Alberth wrote:For me, the main problem is lack of visual feedback on what they do.
But to be perfectly honest, even after playing TTD for years, I don't for the heck of it recognize signals I'm not used to. And I only know what they do visually 'cause I learned to associate the feature with a certain visual at some point; it's not that the signals themselves have an actual "hey look I'm path-based which means this and that" thing.
For all it matters, it's no different than having some sort of color-scheme for programmable (or restrictive) signals and associate that with certain functions. I'd look stupid and it'd be stupid, but you could learn it. For what, though? Isn't the fact that train A goes there and train B not enough visual indication?
Of course we can then debate on which is the best way for the interface to actually look, but without doing some hands-on playing I'd be very much surprised if anybody can come up with something perfect. Even Valve did like a few dozen prototypes of their Steambox controllers and changed them even more often 'cause in the end nothing beats actually trying to play with them
You probably don't want to leave the boolean logic domain, but it should be possible to provide several basic features in some other way that is usable for all users, imho.
Maybe. But the point is that so far nobody came up with anything, apparently. And that's basically my problem with the whole thing - there is a way, which is not perfect, but works. Yet it won't be pursued 'cause there might or might not be a different way.
I can understand that trial and error is not exactly the best approach to all things, but sometimes you need to walk a path to see what's at the end of it. Looking at NewObjects, they're badly placed in the interface, you can't drag&drop them which is incredibly uncomfortable, 95% of all users won't use them since they don't even have any use, they don't have a "dynamite" option associated so the windows closes all the time, which btw isn't pin-able, which in turn means you have to re-open the NewObject windows way too often
and even re-select the category you're at...
...and these are just the things I can come up with at the top of my head. Basically NewObjects are a BAD FEATURE (to keep in line with recent polemics

). But none of these things aren't fix-able from where we are now. In fact most of these I bet only really were realized after the thing got implemented. IF they had been realized before, would that have meant that NewObjects wouldn't have been implemented? I don't know, but that's how it feels to me for the signal issue right now.
I have trouble understanding your argument, but the other way around. "We had feature X in TTDPatch, therefore, the solution is to do a plain copy of X in OpenTTD." It's good to have prior art, but jumping immediately to a solution, instead of having a fresh look at the problem at hand and considering alternative solutions or improvements seems very weird to me.
But is there actually any alternative proposal? It's not that I'm saying "TTDPatch solution is better than solution X", 'cause I don't know of any solution X. I know about the TTDPatch solution, which worked fine for me (as good as NewObjects anyways

) ...
Platform numbers for example are a great idea, but I don't think they mean in any way whatsoever that we can't also have
better signals. It's to me like perhaps autorenew, autoreplace, groups, shared-routes ... lots of things that do different things, but also to some extend can be used for similar purposes. And player A uses perhaps feature X while player B perhaps prefers feature Y and player C combines X and Y. And Z. It's great if everyone is satisfied without anyone getting in the way of anybody else
In my experience, the ttdpatch argument also tends to create a lot of noise, to the point where discussion becomes impossible. Any proposal that is not exactly feature X in ttdptach is gets flagged as bad or unwanted, and discussion derails into arguments why the ttdpatch solution is better than the proposal, instead of having a discussion about the proposal itself in the context of the problem in openttd.
Well, maybe. In the end I doubt that these discussions have much impact anyway. At least I doubt I could ever convince any OTTD dev to anything he doesn't feel like doing anyway. Which isn't supposed to be a criticism by any means, just saying that these debates imo can be taken with a fair sporting mind since ... who cares. Probably. ^^