Re: More height levels
Posted: 16 Sep 2014 08:37
Coding style: I can do it.
Colors: I can also have a look on it. Maybe some hint from you, which lines are TODOs would be useful. But I also make no promise, as I never got in touch with those colors before...
An additional remark about the size discussion above, to get a complete overview about all technically possible options:
1. There was an ancient version of the patch with a switch "Use more heightlevels: Yes/No", where additional space was only used if the switch was in state "Yes". (i.e., there was a new struct, which was a Null-Pointer if the switch was in state "No").
The code for transitions between those states worked without problems as far as I remember.
Obviously, the inline Getter (TileHeight, I think) then was a short if (flag is set) <return data from new struct>, else <return data from Tile>.
At some point in time, at least someone (I don´t remember who) decided / proposed to drop that logic, thus the patch now is pure more heightlevels.
2. As I have said, if savegame size is considered a problem, one could at least still apply some of the patches that in the background make things more-heightlevel-capable. This would at least greatly reduce the future size of this patch.
3. Of course, for me it would by far be the simplest thing, if (1) and (2) would not be needed, since both involve significant additional work for me.
Just to have the options about this aspect completed here
Colors: I can also have a look on it. Maybe some hint from you, which lines are TODOs would be useful. But I also make no promise, as I never got in touch with those colors before...
An additional remark about the size discussion above, to get a complete overview about all technically possible options:
1. There was an ancient version of the patch with a switch "Use more heightlevels: Yes/No", where additional space was only used if the switch was in state "Yes". (i.e., there was a new struct, which was a Null-Pointer if the switch was in state "No").
The code for transitions between those states worked without problems as far as I remember.
Obviously, the inline Getter (TileHeight, I think) then was a short if (flag is set) <return data from new struct>, else <return data from Tile>.
At some point in time, at least someone (I don´t remember who) decided / proposed to drop that logic, thus the patch now is pure more heightlevels.
2. As I have said, if savegame size is considered a problem, one could at least still apply some of the patches that in the background make things more-heightlevel-capable. This would at least greatly reduce the future size of this patch.
3. Of course, for me it would by far be the simplest thing, if (1) and (2) would not be needed, since both involve significant additional work for me.
Just to have the options about this aspect completed here
