I haven't updated my Temperate climate code to methods yet so it's an ugly string of switches, but you can check it out here: Only protect the house if another historic building is found within this radius. Finally, check the distance to another historic building (nearest house matching criterion, search house by class, with a search radius of 2). If yes, continue to step 3, else use a 1/8 chance to protect the house anyway, giving us scattered old buildings without having a distinct old town district.ģ. Next, we check if the town has a historic church. The reason for this is to avoid protecting buildings while they are still in production and aren't historic yet!Ģ. Is the current year > the last year (cutoff) that the building can be built new? This is done by passing the cutoff year as an argument to the preservation function. When the game wants to demolish an old building, the protection callback evaluates the following:ġ. Having one of these blocks the other from being built, so only some towns have Old Town districts. First, towns can get either a historic church or a regular church. Temperate houses in Improved Town Layouts have old town generation which works almost exactly this way. My initial idea was to tie the protection to a circle around the initial village church, but I don't know how to do this codewise yet. This creates far too large old town cores when you play an early game (1920 is max build date for those house types). As of now it works by simply having old town house types having the protection callback enabled. Of course it should be optional, if somebody want to mix every style, can switch unique town feature off.īut where we struggle, for example, is old town generation. However there are some limitations: houses/grf, and also my capacity of dealing with.īut what about idea of unique style towns but with use of newgrf checking, instead of class checking? Secondary objective was also reviving some abandoned projects, for example Polish houses. Main objective was to make newgrf which generate towns of unique style, for example asian-style town, east-eu style town, west-eu style town etc., I assigned house classes - given class can't be spawned if another class already exists. )įor testing purposes I made muckup using vanilla houses, so three types of cities are generating, with arctic only, temperate only or subtropic only houses. Maybe it would be worthwhile to make each city different, one alpine, one southern European, one of the other player-added sets (Swedish, English, Polish. Parks, plazas and allotment gardens: So, villages get their one-tile village meadow towns will have a 2x2-tile town park And cities?Ĭities would then be more diverse.Old towns: Historical old town buildings can stand the test of time, disturbed only by some money-hungry transport tycoon's maniacal railroad network.Historicity: five historical eras all come with their respective architectural styles from half-timbered old-town romanticism to glass-and-steel postmodernity.Town Types: From peaceful, quiet villages to Pleasantville-ish, garden-loving smalltowns turning into vibrating cities with road-aware block perimeter development and concrete squeezed into every corner possible - As towns grow in population, they will progress through these stages and change their appearance quite a bit.More than 380 individual buildings (including churches, stadiums, parks and plazas) of Central European Style.Tomorrow? However, it is also aimed at affecting gameplay, for example via the creation of functional town areas such as old town or bussiness districts.įeatures planned for the initial release include (most likely): It aims at simulating the most common architectural and structural features of European urban agglomerations between the 19th century and. ![]() What's currently missing are modern house sprites, but we're at it.Ĭentral European Towns is not just cosmetics, though. But as I'm not, I'll just say that lots of sprites have been drawn and many lines of NML are written. If I was an actual programmer, i'd say it's in alpha state close to a first beta. The set is under development with a first playable version which we currently play-test. My Southwest German Houses Set: viewtopic.php?t=73137 This is a combined continuation of our formerly seperate projects:Ĭhataigne's European Building Set: viewtopic.php?t=87346 News and updates about it will be posted here. ![]() Cet_collage_dev_thread_721x400.png (351.95 KiB) Viewed 5009 timesĬhataigne, Fraenklie and me have joined forces to build a full town replacement set.
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