# HG changeset patch # User nemo # Date 1416061568 18000 # Node ID 0d8016085108c02a29e9a85afa487bc73752d7f8 # Parent bcd1d7ad2f3e811857bb4e3d7a15af376cf71ce1 modestly randomise dab, bump points again. diff -r bcd1d7ad2f3e -r 0d8016085108 hedgewars/uConsts.pas --- a/hedgewars/uConsts.pas Sat Nov 15 13:52:07 2014 +0300 +++ b/hedgewars/uConsts.pas Sat Nov 15 09:26:08 2014 -0500 @@ -151,7 +151,7 @@ cMaxHHIndex = 7; cMaxHHs = 48; - cMaxEdgePoints = 24576; + cMaxEdgePoints = 32768; cHHRadius = 9; cHHStepTicks = 29; diff -r bcd1d7ad2f3e -r 0d8016085108 hedgewars/uLandGenTemplateBased.pas --- a/hedgewars/uLandGenTemplateBased.pas Sat Nov 15 13:52:07 2014 +0300 +++ b/hedgewars/uLandGenTemplateBased.pas Sat Nov 15 09:26:08 2014 -0500 @@ -6,7 +6,7 @@ procedure GenTemplated(var Template: TEdgeTemplate); procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr); -var minDistance: LongInt; // different details size +var minDistance, dabDiv: LongInt; // different details size implementation uses uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math; @@ -261,7 +261,7 @@ // don't move new point for more than length of initial segment // adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4) - d:= dab; + d:= dab * 100 div dabDiv; //d:= dab * (1 + abs(cFeatureSize - 8)) div 6; //d:= dab * (14 + cFeatureSize) div 20; if distL > d then distL:= d; @@ -345,6 +345,9 @@ Land[y, x]:= lfBasic; minDistance:= sqr(cFeatureSize) div 8 + 10; + //dabDiv:= getRandom(41)+60; + //dabDiv:= getRandom(31)+70; + dabDiv:= getRandom(21)+100; MaxHedgehogs:= Template.MaxHedgehogs; hasGirders:= Template.hasGirders; playHeight:= Template.TemplateHeight;