High sea level - tunnel under sea patch
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- athanasios
- Tycoon
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It is amazing!
What about some waterfalls?
What about some waterfalls?
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
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- Transport Coordinator
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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!
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
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- boekabart_deepwater_5.diff
- v5 patch
- (22.57 KiB) Downloaded 255 times
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- FlowRiver (4).png
- Lake and River
- (197.65 KiB) Downloaded 712 times
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- opntitle.dat
- New version of title screen with fixed canals.
- (139.19 KiB) Downloaded 247 times
Really hope you get some graphic artists to help... Have you tried the TTDpatch forum, there seems to be many talented peeps over there!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!
Can you compile a Windows Exe please? Then I'll happily test
Amazing work, many thanks
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.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).
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).
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Patch was made with TortoiseSVN, against rev. 9713.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).
Attached patch made with svn against 9715. This is a slightly updated version with improved (I hope) downhill flooding mechanism.
- Attachments
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- boekabart_deepwater_6_win32.rar
- win32 exe rev 9715
- (654.44 KiB) Downloaded 223 times
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- boekabart_deepwater_6.diff
- (22.59 KiB) Downloaded 209 times
- RainierWatcher
- Traffic Manager
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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.
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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- Tycoon
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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?
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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