World of Banished

Conversations => General Discussion => Topic started by: irrelevant on April 04, 2015, 07:52:21 AM

Title: "Toggle Pathing Method"
Post by: irrelevant on April 04, 2015, 07:52:21 AM
I was looking around in Game Menu/Options/Input, and noticed this item. What it is? It's default mapping is to Left Shift, but I can't figure out what it does.
Title: Re: "Toggle Pathing Method"
Post by: A Nonny Moose on April 04, 2015, 08:26:03 AM
Well, it appears that the left shift key is supposed to be a hot key that toggles the "pathing method" whatever that is.  Perhaps we can get an explanation from the developer.

I tested this, and found it did nothing that I could discover.
Title: Re: "Toggle Pathing Method"
Post by: irrelevant on April 04, 2015, 09:54:40 AM
Oh, it's used to place diagonal roads. Forgot about that.
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 04, 2015, 11:05:07 AM
wait ! do you mean we can do real diagonal roads in the game ?
Title: Re: "Toggle Pathing Method"
Post by: irrelevant on April 04, 2015, 11:30:05 AM
Yes we can. I think they are clunky though, and I never use them. Good luck getting them in the right spot!

Also, see this: http://worldofbanished.com/index.php?topic=168.0
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 04, 2015, 11:48:00 AM
oh ok , the old way !

i was talking about real diagonal road with the graphic turned to 45 degres
Title: Re: "Toggle Pathing Method"
Post by: A Nonny Moose on April 05, 2015, 10:41:38 AM
Verified.  One would think that a modern program could count on some anti-aliasing to produce a smooth diagonal, but this simply produces connected squares on the grid.  Uglier than SimCity 4.
Title: Re: "Toggle Pathing Method"
Post by: rkelly17 on April 05, 2015, 11:16:46 AM
Quote from: RedKetchup on April 04, 2015, 11:48:00 AM
oh ok , the old way !

i was talking about real diagonal road with the graphic turned to 45 degres

Ah, the dream of diagonal roads! Yet another ideal crushed by the cruelties of Banished life.  ;)
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 05, 2015, 12:06:02 PM
cant believe nobody done that yet :S all those useless moddlers  :o

;D ;D ;D
Title: Re: "Toggle Pathing Method"
Post by: A Nonny Moose on April 05, 2015, 12:45:55 PM
Quote from: RedKetchup on April 05, 2015, 12:06:02 PM
cant believe nobody done that yet :S all those useless moddlers  :o

;D ;D ;D

This is maybe not so simple.  The basic grid seems to be very dominant as in many other games.  The fact that his has a free camera and good 3D rendering is a serious achievement for a simulation such as this, and the display seems related to the sim, where others are often just eye-candy with only a faint relationship to what's going on in the background.  You can get strange road layouts without the shift key if you run along a shoreline.
Title: Re: "Toggle Pathing Method"
Post by: rkelly17 on April 06, 2015, 09:13:00 AM
Quote from: RedKetchup on April 05, 2015, 12:06:02 PM
cant believe nobody done that yet :S all those useless moddlers  :o

;D ;D ;D

Since you are the king of overhanging graphics, there is surely a challenge in this.  ;D  Is it even possible to substitute the appropriate graphics for a diagonal road?  :-\
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 06, 2015, 10:25:25 AM
Quote from: rkelly17 on April 06, 2015, 09:13:00 AM
Quote from: RedKetchup on April 05, 2015, 12:06:02 PM
cant believe nobody done that yet :S all those useless moddlers  :o

;D ;D ;D

Since you are the king of overhanging graphics, there is surely a challenge in this.  ;D  Is it even possible to substitute the appropriate graphics for a diagonal road?  :-\

i wish i have the Luke's stone road .fbx in the hands... it would be so easy to do !

the only texture i have (which is still way too high in polygons even if i reduced it of 80%...) of that :
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 06, 2015, 10:29:06 AM
EDIT: but presently, i am wondering if we really need some .... 3D forms for the roads... maybe just .... 'painting' the ground with a .png would do it :P
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 06, 2015, 01:16:15 PM
lollllz

the developper... i dunno what he thought when he ended up with the road system..... he needs to redo his classes lol

so i try to paint a tile with that png just previous post...

and instead to paint the 1x1 tile with that , " it " is thinking or taking for fact that ... png isnt 1 tile of 1x1 but ..... maybe like it represents like the whole map lol

each 1x1 is part of a big puzzle which at the end will represent the entire .png lol each line you add, it adds more puzzle pieces to the whole.... check the screenshot lol
Title: Re: "Toggle Pathing Method"
Post by: A Nonny Moose on April 06, 2015, 01:37:43 PM
Good to see you trying @RedKetchup .  I have a feeling that to really fix up the roads would be some kind of major rewrite and not a mod at all.
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 06, 2015, 02:33:11 PM
Quote from: A Nonny Moose on April 06, 2015, 01:37:43 PM
Good to see you trying @RedKetchup .  I have a feeling that to really fix up the roads would be some kind of major rewrite and not a mod at all.

yeah :S

there is not much lines we can play with for that feature which is also makes diagonal road impossible. not with the code i see (everything is hardcoded)


about the image i gave earlier.... with reducing 50% and copy paste 4x and redo the operation 4 times (16 x 16) i get the dimensions of the road stone about i expected. so i dunno what was the stuff he smoked.... but with 1 png of a 1 tile road.... he made 16x16 tiles with it. bah the game code do 16x16 with it. whatever if my png is 512x512 or 256x256 or 64x64.... the game still make a mozaic of 16x16 tiles with it, it is just more or less accurate (pixelirized)

the only way i see to overpass everything, i would need a .FBX and handle a stone road tile as same as a wall or a roof ! just have to allow citizen walk over it and add wlking speed boost.

the counterpart of this : each tiles would becomes an entity by itself (like a fence, a well, a trellis, a statue.... ) which can be selected. to make it unselectable, would be make it 'unremoveable' ^^


EDIT: the screenshot shows the copypaste of my png at 8x times
it is nice to make plazas ^^
Title: Re: "Toggle Pathing Method"
Post by: chillzz on April 06, 2015, 04:06:09 PM
that actually looks quite nice @RedKetchup :D

can't you ask the modder DownloadMyHeart who made that road mod?
http://banishedinfo.com/mods/view/617-ROAD-45-End-Of-The-Roads
Title: Re: "Toggle Pathing Method"
Post by: rkelly17 on April 08, 2015, 07:56:36 AM
I like these stones, @RedKetchup!  :D  Two problems with ROAD 45 - "End Of The Roads" (not necessarily deal breakers as I use the mod): 1.  The paving does not appear in the snow. Looks good in Spring, Summer and Fall; disappears in Winter. 2. You have to remove the old dirt road before you can build the new road, unlike vanilla roads where you can paint the new stone road over the top of the old dirt road. Perhaps the code that controls these behaviors is inaccessible to modders?  :-\  If you could come up with an alternative paving that does not have these two issues, you are a modding genius.
Title: Re: "Toggle Pathing Method"
Post by: RedKetchup on April 08, 2015, 01:05:17 PM
i dunno , i worked on it an evening and i didnt get something satisfying....
the Apothecary screenshot has the last experimentation of road.

for the moment i ve put that on the ice.