I would very much love to have this immersive survival mod/realism in the game Excited!!l3lessed wrote: ↑Thu Apr 22, 2021 9:10 pm Do it all the time myself. I can't tell you how many hours I wasted coding stuff or working on stuff for my mods just to scrap everything because I found a better approach.
Understanding how tiles are assigned will be helpful anyways once I get back to the interactive terrain mod. The code is setup for it and I submitted the speedchanger script updates to the pull request. However, until now, tile assignments and ids were a mystery to me. Getting the documentation from interkarma and you is helpful. This verified that I need to be excluding transition tiles in that mod and having movement only affected when the user moves from one filled tile type(all snow tile) to another filled tile type(all sand tile) and some weird movement changes are a result of odd tile transitions. Interactive terrain with this mod would make the landscape feel much more immersive, alive, and realistic. Combine it with the climates mod, and we will have some real brutal immersion. Won't it be fun trying to make it through a desert without dehydrating, when you are slowed down by the soft sand. Or have fun trying to track through thick snow in the middle of a snow storm and not freeze to death.
There might be something I could need your understanding of tiles and some advice from you.
Code: Select all
static byte MakeLookup(int index, bool rotate, bool flip)
{
if (index > 55)
throw new IndexOutOfRangeException("Index out of range. Valid range 0-55");
if (rotate) index += 64;
if (flip) index += 128;
return (byte)index;
}
But what exactly does flip? Does it mirror/flip horizontally + vertically? Is there a way to control which axis to flip over? Otherwise it will be impossible to account for some texture cases I just found out.
I can't find the link to the documentation of the DF files, do you have the URL?