News:

SimuTranslator
Make Simutrans speak your language.

(test version) Desert cityhall

Started by z9999+, November 03, 2009, 12:29:02 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

z9999+

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.

Dwachs

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 :/
Parsley, sage, rosemary, and maggikraut.

prissi


gerw

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...

prissi

It is easier now with the new vehicle movement code, but stil ...

gerw

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?

prissi

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.

Dwachs

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.
Parsley, sage, rosemary, and maggikraut.