Dev Viperrious wrote:
Wouldnt that kill the smoothed edges on your coast scripts though?
Dev
Yeah, but if you want the mod 9 (original Dragon actually) coasts you can't have the mod 11 smoothed edges. It was a compromise I had to make to get the results I wanted. Like I've always said, you have to be willing to do some editing in Worldforge to make them right.
Warloxx wrote:
at this points I had to change some of the numbers in the x2water.txt (from Mod 9+) file because it placed some of the statics of the coast line at 5 when the water was at -5... the changes made a big diffrence. I changed the 10s to 0 and that lowered the statics. Not sure if that was the right way to do it, but it worked for now. Im still experimenting. There was alot more I had to change like in the Maptrans and some other thinigs but so far so good.
Yeah, that was because there were some errors in the original Dragon scripts. I have a corrected set somewhere; I came up with the scripts that mod11 uses when I ran into the limits of the current way of doing them and what Dragon can do.
The first set of core scripts for UOL which were written by me (current scripts are written by others so I don't know what is left) are all derived from Mod 11 scripts. The big difference in the coasts is that DKnight actually was able to add in a secondary check for the special conditions that create certain coastline areas (because as Dragon sees them they are identical so you cannot fix 1 without breaking the other). It involves actually checking AFTER the first pass of transitions are done for a specific transition tile and then doing another transition on that. This takes the place of having to edit afterwards with Worldforge. Unfortunately one of the limits we ran into with that were not being able to properly transition a coast at anything other than a height difference of 5 Z (so you can't do high cliffs to water). Endless compromises.