Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Scenario Editor: rivers with desert #4754

Closed
DorpsGek opened this issue Aug 31, 2011 · 7 comments
Closed

Scenario Editor: rivers with desert #4754

DorpsGek opened this issue Aug 31, 2011 · 7 comments

Comments

@DorpsGek
Copy link

@DorpsGek DorpsGek commented Aug 31, 2011

planetmaker opened the ticket and wrote:

In the scenario the interaction between rivers and desert tool are not optimal:

a) drawing a river on desert creates grass tiles around it (ok)
b) drawing desert over a river kills removes the river and makes the tile desert (this is IMHO a real bug and should not work this way. Houses etc. aren't removed either)
c) drawing desert next to a river removes the transition (this is somewhat inconsistent, but can be argued ok)

Expected behaviour could be:
ad b) drawing desert over a river tile could sets the tile to full desert, too, thus creating rivers which show desert shores. Alternatively putting a river tile to desert could simply have no effect / not be allowed.
ad c) Apply the usual transition rule. Assuming river tiles are always grass tiles, drawing desert next to a river should make the tile a grass-desert transition tile. If rivers can be deserts, it should depend on what type the river tile is.

Reported version: trunk
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/4754
@DorpsGek

This comment has been minimized.

Copy link
Author

@DorpsGek DorpsGek commented Aug 31, 2011

planetmaker wrote:

illustration

Attachments


This comment was imported from FlySpray: https://bugs.openttd.org/task/4754#comment10279
@DorpsGek

This comment has been minimized.

Copy link
Author

@DorpsGek DorpsGek commented Aug 31, 2011

planetmaker wrote:

as visible in the screenshot: a similar argument could apply to coasts, too which are always grass, thus a transition tile could follow towards desert. Or one could allow desert shores


This comment was imported from FlySpray: https://bugs.openttd.org/task/4754#comment10280
@DorpsGek

This comment has been minimized.

Copy link
Author

@DorpsGek DorpsGek commented Aug 31, 2011

frosch wrote:

Half-desert tiles are technically non-desert tiles next to desert tiles.
As such c) makes no sense to me. Just do not put desert next to rivers.
Same applies to coasts.

Wrt. d): Converting coast to non-desert when being flooded would thus also reqruite to convert neighboured tiles to non-desert.

e) Converting desert to non-desert in game when flooding the desert would be irreversible. So likely not a good idea.

f) It might be possible to make tile also show half-desert when they are next to water/coast. This would also react to flooding in game. However it will likely look weird during flooding, when tiles change to half-desert shortly before being flooded. :p


This comment was imported from FlySpray: https://bugs.openttd.org/task/4754#comment10281
@DorpsGek

This comment has been minimized.

Copy link
Author

@DorpsGek DorpsGek commented Sep 2, 2011

frosch wrote:

Attached diff changes the behaviour of half desert: Desert tiles are now half-desert if a neighboured tile is non-desert or sea/coast.
That is, flooding changes neighboured tiles to half-desert.
Rivers do not do the same, that is up to the scenario editor user.

Somewhat important change: Half-desert tiles are now in the DESERT zone, not in the NORMAL zone.

  1. This might break NewGRFs doing the computation themelf.
  2. This might slow the game as there are usually a lot more DESERT tiles than NORMAL tiles.
  3. This might actually look better as stuff that tests for non-DESERT is now not in half-desert. (Stuff checking for DESERT is rare.)

Attachments


This comment was imported from FlySpray: https://bugs.openttd.org/task/4754#comment10296
@DorpsGek

This comment has been minimized.

Copy link
Author

@DorpsGek DorpsGek commented Aug 20, 2017

andythenorth wrote:

FWIW, houses are removed with the desert tool (in 1.7.1) it seems to act as 'clear area' for the things I tried.

Patch applied ok and works as expected in SE. Can't comment on potential performance issues.

This would likely break at least FIRS assumptions about desert. Not in a serious way, but likely to affect location checks and maybe some graphics; I would be prepared to resolve those issues. Can't comment on other NewGRFs.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4754#comment14597
@andythenorth

This comment has been minimized.

Copy link
Contributor

@andythenorth andythenorth commented Apr 13, 2018

Needs turning into a pull request next IMHO :)

@frosch123 frosch123 removed the Core label Apr 14, 2018
andythenorth added a commit to andythenorth/OpenTTD that referenced this issue Jan 5, 2019
planetmaker added a commit that referenced this issue Jan 9, 2019
…-desert or sea/coast. (patch by frosch123) #4754 (#7015)
@andythenorth

This comment has been minimized.

Copy link
Contributor

@andythenorth andythenorth commented Jan 12, 2019

It's done \o/

nielsmh added a commit to nielsmh/OpenTTD that referenced this issue Mar 11, 2019
andythenorth added a commit to andythenorth/OpenTTD that referenced this issue Aug 9, 2019
…e is non-desert or sea/coast. (patch by frosch123) OpenTTD#4754"

This reverts commit 53486a061098f9414d5596b1480bec561a576f51.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Linked pull requests

Successfully merging a pull request may close this issue.

None yet
3 participants
You can’t perform that action at this time.