--- deliantra/server/server/quadland.C 2011/05/04 12:04:33 1.10 +++ deliantra/server/server/quadland.C 2011/05/04 16:12:15 1.11 @@ -172,7 +172,7 @@ // the continent increases in height from 0 to ~700 levels in the absence of anything else // thats about one step every 7 maps. int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); - int river_height = base_height * 9 / 10; + int river_height = base_height; // * 9 / 10; // add this to rivers to "dry them out" float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); @@ -183,13 +183,13 @@ float valley = river1 - 0.2f; - static frac2d mountain_gen (8, 2.14, 0.5); + static frac2d mountain_gen (6, 2.14, 0.5); float mountain = mountain_gen.ridgedmultifractal (P * 0.004); //TODO: mountains should not lower the height, should they? t = valley < 0 ? T_VALLEY : T_MOUNTAIN; c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); - h = blend0 (base_height + continent * 300*0, base_height + mountain * xy_gradient * 400, valley, 0.1f); + h = blend0 (base_height + continent * 3, base_height + mountain * xy_gradient * 100, valley, 0.1f); if (river1 < 0.01f) { @@ -197,7 +197,7 @@ t = T_RIVER; c = vec3d (0.2, 0.2, 1); h0 = river_height; - min_it (h, river_height + lerp (river1, 0.f, 0.01f, -20, -1)); + min_it (h, river_height + lerp (river1, 0.f, 0.01f, -10, -1)); } if (river2 > 0) @@ -205,7 +205,7 @@ t = T_RIVER; c = vec3d (0.2, 0.2, 1); h0 = river_height; - min_it (h, river_height + lerp (river1, 0.f, 0.01f, -5, -1)); + min_it (h, river_height + max (-5, lerp (river2, 0.01f, 0, -4, -1))); } if (continent < 0) @@ -289,13 +289,13 @@ // todo, use a fractal if (z < h - 10) { - arch_floor = shstr ("quad_dirt_floor"); - arch_wall = shstr ("quad_dirt_wall"); + arch_floor = shstr ("quad_stone_floor"); + arch_wall = shstr ("quad_stone_wall"); } else { - arch_floor = shstr ("quad_stone_floor"); - arch_wall = shstr ("quad_stone_wall"); + arch_floor = shstr ("quad_dirt_floor"); + arch_wall = shstr ("quad_dirt_wall"); } break; @@ -420,3 +420,4 @@ exit (0); } +