Suits meBatti5 wrote:Testing
old way: WITH!!!!!
New way: with
Now Better?

Moderator: OpenTTD Developers
Suits meBatti5 wrote:Testing
old way: WITH!!!!!
New way: with
Now Better?
there is nothing to enable, because all this "third roadtype" ever consisted of was an enum value and reserved space on the map. no code whatsoever was written to support it.kamnet wrote:So, how about until we get to the point that somebody does decide to make a bold move to re-write the thing, we just go ahead and enable the third road type
Ah, my misunderstanding, then. Drats.Eddi wrote:there is nothing to enable, because all this "third roadtype" ever consisted of was an enum value and reserved space on the map. no code whatsoever was written to support it.kamnet wrote:So, how about until we get to the point that somebody does decide to make a bold move to re-write the thing, we just go ahead and enable the third road type
"never ever"? That seems rather fatalistic, if you ask me.so the effort to get this "third roadtype" into the game is about the same as the effort to get "actual roadtypes" into the game, plus if you do implement the first, you can never ever in the future implement the second.
Was dispensing with a separate "tram layer" altogether considered inappropriate? Otherwise, it seems pretty straightforward; road/tram-NewGRF and road/tram-vehicle GRFs should interact with each other in exactly the same way rail and rail vehicle grfs do.frosch wrote:The current status of the project is afaik, that someone has to figure out a detail specification for road/tram-NewGRFs and how road/tram-NewGRF and road/tram-vehicle GRFs should interact with each other.
Damn them *shakes fist*Eddi wrote:... people come up with new ideas all the time
Eddi wrote:"combine road and tram into one layer" has too serious limitations, imho.
- you run out of roadtypes very quickly, due to combinatorial explosion (*)
- you have weird effects on crossings, where you have crossings on tram rails just because there is a road crossing underneath, while the tram is actually straight, or you need an elrail-style hack on omitting the tracks/wires for trams
- drag&drop doesn't work, you have to switch types constantly (between tram-with-road and tram-without-road, or between road-with-tram and road-without-tram, depending on whether you want to build tram or road)
- you cannot recombine tram rail sets with road sets (like there are currently at least three different tram gauge grfs around, and a lot more roadsets) not even counting things like the "overhead monorail" or other weird stuff
it might solve YOUR problem, butPikkaBird wrote:BTW I think lower speed limits in towns would be better done with a callback, based on the town zone, than with different roadtypes.
Okay, well in that case, different speed limits based on townzones as an action 0 property. There would be nothing stopping you doing it your way with different roadtypes, of course, but having speed limits dynamically change through towns seems much more natural to me (and requires less knowledge or action on the part of the player).Eddi wrote:it might solve YOUR problem, butPikkaBird wrote:BTW I think lower speed limits in towns would be better done with a callback, based on the town zone, than with different roadtypes.
a) callbacks for things like roadtypes is not going to happen (see discussion on performance impact of railtypes)
b) it doesn't solve the common problem of towns growing along inter-city roads (especially with "towns may build roads" disabled)
Well, like I said, given the choice between a solid spec that works and is consistent with railtypes, and the failure to come up with a spec that allows for every hacky idea invented so far, I know what I'd pick.FLHerne wrote:@Pikka: The trouble with that method be that it prevents (say) use of the overhead monorails in conjunction with [roadset], unless someone produced a grf to implement a '[roadset] with overhead monorail' roadtype?
I thought I have listed all possibilities...Eddi wrote:it's not (just) about space, it's about the possibility of combining different GRFs...
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