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Topic: Rivers development (Read 92874 times) previous topic - next topic

Re: Rivers development

Reply #140
Very impressive!  I would just say that it depends on your road waybuilding settings in simuconf.tab (in case anyone else has this problem?)

To start with I kept getting very short stubby rivers only, until I used the waybuilder settings in the latest pak128 simuconf.tab.

Re: Rivers development

Reply #141
The length mostly depends on your landscape.

Re: Rivers development

Reply #142
New revision of the patch. Now rivers will join each other. Unless there is a UI interface 20 rivers are created.

Re: Rivers development

Reply #143
The length mostly depends on your landscape.

Yes - but this was on identical maps with otherwise identical settings.  It's all fixed anyway :-) - I just mentioned it in case anyone else gets that problem (especially if they are using older paksets with older simuconf.tabs like I was to start with).

Re: Rivers development

Reply #144
Ok, UI still lacks but gerw rivers (with a little cleaning up and some additions to avoid flowing uphills) they are in the trunk. In principle the waybuilder tool could be done with rivers too. (Also the preview woul be no good then.)

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Re: Rivers development

Reply #145
Please add UI on final version.
Because people who use height maps don't want random rivers which don't exist there.

Re: Rivers development

Reply #146
That screenshot looks very promising - I love the merging rivers, and the variable length estuaries! (Although, variable width estuaries would also be good...)
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Re: Rivers development

Reply #147
There is already an UI in the trunk.

Re: Rivers development

Reply #148
@ jamespetts:



Re: Rivers development

Reply #149
This is a crossing. Whould a bridge looks nicer? It is possible to let the programm build a bridge?

PS. I'm very happy with the new rivers. Thank you gerw and prissi. For more screenshot look at http://forum.simutrans.com/index.php?topic=37.msg13432#msg13432

Re: Rivers development

Reply #150
would it be possible to make rivers not navigable but make it cheaper to change rivers to canals than start canals fresh?

Re: Rivers development

Reply #151
would it be possible to make rivers not navigable but make it cheaper to change rivers to canals than start canals fresh?

Rivers not navigable: not hard, if in your pakset you ste max speed=1 and maxweight=1, for sure they are uneconomical to navigate.
But upgrading them to canals it costs as much as lying a whole new canal, as it happens for roads and railways. once it was discussed to pay less to upgrade ways, but it has been rejected long ago. (But you can talk about this with James Petts, maybe he's interested in this for his Experimental Simutrans)


Re: Rivers development

Reply #153
Yes, some rivers are navigable, and others are not. Weight is probably a sensible way of distinguishing between them - a weight limit of 1 will mean that not much bigger than a small pleasure boat could get up the river at any sensible speed, which is enough of a restriction for commercial purposes.
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Re: Rivers development

Reply #154
Very nice feature! gerw and little prissi: thank you for implementing!
Parsley, sage, rosemary, and maggikraut.

Re: Rivers development

Reply #155
Weight is probably a sensible way of distinguishing between them - a weight limit of 1 will mean that not much bigger than a small pleasure boat could get up the river at any sensible speed, which is enough of a restriction for commercial purposes.
Small boats for p****engers and mail could still travel over small rivers.
But hovercrafts can p**** the most shallow water, they can even master land, so the weight limit would restrict these more than necessary.

Re: Rivers development

Reply #156
Then just make them light?

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Re: Rivers development

Reply #157
Weight is also used for acceleration, so the effective power would have to be lowered by magnitudes.


Re: Rivers development

Reply #159
Whoami said "effective power", so I ****ume he already meant that. Anyway, that would make the vehicle either crawl when loaded, or rocket-start when empty, as the difference between loaded and empty weight would increase a lot.

For starters, I would go for a simple system using a special canal version called "river", just as fabio created for 128, with no strings attached. Also I'd like to remind that pak64 must be in this sense feature-complete, since that is the official testing data set.

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Re: Rivers development

Reply #161
In the nightly PAK64 (Tomorow) is a River ....

(I look at the SVN)
I hope you understand my English

Re: Rivers development

Reply #162
One suggestion: would be possible to have different river's graphics according to the different existing climates in Simutrans? i.e. frozen river for tundra, river with ice plates for artic, river with green water for tropical, etc..imho, It would add more variety and realism to landscapes.

Re: Rivers development

Reply #163
Way can have winter images since ages ... Apart from than no, and since those are vanilla way graphcis will not be considered for inclusion.

(You greedy guys: River are not yet finished and still you damand the next feature! ;) )


Re: Rivers development

Reply #165
I'll take that as a NO... ::)....*vilvoh starts drawing sketches of winter rivers*

Re: Rivers development

Reply #166
Rivers in latest PAK64-130!!! BRILLIANT.
I may not agree with what you say, but I will defend to the death your right to say it

Thought for the day

 When you are up to your backside in alligators, it is difficult to remind yourself that your initial objective was to drain the swamp.

Re: Rivers development

Reply #167
I have to say - I am very impressed with the speed and quality of the development of this feature. It is a major addition to Simutrans.
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Re: Rivers development

Reply #168
The rivers in pak64 are not very nice. It would be nice to have at least 3 different river types, gradually increasing, with the smallest type not straight but meandering (curve) with some gr**** etc. I know what I mean, I hope.

Same is true for the other paksets too, I presume.


Re: Rivers development

Reply #170
I don't make a bug report, but sometimes freeze and rarely quit without any error dialog during creating rivers.
I waited more than 5 minutes but didn't progress.


Re: Rivers development

Reply #172
Fabio,

I shall very much look forward to those rivers! I have been testing the rivers in the latest Pak64, and one of the things that I like about those rivers is that one cannot build a crossing over them: one is forced to build a proper bridge. Do you think that it would be possible to put that into the Pak128 rivers, too?
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Re: Rivers development

Reply #173
That would not require putting something into pak128, but to remove something from it (= crossings for waytype water with both track and road), I think...
  
***** PAK128 Dev Team - semi-retired*****

Re: Rivers development

Reply #174
Ahh, I see. Could that be done?
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