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slope tools over deep water

Started by uci, April 05, 2011, 11:45:05 AM

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uci

It seems that "slope tools" can be used over water regardless of its depth (first picture).
In fact, water depth is not adjusted as in the case of "raise/lower land tools", nor the costs.
This gives the possibility to create long land bridges over sea with low cost and no maintenance
(second picture).

Is this a bug or a feature?

-uci-

Dwachs

What would be the right thing to do? Of course make the players pay for the construction. But also develop a large footprint (underwater hill) under the slopes as for the regular slopes tools? Or keeping tall pillars below?
Parsley, sage, rosemary, and maggikraut.

Djohaal

Keeping tall pillars I imagine, while increasing the costs sharply upon depth. (would make development restricted to swallow areas much more feasible!) The footprint would only be the case if the slopes are natural, but I'd imagine raising stuff artificially wouldn't need huge footprints.

VS

#3
I think underwater terrain should behave just as dry does - continuous shape + walls up to 2 levels. Consistency :)

Costs could be higher, and the depth pricing sounds good. Even as a constant multiplier - to raise one tile, the next level area is 9 and then 25 tiles. This already offers a neat quadratic pricing curve ;) TTD had insane costs, probably since shore and deep ocean works were the same to the program.

The one small issue this has with current views is seeing how terrain looks at the bottom; currently we can see only tile's "height" which is in fact modified by slope in some direction. Raising and lowering works only on corners, so this is somewhat unintuitive.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

prissi

I though of raising a mountain underwater to water level -1. This would impose quite a price tag to any such mount and would make slopes next to oil rigs impossible. So no longer oil rig trains ....

uci

Quote from: Dwachs on April 14, 2011, 07:07:41 PM
...develop a large footprint (underwater hill) under the slopes as for the regular slopes tools? Or keeping tall pillars below?
Or simply forbid using slope tools on plain water.
You see, there are some ugly bugs related with this mode of construction (images below, pak128).

prissi

Thos will happen also with cutted trenches into land.

uci

Quote from: prissi on April 14, 2011, 09:20:18 PM
Thos will happen also with cutted trenches into land.
If you mean this (image), the bug do not appear here.

Dwachs

Quote from: uci on April 15, 2011, 06:11:55 AM
If you mean this (image), the bug do not appear here.
Huh. That might be another bug then (Ie two bugs cancelling each other out) :P
Parsley, sage, rosemary, and maggikraut.

Dwachs

Quote from: uci on April 05, 2011, 11:45:05 AM
It seems that "slope tools" can be used over water regardless of its depth (first picture).
In fact, water depth is not adjusted as in the case of "raise/lower land tools", nor the costs.
This gives the possibility to create long land bridges over sea with low cost and no maintenance

This is now changed in rev 4410, i.e. water depth is now adjusted as in the case of "raise/lower land tools" with additional costs.
Parsley, sage, rosemary, and maggikraut.

Dwachs

Quote from: uci on April 14, 2011, 08:01:51 PM
You see, there are some ugly bugs related with this mode of construction (images below, pak128).
These bugs should be fixed now (rev 4413).
Parsley, sage, rosemary, and maggikraut.

prissi

The lines

// ships might be large and could be clipped by vertical walls on our tile
const bool ontile_se = back_bild_nr  &&  (hat_weg(water_wt)  ||  ist_wasser());


make ships on channels nearly unusable, as water is almost inevitely drwan on top of them. I suggest rather

// ships might be large and could be clipped by vertical walls on our tile
const bool ontile_se = back_bild_nr  &&  ist_wasser();

which does not flood ships on normal channels. (To reproduce use the yoshi87 game at any place with channels.

Dwachs

part of this problem was, that back_bild_nr was 121 for empty back image and not zero.
Parsley, sage, rosemary, and maggikraut.

uci

#13
Probably related with this topic. Clipping error visible in the image.
Tested on r4414.

Edit: Sorry, is fixed in latest build r4419.