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Posted: 09 Apr 2017, 20:42
by CommanderABab
The different depths look nice! It might be purposeful.
Posted: 09 Apr 2017, 20:52
by Sometheotown mayor
Not a glitch, look at the effect on the minimap

Posted: 09 Apr 2017, 21:11
by Lobby
I didn't expect such an issue, but you're right
Posted: 09 Apr 2017, 21:12
by Sometheotown mayor
That's not much of an issue, I think it looks nice
Posted: 09 Apr 2017, 21:47
by Lobby
It's a bug in a recent saving optimization of ground tiles.
For the optimization I packed the height (16 bit value) and surface slope heightDX, heightDY (each 8 bit values) into a single variable hxy:
Code: Select all
int hxy = (height << 16) | (heightDX << 8) | heightDY;
This code is absolutely fine, as long as heightDX and heightDY are not negative. If they are, they will be proceeded by 1s so the OR opteration will always yield 1s for the first 16 bits. This results in a height value of -1 after the next loading.
The solution is to apply masks so that proceeding bits will be cropped:
Code: Select all
int hxy = (height << 16) | ((heightDX << 8) & 0xF0) | (heightDY & 0xF);
Unfortunately it's a saving problem and therefore cities which already have this issue will continue to have it.
Posted: 09 Apr 2017, 21:54
by Sometheotown mayor
*off topic*
Lobby I heard that you don't check the general discussion thread that often but please check it there's a message for you and Theo in it
Ty
*back to topic*
I didn't think it was a bug, I just thought it was like that to give an effect to the minimap
Posted: 09 Apr 2017, 22:12
by Sometheotown mayor
Yes I agree that when sudden, it doesn't look very good
Oh, then my info is wrong thank you
Posted: 10 Apr 2017, 20:12
by AndrewIsCool1111
I have the same problem, but I'm OK with it
Posted: 11 Apr 2017, 17:00
by Ahmad Nur Aizat
My old cities had these deep ocean trenches... I found few at Sedile
Maybe an option to customize our own ocean depths?
Posted: 15 Apr 2017, 22:38
by Mayor Jeffrey IX
same with me