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High sea level - tunnel under sea patch

Posted: 20 Apr 2007 13:16
by boekabart
[Edit: latest version, v9, here: http://www.tt-forums.net/viewtopic.php?p=589267#589267]

Don't have time to describe it here again at this moment:

Please see http://boekabart.googlepages.com/sealevel for more.

Edit: Even more at http://boekabart.googlepages.com/deepwater . Find an updated title screen there.

Edit Latest diff, v27 r 10162, with fixed sea floor drawing: http://www.tt-forums.net/download.php?id=72625

Edit Started redevelopment!

Posted: 20 Apr 2007 13:49
by csuke
WOW

Posted: 20 Apr 2007 15:43
by DaleStan
What happens when the sea floods into a sub-sea-level area?

Posted: 20 Apr 2007 16:27
by Wolf01
DaleStan wrote:What happens when the sea floods into a sub-sea-level area?
maybe destroy and terraform?

Posted: 20 Apr 2007 16:33
by belugas
Or more place for fish and divers ? :lol:

Posted: 20 Apr 2007 16:53
by Born Acorn
DaleStan wrote:What happens when the sea floods into a sub-sea-level area?
He has a screenshot on the link he posted. It seems to just bulldoze anything below, but stay in the air.

Posted: 20 Apr 2007 18:28
by Ben_K
Well, it looks like its en-route to flatten the town... :?

Posted: 20 Apr 2007 23:49
by athanasios
Nice!
Please consider that sea has depth also. So for long tunnel it is OK, but for short tunnel like in the screen capture you posted entrance should be 1 level deeper.

Posted: 22 Apr 2007 09:27
by boekabart
athanasios wrote:Nice!
Please consider that sea has depth also. So for long tunnel it is OK, but for short tunnel like in the screen capture you posted entrance should be 1 level deeper.
Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.

Posted: 22 Apr 2007 09:29
by Leviath.NL
boekabart wrote:Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.
But this way bridges over water have to raise and lower to get over water.

edit: this won't be possible anymore:

Posted: 22 Apr 2007 09:32
by boekabart
Leviath.NL wrote:
boekabart wrote:Actually, the current sea in ottd behaves as if it's a bit higher than flat land, doesn't it. It just isn't drawn any higher. So if we'd raise the sea drawing level by say 4 pixels (half a height), and change the coast graphics to match, it'd be correct again.
But this way bridges over water have to raise and lower to get over water.
I don't get what you mean by that. I'll try to make a mockup shot. Offtopic: But you do live really close to me (i'm actually in Wijchen).

Edit: Now I know: raising the water by a couple of pixels requires re-working of all bridge-pillar and bridge-head graphics...

Posted: 22 Apr 2007 09:54
by PouncingAnt
:lol: I think we need graphics for a tidal-wave front so that the sea isnt hanging in the air (muahaha).

Seriously good job on this one^^ I hope it becomes workable in the future

Posted: 22 Apr 2007 10:06
by boekabart
Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?

Posted: 22 Apr 2007 11:41
by maquinista
Is a very good idea, It can be used in MiniIn or other version of OTTD.

Posted: 22 Apr 2007 12:08
by belugas
maquinista wrote:Is a very good idea, It can be used in MiniIn or other version of OTTD.
MiniIN is dead and has NEVER been a version of OpenTTD.

Posted: 22 Apr 2007 22:00
by athanasios
boekabart wrote:Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?
I didn't mean your patch should not be used as it is right now, and I hope it makes it quickly into the trunk. Yet it needs to be corrected in the future and the same applies for the under canals tunnels. I mentioned it, thinking you might find a way to solve the problem.

Posted: 23 Apr 2007 05:27
by boekabart
athanasios wrote:
boekabart wrote:Re. the problem with the 0-depth water:
True point, but I think it is acceptable. We currently accept tunneling under canals, and the fact that sea with level 0 floods land with the same level...
Why would we require 1-deep water for tunneling under, but not for shipping and tunneling under canals?
I didn't mean your patch should not be used as it is right now, and I hope it makes it quickly into the trunk. Yet it needs to be corrected in the future and the same applies for the under canals tunnels. I mentioned it, thinking you might find a way to solve the problem.
No, your point is good and taken, and the solution is (in theory) quite simple: don't allow tunneling directly under canals, and don't allow shipping through 0-deep water (thereby forcing you to keep water deeper and dig your tunnel deeper). Maybe turn 0-deep water into swamps?

Posted: 23 Apr 2007 06:54
by WWTBAM
I hope this is an option that I can leave off. Ie be able to have underwater tunnels but not the other stuff.

Posted: 23 Apr 2007 06:56
by DeletedUser21
:shock: Cool! And I was almost thinking it was impossible... :P

I think this could maybe be implemented, and when the idea is refined about making it more realistic (inline with canals) then this patch can be updated maybe. :)

Posted: 23 Apr 2007 10:25
by Ben_K
I like the thoughts behind this. I think its a great progression here. I also agree that if we can, make it so that you need at least one vertical unit in between...
boekabart wrote:Maybe turn 0-deep water into swamps?
Now thats also a good idea. :)