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PakSets and Customization => Pak96.comic => Pak96.comic Bug Reports => Topic started by: z9999+ on November 03, 2009, 12:29:02 PM

Title: (test version) Desert cityhall
Post by: z9999+ 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.
Title: Re: (test version) Desert cityhall
Post by: Dwachs on November 03, 2009, 01:29:54 PM
Quote from: z9999+ on November 03, 2009, 12:29:02 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 :/
Title: Re: (test version) Desert cityhall
Post by: prissi on November 03, 2009, 02:33:56 PM
ROtate map before renovation ...
Title: Re: (test version) Desert cityhall
Post by: gerw 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...
Title: Re: (test version) Desert cityhall
Post by: prissi on November 03, 2009, 09:52:44 PM
It is easier now with the new vehicle movement code, but stil ...
Title: Re: (test version) Desert cityhall
Post by: gerw on November 04, 2009, 08:21:12 AM
Quote from: prissi on November 03, 2009, 09:52:44 PM
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?
Title: Re: (test version) Desert cityhall
Post by: prissi 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.
Title: Re: (test version) Desert cityhall
Post by: Dwachs on January 25, 2010, 07:31:49 PM
Quote from: z9999+ 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.
This should work better in revision 3051.