OTT3D Programming
General Information
You can find this on the OTT3D_Development page under Getting the code to work.
There will be 2 major section on this page which will change as new game revisions will be uploaded:
1.) improving current code.
2.) coding new systems.
Improving current code
> Adding scales on the Deform Tool (intensity and area).
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.
Coding new systems
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);
> Scripting Road building tool based on the Railroad one in v0.02;
> New tools: foliage, placing industries.
> coding a water-change (between ocean, fresnel.h load_fresnel_01() function and other water types) feature before entering Sandbox mode.
Extra info
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.