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Topic: Rivers development (Read 92899 times) previous topic - next topic

Re: Rivers development

Reply #105
I had a deeper look now. Most of the stuff imho belongs to waybuilder, it reülicates stuff already there. Here the version I indend to submit. (Number of rivers is now the square root of the number of towns). Again to clarify: THis is mostly your code cleaned up and made a little faster. Still some issues to fix are left.



Re: Rivers development

Reply #106
Two side comments, not directly related to the patch itself:
  • Intercity roads have hard times ;) In 128 are water crossings, so it works, but what about other paks?
  • Cities do not build bridges, so sometimes they are cut in half...

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Re: Rivers development

Reply #107
  • Cities do not build bridges, so sometimes they are cut in half...

Could the cities build bridges? (with a patch) It would make sense. Most of RL cities grow along a river...


  • Intercity roads have hard times ;) In 128 are water crossings, so it works, but what about other paks?

Could intercity roads build bridges? IIRC, once upon a time, the waybuilder used to build bridges automatically. this would be great at least for starting intercity connections.

Re: Rivers development

Reply #108
I agree with Fabio - it seems daft that cities can't even build bridges over railways so they can't expand beyond the very thing bringing them economic prosperity!

Re: Rivers development

Reply #109
I agree with Fabio - it seems daft that cities can't even build bridges over railways so they can't expand beyond the very thing bringing them economic prosperity!

this is off topic: when i build a new railways line, i also provide a few bridges for the city to grow. Also in RL, a bridge over a railway can't be built without a previous agreement with the transport company. Totally different the issue with bridges: cities SHOULD (if not too hard to code) grow across rivers, and rivers are public, so the cities don't have to ask for permission  ;)

Re: Rivers development

Reply #110
About bridges - when rivers are represented as canals, the "bridge" is just a graphic for a level crossing, so, to the game, it is not building bridges - it is building level crossings. It would be good if it were possible to have a separate cost for these quasi-bridges, and to make them more expensive than level crossings for roads.

As to Prissi's calculation of the number of rivers - ought this not be set as one of the options in the "New World" dialogue, rather than being fixed as the square root of the number of towns?
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Re: Rivers development

Reply #111
I had a deeper look now. Most of the stuff imho belongs to waybuilder, it reülicates stuff already there. Here the version I indend to submit. (Number of rivers is now the square root of the number of towns). Again to clarify: THis is mostly your code cleaned up and made a little faster. Still some issues to fix are left.
Thank you for your reply. Indeed, I doubled some of the stuff from wegbauer (unconsciously). But with your changes it is not possible to merge rivers and let them have a bigger river delta or something like that.

Re: Rivers development

Reply #112
It is possible, all depending on start end endpoint. A wider delta would be possible too. Also would be later contruction like with the waytool be possible ...

And intercity bridges are possible, since those roads belong to the public player. The only problem was, that with bridges the way search is much much slower.

Re: Rivers development

Reply #113
So a better solution is just to provide canal/road crossings for pak64.

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!

Re: Rivers development

Reply #114
About bridges - when rivers are represented as canals, the "bridge" is just a graphic for a level crossing, so, to the game, it is not building bridges - it is building level crossings. It would be good if it were possible to have a separate cost for these quasi-bridges, and to make them more expensive than level crossings for roads.

As to Prissi's calculation of the number of rivers - ought this not be set as one of the options in the "New World" dialogue, rather than being fixed as the square root of the number of towns?

I support this idea.
And IMHO the MAX length of a river should be set to half of the shortest side of a map (e.g. 512*512 -> 256)


And intercity bridges are possible, since those roads belong to the public player. The only problem was, that with bridges the way search is much much slower.

Well, if the new world routines are only cast at the beginning of the game, a long map generation wouldn't have effect on the normal gameplay...

Re: Rivers development

Reply #115
And IMHO the MAX length of a river should be set to half of the shortest side of a map (e.g. 512*512 -> 256)
I think so, too. Long rivers become looking ugly.

Re: Rivers development

Reply #116
I am not so sure about long rivers - there are many places in the world (most notably, the Amazon) in which rivers start near one coast, but go the "wrong" way, and end up crossing much of the country to find their way to the other coast. Perhaps the maximum length could be adjustable?
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Re: Rivers development

Reply #117
I would ask to focus first on the task of rivers per se. That there is an UI needed comes without question.

Re: Rivers development

Reply #118
@prissi: Your routine will fail to create rivers on a map with mountain height 320 and roughness 6. This is caused by the fact, that the route of the river must have already the right shape.

With my code this is not necessary, since the river forms the landscape. But I think, this can also be done by wegbauer, if we include all my magic loops ;)

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Re: Rivers development

Reply #119
OMG!...that picture looks awesome!!! this patch has become as popular as the overtaking fun patch..


P.S: count with me if you finally need graphics for waterfalls and springs...would be a pleasure to take part on this.

Re: Rivers development

Reply #120
Ohh, I think that rivers are even better than overtaking ;-)
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Re: Rivers development

Reply #122
I make a special run with prissis patch .... I whant to see if it compile correct

somebody interessted to test?

Ore should I wait the next patch?
I hope you understand my English


Re: Rivers development

Reply #124
What do you pay ....  8)
I hope you understand my English

Re: Rivers development

Reply #125
If you can wait until evening, I will post a new version of prissis patch.

I think further, I will couple the number of rivers with the map size until we have a UI input for this.



Re: Rivers development

Reply #128
Look at http://patches.simutrans-germany.com/

But it is only "Prissis-Patch". If I should run an other Version ... cry

Importend:
I don´t testet it!

Edit:
But it is only the Program! So you need a full simutrans + PAK to run it
I hope you understand my English

Re: Rivers development

Reply #129
Does Windows versions also include the patch?

Re: Rivers development

Reply #130
Jep .. I only forget to write it ....
every 4 Versions have the patch
I hope you understand my English

Re: Rivers development

Reply #131
Thanks for the info, and for the compilations too.... ;D



Re: Rivers development

Reply #134
A long river have the same width like a short river.

But i think it should easy to say, if a river on level 1 or 0 ( I dont' know the levels) then it is 2 tiles width.


 

Re: Rivers development

Reply #136
Rivers for PAK 128 are READY!!!






what do you think?

Re: Rivers development

Reply #137
Looks great! Will there be a tool to change/modify those rivers?
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Re: Rivers development

Reply #138
ATM they are only a new channel named river.
It's up to the DEVs to handle them. once i have a few more feedback, i'll post the sources...

Re: Rivers development

Reply #139
That looks very good! Do you have any screenshots of roads and railways crossing the rivers?
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