completely shore

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BigBB
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Re: completely shore

Post by BigBB »

Thanks belugas :D .

New version (v1.7.1):
- added changes which belugas has mentioned.
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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thgergo
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Re: completely shore

Post by thgergo »

BigBB wrote:
frosch 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.
I'm not sure if it is a featur or a bug :) , but is fixed. Your other points will I fix in a seperate patch, I think this one have enough.


-BigBB
What if the shores can be canal tiles too? It should fix the flooding problem... Also This should be useful for some canal building situlations, like building a nice canal into a canyon without having zigzag effect...
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My proposal
My proposal
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Image
BigBB
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Re: completely shore

Post by BigBB »

thgergo wrote:What if the shores can be canal tiles too? It should fix the flooding problem... Also This should be useful for some canal building situlations, like building a nice canal into a canyon without having zigzag effect...
Nice idea, but not for this patch (it's a shore and not canal patch :) ).
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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lepkka
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Re: completely shore

Post by lepkka »

BigBB
I've have just noticed your patch, i've waited a long time for 05 0D support in OTTD!!
I really appreciate your work!
Thanks!!
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Re: completely shore

Post by BigBB »

lepkka wrote:BigBB
I've have just noticed your patch, i've waited a long time for 05 0D support in OTTD!!
I really appreciate your work!
Thanks!!
Your beautiful NewGRF is the reason why I wrote this patch so all glory is yours :D . But OTTD supports already action 05-0D but ignore corner-shores, however I fixed it and a few other problems like the dock ground which (with my patch) will be changed into the NewGRF-shore one.

I thank you for your nice work :) (I know how hard it is to draw sprites, program is easy :roll: (relativ, for me) ).
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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Ammler
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Re: completely shore

Post by Ammler »

Hi BigBB and Lepkka

Nice work with water. BigBB, I am pretty sure you know the problem with halftile, but just to remember you I added the screen. ;)

Greets
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Re: completely shore

Post by Aegir »

The same thing happens in TTDPatch. My guess is that it's just a limitation of the feature.

Also, has this hit OpenTTD trunk yet? Would be nice to see it included.
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Re: completely shore

Post by osai »

Aegir wrote:Also, has this hit OpenTTD trunk yet? Would be nice to see it included.
Yep. Quite silently though.
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Re: completely shore

Post by Aegir »

osai wrote:
Aegir wrote:Also, has this hit OpenTTD trunk yet? Would be nice to see it included.
Yep. Quite silently though.
Osai
Odd, r11397 doesn't appear to have it, and I see no mention in the svn.openttd.org history.
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belugas
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Re: completely shore

Post by belugas »

It will hit trunk <Kinda> soon, before 0.6 release.
But let say that Real Life and other projects started before are in the way for the inclusion.
So, be patient and it will be in. :wink:
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Aegir
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Re: completely shore

Post by Aegir »

belugas wrote:It will hit trunk <Kinda> soon, before 0.6 release.
But let say that Real Life and other projects started before are in the way for the inclusion.
So, be patient and it will be in. :wink:
That's more than understandable, Belugas. I can sympathise entirely.
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Re: completely shore

Post by BigBB »

ammler wrote:BigBB, I am pretty sure you know the problem with halftile, but just to remember you I added the screen.
Yes I'm rembered it.
ImageWill be fixed after intregation of my patch. This needs a modification of the existing halftile-code.
ImageThis two tiles won't be supported by action 05-0D and Oskar/lakie don't want to intregate it. I have a few ideas to intregate it anyway, but in an other patch, too.
Aegir wrote:The same thing happens in TTDPatch. My guess is that it's just a limitation of the feature.
That's right, because it isn't in NewGRF action 05-0D .
Aegir wrote:Also, has this hit OpenTTD trunk yet? Would be nice to see it included.
[...]
Odd, r11397 doesn't appear to have it, and I see no mention in the svn.openttd.org history.
As soon as Belugas have time (They have a life behind OTTD).

Regards,
BigBB
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
frosch
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Re: completely shore

Post by frosch »

I found some time to code, what I had promised:
draw shore under tracks
draw shore under tracks
halfshore.png (35.56 KiB) Viewed 4779 times
I'm not sure, what to do in the following situation (left or right). Currently it behaves like on the right hand side:
draw shore on top of anti-zig-zag foundation
draw shore on top of anti-zig-zag foundation
floodantizigzag.png (8.47 KiB) Viewed 5395 times
The attached patch is meant to be applied on top of the completly_shore patch. It does not increase the save game version another time, but loading a game from this patch without this patch will cause assertions.
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HalfShore11418.patch
Patch to be applied on top of completly_shore patch
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Leviath.NL
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Re: completely shore

Post by Leviath.NL »

Very nice work! :D, how trunk ready do you think this patch is?
I'd prefer, the left situation, to not have shore on the foundations.

edit: :shock: oops :lol:
Last edited by Leviath.NL on 13 Nov 2007 22:36, edited 1 time in total.
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Re: completely shore

Post by Mchl »

You really might want to edit your last sentence :lol:

And to stay on topic: I prefer current (one on the right) behaviour.
Last edited by Mchl on 14 Nov 2007 07:41, edited 1 time in total.
BigBB
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Re: completely shore

Post by BigBB »

Nice work frosch, looks good.

I used atm your halftile code to solve the problem with shore on SLOPE_EW and SLOPE_NS :
Image

Image


I prefer the right one with shore, the left one looks ugly:
Image
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
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athanasios
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Re: completely shore

Post by athanasios »

Me too (right).
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Re: completely shore

Post by Acerbus »

I'd also go for the right version,

Btw, good thinking with the SLOPE_EW and SLOPE_NS problem, BigBB!
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Digitalfox
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Re: completely shore

Post by Digitalfox »

Right version, no doubt.. :D
It looks a lot better IMHO :P
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Re: completely shore

Post by Digitalfox »

Deleted by me
Last edited by Digitalfox on 02 Jan 2008 03:47, edited 1 time in total.
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