High sea level - tunnel under sea patch

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boekabart
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Post by boekabart »

Updated the webpage and added a new version of the diff. peter1138 helped a little, too. Now lakes and rivers are supported, but the sea level isn't saved in the scenario/savegame anymore.

Link + diff: first post
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Post by csuke »

once again, WOW
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Frostregen
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Post by Frostregen »

Looks really good.
Creates some "real" water physics feeling ;)
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athanasios
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Post by athanasios »

It is amazing!
What about some waterfalls?
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Caelan
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Post by Caelan »

With a higher sea level would custom sea levels also be possible? And how about waterfalls and mountain streams descending into the sea?

Anyway just something that sprung my mind... anyway, great job!
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boekabart
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Post by boekabart »

New version, extra site: http://boekabart.googlepages.com/deepwater
See there for more shots.

Fixes:
Oilrig didn't work right.
UI: patches window.
Saves sea level.
Sealevel setting used when starting new scenario/game.
Lakes/rivers work fine.

* What I need from a gfx artist is waterfall graphics. any volunteers? *

Pff... it's almost done I guess? Test reports would be excellent!
Attachments
boekabart_deepwater_5.diff
v5 patch
(22.57 KiB) Downloaded 255 times
FlowRiver (4).png
Lake and River
(197.65 KiB) Downloaded 712 times
opntitle.dat
New version of title screen with fixed canals.
(139.19 KiB) Downloaded 247 times
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Post by Psistorm »

those rivers are simply awesome! :D
This will really take OTTD maps to another level, and allow for some really cool stuff, so needless to say, I hope this gets into trunk :) - I will continue to watch this!
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Post by Red.xiii »

boekabart wrote:
* What I need from a gfx artist is waterfall graphics. any volunteers? *

Pff... it's almost done I guess? Test reports would be excellent!
Really hope you get some graphic artists to help... Have you tried the TTDpatch forum, there seems to be many talented peeps over there!

Can you compile a Windows Exe please? Then I'll happily test

Amazing work, many thanks
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Post by CMircea »

I can compile the exe if he tells me what revision the patch is based and if it's made via SVN or TortoiseSVN (otherwise I can't apply it).
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Post by Rubidium »

Desolator wrote:I can compile the exe if he tells me what revision the patch is based and if it's made via SVN or TortoiseSVN (otherwise I can't apply it).
Just open the patch in you simplest text editor and you can you'll see what revision it's made against. Don't think it matters whether it's made with SVN or TortoiseSVN; if it matters, then TortoiseSVN is stupid.
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Post by DaleStan »

Look at the patch. If it contains an "Index:" line, it was made with either TortoiseSVN or svn diff, and TortoiseMerge will be able to apply it. Even better, aforementioned Index line will tell you what revision the patch was created against. If the patch doesn't contain an Index line, it was made with diff(1), and you'll have to use patch(1).
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boekabart
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Post by boekabart »

Desolator wrote:I can compile the exe if he tells me what revision the patch is based and if it's made via SVN or TortoiseSVN (otherwise I can't apply it).
Patch was made with TortoiseSVN, against rev. 9713.

Attached patch made with svn against 9715. This is a slightly updated version with improved (I hope) downhill flooding mechanism.
Attachments
boekabart_deepwater_6_win32.rar
win32 exe rev 9715
(654.44 KiB) Downloaded 223 times
boekabart_deepwater_6.diff
(22.59 KiB) Downloaded 209 times
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RainierWatcher
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Post by RainierWatcher »

Thanks for the exe file, it looks really good, but for some reason it won't flood this tile of road, the uphill one of course to make things clearer.
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undestroyable road.PNG
undestroyable road.PNG (39.41 KiB) Viewed 6317 times
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Ailure
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Post by Ailure »

Played around with it a bit.

And as I expected, there's a bit of a infinite halls of mirrors experience right below the sea tiles when they're over their normal height. But I assume this is quite obvious. ;)

Really fun to play around with still. Bit shame that I can't create under-sea level lakes as it works now though.
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Post by boekabart »

Ailure wrote:Bit shame that I can't create under-sea level lakes as it works now though.
Working on a new implementation that makes this possible too. Plus more realistic rivers.
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Post by Ailure »

Heh, when playing around with the sea level in a scenario editor the thought of a global warming disaster keeps coming back to me. ;) I notice that it's not possible to change sea-level during a game, which I thought was a bit of a shame. Maybe I'm just way too playful for my own good. ;)
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Post by DeletedUser21 »

It would be a nice suggestion to put it in as a disaster. :P Not sure how to achieve this but some flooding as a disaster would be nice. :P
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Post by Archonix »

Global warming disaster! Politicians with Videos and gulfstream jets spotted near Rantburg Wells! Production down 50%
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Post by Frostregen »

Thinking about multiplayer...

Any ideas how we could prevent people from flooding an oppenents stuff?

Disable sea-creation in multiplayer?

If there are only some pre-created rivers, players could take precautions by building a dam around your stuff.(and securing it with signs)

Or just play a map without rivers, if you don't like flooding?

Any other ideas?
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