Merge branch 'save_ext' into jgrpp
# Conflicts: # src/lang/english.txt # src/lang/german.txt # src/lang/korean.txt # src/settings.cpp # src/station_cmd.cpp # src/table/settings.ini # src/vehicle_base.h # src/widgets/dropdown.cpp
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@@ -47,7 +47,7 @@
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* second sets the major variations to that, ... until finally the smallest
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* bumps are added.
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*
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* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
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* Usefully, this routine is totally scalable; so when 32bpp comes along, the
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* terrain can be as bumpy as you like! It is also infinitely expandable; a
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* single random seed terrain continues in X & Y as far as you care to
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* calculate. In theory, we could use just one seed value, but randomly select
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@@ -263,7 +263,7 @@ static amplitude_t GetAmplitude(int frequency)
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* areas with a particular gradient so that we are able to create maps without too
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* many steep slopes up to the wanted height level. It's definitely not perfect since
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* it will bring larger rectangles with similar slopes which makes the rectangular
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* behaviour of TGP more noticable. However, these height differentiations cannot
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* behaviour of TGP more noticeable. However, these height differentiations cannot
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* happen over much smaller areas; we basically double the "range" to give a similar
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* slope for every doubling of map height.
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*/
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@@ -978,7 +978,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
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* The main new land generator using Perlin noise. Desert landscape is handled
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* different to all others to give a desert valley between two high mountains.
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* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
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* areas wont be high enough, and there will be very little tropic on the map.
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* areas won't be high enough, and there will be very little tropic on the map.
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* Thus Tropic works best on Hilly or Mountainous.
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*/
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void GenerateTerrainPerlin()
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