anyone could write a code that generate good height (alpinist) maps in smaller maps (128 or 64 tiles)....
Not that easy I am afraid.
The terraingeneration code (perlin noise) is re-used regardless of mapsize based on smoothness setting. Terrain type sets the height with alpinist being smallest mapsize devided by 8.)
As we want the result to look as good as it can be for all mapsizes a balanced setting has to be found.
The fix is dissallowing alpinist (and mountainous) on such small maps, that final tuning will be one of the last things I will do in the MoreHeightLevels patch.
For now pick lower terrain types with mapsizes 64 and 128.
It would help me a lot (and save me some time) if you could make a list of combinations that look crappy or are unplayable and post it in the more height levels thread.
I will be posting an update there soon. I have been doing some cleaning and testing in the stand alone patch lately.
Also if you feel like toying/messing with numbers let me know ... I can show you a few places to tweak then. (-> tgp.cpp -> three, or was it four, arays that co-operate and affect mapgeneration.

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