Page 2 of 5
Re: resurrection of diagonal level and clear patch
Posted: 11 Aug 2008 10:42
by RSpeed tycoonfreak
nice! I like it:D
Re: resurrection of diagonal level and clear patch
Posted: 11 Jan 2009 17:00
by Terkhen
What is the status for this patch?. I used to include the version posted at
Flyspray in all of my builds (correcting rejections manually) but with recent changes in trunk it has become impossible...
Re: resurrection of diagonal level and clear patch
Posted: 12 Jan 2009 17:28
by aepurniet
this is my favorite feature that is not in the trunk. i dont get the arguements against it (using the ctrl key for it), especially if one makes drag and draw the default behavior. (maybe through one of those fancy advanced options). i almost dont use diagonal tracks anymore since this is not available.
Re: resurrection of diagonal level and clear patch
Posted: 12 Jan 2009 18:46
by Aali
why would you need this patch to use diagonal tracks..?
Re: resurrection of diagonal level and clear patch
Posted: 13 Jan 2009 12:07
by aepurniet
diagonal tracks cannot have inclines, so you have to clear a way for long stretches. its annoying to do with the standard tools, and i just wind up making right angle style tracks (with a decent turn radius of course). this takes away from profit since, the nondirect route can be close to twice as long.
Re: resurrection of diagonal level and clear patch
Posted: 13 Jan 2009 19:26
by Torben DH
hmm this is interesting and iit sounds really stupid that its on trunk because you have to use Ctrl when dragging since you dont use that now when leveling or clearing ground...
also i was thinking is it possible to make a patch that would only clear ground in a pattern? ex if you are struggling with a town using trees it would be really usefull if you could mak a patch that makes it possible to demolish only 2x2 tiles between the town roads... and the same for 3x3tiles or 3x2 or 4x2 etc. etc.
Re: resurrection of diagonal level and clear patch
Posted: 19 Jan 2009 08:47
by Eddi
aepurniet wrote:diagonal tracks cannot have inclines, so you have to clear a way for long stretches. its annoying to do with the standard tools, and i just wind up making right angle style tracks (with a decent turn radius of course). this takes away from profit since, the nondirect route can be close to twice as long.
actually, this only takes away profit you shouldn't have had in the first place, because distance is calculated by the Manhattan metric.
Re: resurrection of diagonal level and clear patch
Posted: 19 Jan 2009 08:51
by Terkhen
Eddi wrote:actually, this only takes away profit you shouldn't have had in the first place, because distance is calculated by the Manhattan metric.
Then why do we have diagonal tracks in the first place?.
Re: resurrection of diagonal level and clear patch
Posted: 20 Jan 2009 15:47
by aepurniet
"shouldnt have had" is a funny way to put it, diagonal tracks were in the original game by sawyer. anyways, sounds like its just us out here, the developers and commiters have de facto found this patch unworthy of trunk, regardless of how it is written. players, anyone else find this useful? developers, is this patch just too hard to maintain? committers, is this patch not gonna wind up in the trunk? (meaning, the idea is judged untrunkworthy regardless of how it is writtern)
also is this patch client side only (meaning, you can play on unpatched servers, with other unpatched clients)? i ussually play single player.
Re: resurrection of diagonal level and clear patch
Posted: 04 Mar 2009 20:54
by Agent_N
I just made an update the the current revision.
Re: resurrection of diagonal level and clear patch
Posted: 04 Mar 2009 22:00
by fonso
If I knew what the devs don't like about this patch or which version they prefer, I'd fix it.
Re: resurrection of diagonal level and clear patch
Posted: 08 Mar 2009 19:54
by NukeBuster
Well, the patch I have maintained for a while had some nasty recurrencies in it. And that was something left unsolved...
Re: resurrection of diagonal level and clear patch
Posted: 09 Mar 2009 08:49
by fonso
NukeBuster wrote:Well, the patch I have maintained for a while had some nasty recurrencies in it. And that was something left unsolved...
Did you have a look at my patches? I took yours and improved it. I believe I found and corrected all the obvious problems. But if you find anything still missing you might want to tell me. I know the patches are a little outdated at the moment. I'm somewhat tired of maintaining three versions in parallel and I'm also working on
cargo distribution, so have some patience with me.
Re: resurrection of diagonal level and clear patch
Posted: 14 Mar 2009 18:44
by fonso
I updated both variants and posted them
here.
Re: resurrection of diagonal level and clear patch
Posted: 21 Mar 2009 12:25
by Terkhen
Thank you, fonso!

Re: resurrection of diagonal level and clear patch
Posted: 27 Mar 2009 21:47
by Terkhen
I found a strange bug compiling current trunk with the java version of the patch. If you try to lower land at a water tile, the whole game freezes. I was going to try it with the C version too, but flyspray is very laggy today and I can't download it.
Re: resurrection of diagonal level and clear patch
Posted: 28 Mar 2009 07:01
by Ruudjah
I would absolutely love to see this in trunk. However, I must agree with the devvers that pressing ctrl to use this is nonsense. Why not just combine orthogonal and diagonal leveling? If you are close to diagonal, show that, and when you are lose to orthogonal, show that. I do not see the problem? Why use ctrl for it?
Re: resurrection of diagonal level and clear patch
Posted: 28 Mar 2009 07:21
by Yexo
Ruudjah wrote:I would absolutely love to see this in trunk. However, I must agree with the devvers that pressing ctrl to use this is nonsense. [q/uote]You
agree with someone? I don't see anyone before saying that pressing ctrl for it is nonsense.
Why not just combine orthogonal and diagonal leveling? If you are close to diagonal, show that, and when you are lose to orthogonal, show that. I do not see the problem? Why use ctrl for it?
Like when? When I move my mouse in a diagonal line, how does the game determine whether or not I want to level diagonal? Exactly, it can't, therefor some modifier (or a seperate button) is needed.
Re: resurrection of diagonal level and clear patch
Posted: 28 Mar 2009 21:25
by fonso
The problem with the "java" style version was that I had accidentally removed a range check. Here's an update. In the C++ style version the problem isn't present.
Re: resurrection of diagonal level and clear patch
Posted: 30 Mar 2009 18:01
by Terkhen
Thank you, fonso
