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Author Topic: (test version) Desert cityhall  (Read 8225 times)

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Offline z9999+

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(test version) Desert cityhall
« on: November 03, 2009, 12:29:02 PM »
About cityhall. 09_CITY_96c, 10_CITY_96c, 11_CITY_96c are dims=2,1,1.
But I strongly suggest to use square (1x1 or 2x2) for cityhall until someone change the code.

Cityhall renovation code doesn't consider none-square cityhall.
So, if player rotate a map, renovation won't success well.

And, cur_96c_012 (policestation) and cur_96c_019 (Hospital) are still have only 1 rotation image.
These may not cause serious problems. But if there is a chance, having 2 rotation images is better.

Offline Dwachs

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Re: (test version) Desert cityhall
« Reply #1 on: November 03, 2009, 01:29:54 PM »
But I strongly suggest to use square (1x1 or 2x2) for cityhall until someone change the code.

Cityhall renovation code doesn't consider none-square cityhall.
So, if player rotate a map, renovation won't success well.
Do you have an idea how to fix the code? Me not :/

Offline prissi

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Re: (test version) Desert cityhall
« Reply #2 on: November 03, 2009, 02:33:56 PM »
ROtate map before renovation ...

Offline gerw

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Re: (test version) Desert cityhall
« Reply #3 on: November 03, 2009, 09:27:15 PM »
Sometimes I think it would be better if not the whole map is rotated, but only the display routines consider the rotation. Of course, this would require big changes...

Offline prissi

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Re: (test version) Desert cityhall
« Reply #4 on: November 03, 2009, 09:52:44 PM »
It is easier now with the new vehicle movement code, but stil ...

Offline gerw

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Re: (test version) Desert cityhall
« Reply #5 on: November 04, 2009, 08:21:12 AM »
It is easier now with the new vehicle movement code, but stil ...
I think, all what have to be done is a coordinate transformation (rotation) on all user in- and output and a "rotation of all sprites". Am I right?

Offline prissi

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Re: (test version) Desert cityhall
« Reply #6 on: November 05, 2009, 03:36:24 PM »
Certain images are also rotation dependent like buildings, ways, vehicles, ... Those need to be rotated too. And this would mean recalculation each sync_step, which I though quite time consuming.

Offline Dwachs

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Re: (test version) Desert cityhall
« Reply #7 on: January 25, 2010, 07:31:49 PM »
About cityhall. 09_CITY_96c, 10_CITY_96c, 11_CITY_96c are dims=2,1,1.
But I strongly suggest to use square (1x1 or 2x2) for cityhall until someone change the code.

Cityhall renovation code doesn't consider none-square cityhall.
So, if player rotate a map, renovation won't success well.
This should work better in revision 3051.