(test version) Desert cityhall 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. Quote Selected
Re: (test version) Desert cityhall Reply #1 – November 03, 2009, 01:29:54 pm Quote from: z9999+ – on November 03, 2009, 12:29:02 pmBut 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 :/ Quote Selected
Re: (test version) Desert cityhall Reply #2 – November 03, 2009, 02:33:56 pm ROtate map before renovation ... Quote Selected
Re: (test version) Desert cityhall Reply #3 – 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... Quote Selected
Re: (test version) Desert cityhall Reply #4 – November 03, 2009, 09:52:44 pm It is easier now with the new vehicle movement code, but stil ... Quote Selected
Re: (test version) Desert cityhall Reply #5 – November 04, 2009, 08:21:12 am Quote from: prissi – on November 03, 2009, 09:52:44 pmIt 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? Quote Selected
Re: (test version) Desert cityhall Reply #6 – 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. Quote Selected
Re: (test version) Desert cityhall Reply #7 – January 25, 2010, 07:31:49 pm Quote from: z9999+ – on November 03, 2009, 12:29:02 pmAbout 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. Quote Selected