Results (41 - 50 of 166)
- [21085]: Implement rmgen SlopeConstraint which is met if the elevation ...
- Implement rmgen SlopeConstraint which is met if the elevation difference is within the given range, fixes #5004. Add NearTileClassesConstraint that is satisfied when there is a tile marked with the given class in the given range. Use it for the grass and mountain terrain painting on Pyrenea ...
- By Jan 31, 2018, 5:42:19 PM —
- #5011: defect: random map script performance improvements (new)
- Some map generations are inacceptably slow and consume up to 3 minutes, whereas most maps are done within 15 seconds. With #4950 we have log message entries measuring the time for each step in all maps. Here the biggest hits with normal ...
- By Jan 30, 2018, 1:30:35 AM —
- #5004: defect: rmgen SlopeConstraint (closed: fixed)
- It should be possible to paint terrain textures and tileclasses on a given area depending on the slope of the terrain. Latium, Pyrenean Sierra, Belgian Uplands, Corsica & Sardinia, most likely Caledonian Meadows and Wild Lake have custo ...
- By Jan 27, 2018, 12:08:42 PM —
- #5003: defect: Add Constraint, TileClass and failFraction to rmgen Wall Builder (new)
- ... custom TileClass so that the entities, terrain textures and elevation placed afterwards can avoid the walls if desired. Similar to the createObjectGroups and createAreas calls, a different wall angle could be tried if the first attempt failed.
- By Jan 27, 2018, 10:11:24 AM —
- #4998: defect: Unify Height & Slope based painting (new)
- Caledonian Meadows and Wild Lake have the same code for painting and placing based on terrain height and slope. Pyrennean Sierra and Corsica & Sardinia have a custom way to achieve the same too. Likely Belgian Uplands as well. It sho ...
- By Jan 23, 2018, 8:20:18 PM —
- #4989: defect: Remove default values from rmgen terrain and entity helper functions (new)
- ... ut some are still important to be removed, for instance the elevation of hills. There have been a number of paintTerrainBasedOnHeight calls that never did anything because the height range was never met. The height range was never met because the height was hidden in the library, rather than a ...
- By Jan 19, 2018, 4:03:41 AM —
- [20904]: Delete BaseHeight property from random map JSON files and rmgen ...
- ... Reveals the actual initial elevation to the random map script author without looking up the JSON file. Group and rename all height constants of random maps below the template names. Rename waterHeight to heightSeaGround to prevent confusion with the actual waterlevel ...
- By Jan 18, 2018, 2:57:11 PM —
- #4973: defect: Delete BaseHeight and BaseTerrain, cleanup rmgen Init (closed: fixed)
- ... sn't belong there, but should be grouped with all the other elevation and terrain constants. The gamesetup shouldn't be able read nor write to it (but can). It's even exposed to the simulation. Furthermore it makes comprehending the rmgen code much harder. It has also led to a side effects of ma ...
- By Jan 18, 2018, 5:13:05 AM —
- #4964: defect: Remove all globals from random map libraries (new)
- ... s the RandomMap prototype, which holds all ground textures, elevation grid and entity templates + positions to be exported to C++. There are exactly 0 use cases for having two instances of the prototype around. However having states (global variables) in libraries is a faux-pas in object-oriented ...
- By Jan 17, 2018, 10:09:25 PM —
- #4954: enhancement: Map-specific biomes (closed: fixed)
- Some random maps hardcode multiple custom biomes and pick one of the variants at random: * alpine_lakes * alpine_valley * gulf_of_bothnia * persian highlands The data is structured almost exactly like the JSON files already. Havi ...
- By Jan 16, 2018, 8:10:04 PM —
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