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Re: More than three.

Posted: 06 Jul 2012, 05:19
by Goth Zagog-Thou
Very good. All we need is the max tiles increase, then.

My changes:

map.cpp -- line 100

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// Maximum expected return value from get height
#define	MAX_HEIGHT			(1024 * ELEVATION_SCALE)
map.cpp -- line 132

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#define MAX_TERRAIN_TILES 255		// max that we support (for now)
map.h -- line 340

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#define TILE_MAX_HEIGHT (1024 * ELEVATION_SCALE)
Checking the code to make sure it compiles and plays nice.

Re: More than three.

Posted: 06 Jul 2012, 05:26
by Rman Virgil
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I'm assuming you upped the height of mountains? If so, you may wanna check VTOL fly-over behavior.

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Re: More than three.

Posted: 06 Jul 2012, 05:30
by Goth Zagog-Thou
Yep, gonna do that in a bit. I accidentally overwrote decals with 2.3.9 versions, so I'm fixing that at the moment. :oops:

Re: More than three.

Posted: 06 Jul 2012, 05:44
by Goth Zagog-Thou
So far so good. :P There's no visible performance hit as of yet.

Next thing I have to do (after changing the VTOL flight height maximum) is compile a Master version of FlaME with the 'GUTS' support and get a quick test map made.

I'm getting tired though and it's been a long day, so I may do that tomorrow.

Re: More than three.

Posted: 06 Jul 2012, 06:17
by NoQ
Updated to v2.
  • Include changes just proposed by Goth Zagog-Thou.
  • Cycle the colors for map previews. Tileset 4 is previewed as arizona, tileset 5 is previewed as urban, etc.
  • Rely on tile types when guessing whether a tile is a water or a cliff, not on ground type names.
    • This allows to use multiple cliff textures on one tileset without encountering this problem.
    • This allows using multiple seabed textures on one tileset.
    • I don't yet understand how to make multiple water colors on one tileset, and how will they blend if it is made.
The map in the first post was updated to show off two different seabed colors and two different cliff colors rendered correctly.
The map in the first post was updated to show off two different seabed colors and two different cliff colors rendered correctly.

Re: More than three.

Posted: 06 Jul 2012, 07:34
by NoQ
Updated to v3.

Fixed oversized seabeds, fixed map preview color cycling (3%3!=3 lol).

Anything else? What should i do now? Should i post a ticket with this patch? :oops:

Note: the patch is still compatible with both master and 3.1_beta11!

Re: More than three.

Posted: 06 Jul 2012, 08:06
by aubergine
FULL OF WIN!

Re: More than three.

Posted: 06 Jul 2012, 16:25
by NoQ
(after changing the VTOL flight height maximum)
How is it going? Do you have a sample map to try?

Probably another thing that needs to be tried is camera movement. So that it didn't dig into the ground on low views.
Anyway, i'm sure we had stretched heights in master at some point, but that was removed. Is anybody aware of this story?

Re: More than three.

Posted: 06 Jul 2012, 16:33
by Rman Virgil
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Btw Goth - is this the one you are working with?: /* primitive 'bang- bang ' vtol height controller */ function.
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Re: More than three.

Posted: 06 Jul 2012, 18:44
by Goth Zagog-Thou
Good morning fine people.

Great job, NoQ! I believe that covers everything. :D Loos great btw.

@Rman: Haven't checked yet. I went to bed early last night since I haven't slept much at all during the current heat wave. Had errands to run and bills to pay today, and more business to do later on this afternoon (Grandson's b-day party .. and yes, I'm somebody's grandfather :lol2: ). I probably won't get to it until tomorrow, so if anyone else cares to change the height, be my guest.

Re: More than three.

Posted: 06 Jul 2012, 23:18
by Rman Virgil
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Gramps!! Wow. I thought only me and Kim were the anchient ones. ;)

I messed around with the function years ago trying to figure out how to deal with vtol speed bump stalls but I ain't doing anything like that anymore. Just FVMs work and taking into account these type changes in my Machinima component shoots. If this works out I'm visuslizing being able to do some hair-raising vertigo camera work. :D

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Re: More than three.

Posted: 07 Jul 2012, 02:54
by Goth Zagog-Thou
I think that can be arranged. :D

Re: More than three.

Posted: 07 Jul 2012, 09:02
by Goth Zagog-Thou
/src/move.cpp:62

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/* max and min vtol heights above terrain */
#define	VTOL_HEIGHT_MIN				1024
#define	VTOL_HEIGHT_LEVEL			1150
#define	VTOL_HEIGHT_MAX				1225
That takes care of VTOL heights. :) I'll check for transporter heights, but I think those use the VTOL values above. They do.

Re: More than three.

Posted: 07 Jul 2012, 09:07
by NoQ
I think this shouldn't be altered at all. It's "above terrain", not "above zero". In vanilla VTOL_HEIGHT_MIN==250 is less than maximum terrain height. I didn't check though.

Re: More than three.

Posted: 07 Jul 2012, 09:51
by Goth Zagog-Thou
So far it looks like it's 'above zero'. I'll test it more. At least all of the code is playing nice so far.

I haven't added your .patch in yet. Just how are these applied, anyway? I always wanted to know how that's done. :)