Keep the good work..

Moderator: OpenTTD Developers
Almost I'd say, but until the flooding change isn't a patch option I don't consider it finished....Digitalfox wrote:So BigBB, can we assume your patch is finished ( besides The fix for the railway on corner-shore-tiles )??
Keep the good work..
And would it work under industry on shore? Try tourists resortboekabart wrote:Almost I'd say, but until the flooding change isn't a patch option I don't consider it finished....Digitalfox wrote:So BigBB, can we assume your patch is finished ( besides The fix for the railway on corner-shore-tiles )??
Keep the good work..
Thanks, but first bug searching...Digitalfox wrote:So BigBB, can we assume your patch is finished ( besides The fix for the railway on corner-shore-tiles )??
Keep the good work..
I don't think so. And I think that the reason "it is not in TTo" is not enough. So I only make a switch, if a dev tell me I mustboekabart wrote:Almost I'd say, but until the flooding change isn't a patch option I don't consider it finished....
Okay, I test it ....George wrote:And would it work under industry on shore? Try tourists resort
As Far As I Know, it's normal and good practice to make all changes that change the TTD default behaviour are toggle-able as patch options.BigBB wrote:And I think that the reason "it is not in TTo" is not enough.
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+void DrawShoreTile(const TileInfo *ti);
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+void DrawShoreTile(const TileInfo *ti)
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const bool IsFloodableTile(
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bool DoesTileFloodTile( TileIndex some_wet_tile, TileIndex some_dry_tile )
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bool DoesTileFloodInThisDirection( TileIndex some_wet_tile, DiagDirection dir )
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+ uint tile_height; // the tile height (0-15)
+ Slope slope; // the slope type of the tile
I write it there, because DrawClearLandTile() is there too. But it can be movedboekabart wrote:What is this doing in functions.h? Some water_*.h would be better.Code: Select all
+void DrawShoreTile(const TileInfo *ti);
What is this doing in clear_cmd.cpp?Code: Select all
+void DrawShoreTile(const TileInfo *ti)
Okay, I will it document more....boekabart wrote:The IsFloodableTile (especially with the invert boolean) is a little vague in my opinion - although the idea of adding such a function is very good.
Okay, thanks. I have a look on it (I knew that I forgot an option...boekabart wrote:I would rather see a bit added to bridge tiles (they have plenty free!) to indicate that they are water (then they can actually flood too!), this gets rid of the flash-flooding under bridges and the 'tile jumping' in the code. You won't need the invert bit either, then. The IsFloodableTile function could look like: [...]
I don't need this array in water_cmd.cpp, so it musn't extended.boekabart wrote:Why did you replace the const array _water_shore_sprites by the switch/case statement, rather than just extending it with the extra SPR_SHORE tiles?
Simple, try to load a game with corner shores in an OTTD which can not interpret them.....boekabart wrote:Why is the savegame version increased?
fixedboekabart wrote:...this bridge used to get washed away by water...
corner shores now only floods if a NewWater grf loaded (but if you deactivate this grf, the corner shores will not remove)boekabart wrote:Another 'bug' - without newwater, tiles can be shore without the player noticing (after careless clearing), and this invisible shore corner does flood its neighbours.
I don't change something with NewIndustries, so the tourist center don't change shore.George wrote:And would it work under industry on shore? Try tourists resort
And what to do?BigBB wrote:New version (1.4)I don't change something with NewIndustries, so the tourist center don't change shore.George wrote:And would it work under industry on shore? Try tourists resort
Is there no NewGRF option to do that?George wrote:And what to do?
There is no way to access new graphics, like snowed trees in temperate, tram track, electrified rails and so on. And new shores tooBigBB wrote:Is there no NewGRF option to do that?George wrote:And what to do?
Okay, then I fix itGeorge wrote:There is no way to access new graphics, like snowed trees in temperate, tram track, electrified rails and so on. And new shores too![]()
So, the patch should test, if the industry tile on shore uses default land tile (with or without shore) by checking sprite number for example and draw new slope instead.
I'm not sure if it is a featur or a bugfrosch wrote:There is a critical problem with the Canyon-flooding. It breaks the nice "Canal on sea level"-feature:
In trunk this feature enables you to build things on see level without getting flooded.
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