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Posted: 22 May 2007 00:54
by nicfer
Well I don't like this type of rivers... maybe we should do more like TTDP ones? I think that the canals code can be copied and modified so it becomes buildable only on scenario editor, and replace the locks with the waterfalls.
Oh, and we should steal aquaducts from TTDPatch

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Posted: 22 May 2007 05:58
by DeletedUser21
Nah... OTTD needs it's own 'better' ones.

Posted: 23 May 2007 21:36
by boekabart
I've updated the patch to use the same style rivers as the TTDPatch rivers: non-flooding ones.
I've also made (myself!!) some makeshift riverbank graphics by coloring the canal graphics.
See attachments!
Posted: 24 May 2007 11:39
by boekabart
Yet another update, changed a lot of code internally, fixed some bugs.
Changed the water transparency code, see shot. I personally like it a lot better than before!!
Posted: 24 May 2007 11:57
by Red.xiii
boekabart wrote:I've updated the patch to use the same style rivers as the TTDPatch rivers: non-flooding ones.
Yes. That confirms it, you are a legend!!!
Many thanks

Posted: 24 May 2007 12:39
by Chicago Rail Authority
Great job on the updates!
With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?
Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion

Posted: 24 May 2007 12:43
by boekabart
Chicago Rail Authority wrote:With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?
People don't build rivers, nature does. People build canals. That's my opinion
Chicago Rail Authority wrote:Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion

Could not possibly agree more. I'd like an extra button too. 2 in fact: 1 for sea and 1 for river. Maybe someone can make the grf, then I can add the code.
Posted: 24 May 2007 13:00
by Chicago Rail Authority
boekabart wrote:Chicago Rail Authority wrote:With the new (non-flooding) approach, will players be able to build the rivers during games - or are we still limited to the scenario builder?
People don't build rivers, nature does. People build canals. That's my opinion
Perhaps a compromise? Maybe within the scenario editor players could have the ability to flood and/or build rivers tile-by-tile. Within the game itself, I would prefer to have the ability to build either type (tile-by-tile to prevent the aforementioned multiplayer issues)... Canals for functional shipping lanes, and rivers (again, tile-by-tile) to build up the aesthetics of the map while playing.
Chicago Rail Authority wrote:Also - In terms of construction, perhaps you could chat with the Devs to see if you could have either 1) a river-building button added to the existing toolbar or 2) a drop-down added (like normal vs. electric railway construction). Personally, I'd rather see the interface follow one of those two 'standard' methods rather than "CTRL+Click" -- but that's just my opinion

Could not possibly agree more. I'd like an extra button too. 2 in fact: 1 for sea and 1 for river. Maybe someone can make the grf, then I can add the code.
GRF Graphics: Perhaps MB would allow you to get an advance copy of a single river tile that you could shrink down for the purpose of using it as a toolbar button?
GRF Code: I don't know enough NFO to help you out on this one, sorry.
Posted: 09 Jun 2007 09:47
by mikeel
i still prefer the flooding patch, maybe with some corrections
Posted: 09 Jun 2007 12:40
by boekabart
Update: I'm going to strip my patch back to do just the high sea level, no rivers or anything else.
Then I hope it gets committed.
Then, I want to make rivers/lakes as a separate patch, in the way that the ttdpatch devs also want to do it: Just like canals, but with different graphics, and only buildable in scenario editor.
Now I just need the time to do it. I'll keep you updated!
Posted: 09 Jun 2007 13:55
by PouncingAnt
I think that is a tremendous idea. After all, I'd love to see these patches in the trunk
Posted: 09 Jun 2007 15:34
by Bot_40
Great news, keep up the good work. Eagerly awaiting the day this hits the trunk!
Posted: 09 Jun 2007 22:11
by boekabart
OK, hereby the update.
Removed River stuff, and cleaned out a lot. TODO: remove patches variable and move UI to landscape ui of editor, saving _current_sealevel to savegames. note: your savegames/scenario with this patch WILL become useless. Sorry

Posted: 10 Jun 2007 16:22
by mikeel
i feel stupid but i don't understand how can i see how much is deep the water
Posted: 10 Jun 2007 19:37
by Chicago Rail Authority
First, glad to hear that this is still actively being developed. Keep up the great work!!!
Regarding the construction process...
boekabart wrote:...and only buildable in scenario editor.
Any chance of a compromise to allow a patch toggle switch for players who want to be able to build rivers during games? I can appreciate your aspirations for realism and, afterall, it is your patch

... I just know that I find myself playing for hours and would prefer not to have to save and exit to the scenario editor just to add some features to the map when things like canals and other land changes are already possible within the game itself.
Posted: 10 Jun 2007 20:30
by boekabart
Chicago Rail Authority wrote:would prefer not to have to save and exit to the scenario editor just to add some features to the map when things like canals and other land changes are already possible within the game itself.
Fair point.. I'll consider making it a patch option.
Posted: 10 Jun 2007 20:50
by Chicago Rail Authority
boekabart wrote:Fair point.. I'll consider making it a patch option.
Thanks

. Speaking just for myself, I'd even be happy with the ability to set a yes/no option within the *.cfg if a true in-game configurable option is a sticking point.
Posted: 10 Jun 2007 21:05
by boekabart
Chicago Rail Authority wrote:Speaking just for myself, I'd even be happy with the ability to set a yes/no option within the *.cfg if a true in-game configurable option is a sticking point.
Making a patch option available in the patches menu is easier than adding the patch option, so that's no problem.
In answer to an above question: press X to enable water 'transparency' so you can see how deep it is.
Updated the patch, did only cleaning up and updated to r10085.
Still todo: removing the sealevel patch option and making a proper gui for raising/lowering. Had less time than I hoped this weekend

Posted: 11 Jun 2007 06:05
by boekabart
Updated coding style and fixed a small bug: could make 'flat sea' of some coast tiles. r10089
Posted: 11 Jun 2007 08:25
by boekabart
Removed the whole patch thing; _map_sealevel is now a savegame variable. In scenario editor, added 2 gui buttons to raise and lower the sea level.
Only known issue: definition of 'canals' was changed a while ago: canals must be owned by 'none' or 'player'. Until now, the old definition was still supported by lots of ugly ifs (if water-owned water and level > sealevel, canal).
Now strictly defined: if water is owned by water, it's SEA. so, in very old savegames (like opening game) some canals may turn into clear water. It won't flood though, since they are above sea level.
Possible solution: 1) fixcode in AfterLoadGame, that makes them NONE owner, or 2) wait for rivers to be implemented and they will become nice looking rivers

Any opinions on this last issue?