Six New Airports - Released

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Do you want these airports?

All 3 + other directions
105
83%
Type 3b: no, Type 4b: yes, Helistation: yes
9
7%
Type 3b: yes, Type 4b: no, Helistation: yes
6
5%
Type 3b: no, Type 4b: no, Helistation: yes
7
6%
 
Total votes: 127

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Grigory1
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Post by Grigory1 »

I have understood, these are parts schedules of the old small airport which is installed through EXE :)
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Post by richk67 »

Yeah; in spite of my moan about replacing graphics, some of it wasnt really resilient enough to sensible graphic changes...

So Ive modified the code and the .grf:
1) All tarmac now uses the default tarmac (sprite 2634). This allows "improved" tarmac to be replaced easily by a newgrf.
2) Created new diagonal tiles, that are half grass half transparent, on a SPR_AIRPORT_APRON base. This lets the angled exits to look correct with whatever replacement tarmac you use.
3) Made the new helipad H base to have a transparent base on SPR_AIRPORT_APRON.

The only quirk now, is that on all terrains, the half-grass half-tarmac is still green grass, rather than following the grass colour of whatever the terrain's grass tile looks like. This is the problem that I need to use a replaceable sprite for one half of the tile, and a different replaceable sprite for the other half. I decided that this bit of airport is just really well watered ;)

I will upload changes to trunk shortly.
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OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Born Acorn
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Post by Born Acorn »

My airport graphics use Action A, which means they replace the tg1r.grf sprites completely. As the airport I made has no grass on at all, just markings to indicate where the planes go, hey presto, no grass.

I've also noticed that I have forgotten to texture some airport tiles in my grf, thanks to these screenshots. I should have that rectified soon in a new version.
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Post by mart3p »

richk67, I've found a bug with the Helistation. :( The landing pad "H" is being drawn over the top of the helicopters. Screenshot is taken from nightly r5364 with default config and no GRFs.
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richk67
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Post by richk67 »

mart3p wrote:richk67, I've found a bug with the Helistation. :( The landing pad "H" is being drawn over the top of the helicopters. Screenshot is taken from nightly r5364 with default config and no GRFs.
Sorry - probably messed up the z-order... I'll look into it.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Hazelrah »

RichK,

Congratulations on having 4 of your airports selected for the trunk! I actually am as busy as you are and the whole time I've been coding for this project, I haven't actually sat down to play the damn thing, but I like the screen shots of your airports. I'll get some serious playing time in this summer!

I was just curious, are you going to change this to a "two additional" airports thread, or are you planning on giving up on the two? Did the devs say why they rejected them?

-Hazelrah
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Post by richk67 »

Hazelrah wrote:Congratulations on having 4 of your airports selected for the trunk! I actually am as busy as you are and the whole time I've been coding for this project, I haven't actually sat down to play the damn thing, but I like the screen shots of your airports. I'll get some serious playing time in this summer!
Thanks... it was agony having my code ripped to pieces over AFAIC trivia like spaces after brackets etc... but its their style.
I was just curious, are you going to change this to a "two additional" airports thread, or are you planning on giving up on the two? Did the devs say why they rejected them?
LOL - hmm... only 2... yeah it is a bit silly now.

I must say I agreed with them... the District was an attempt at making a long/thin airport, and it didnt really work. I have a better design in my head, and may get it out. The main reason for rejecting it, was that it was unrealistically a crash hazard... a runway overshoot would go through landed aircraft and into the terminal... not a good plan!

When I get some more coding time, I guess the next big thing has to be newgrf airports. I would prefer this to actually be non-aircraft specific - just newgrf finite state machines. This would allow ship ports, lorry loading bays, and bus terminals to all work in the same manner as an airport... with "landing sequences", queuing, depots for overflow (so no roadblocks), etc etc... but its etherware at the moment... wishful thinking.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Post by DaleStan »

richk67 wrote:When I get some more coding time, I guess the next big thing has to be newgrf airports.
If it ever becomes more than just etherware, talk to Csaboka before doing too much. His is currently etherware too, but he was considering removing the the <next-info> portion of my proposed prop 17, and replacing it with one or more callbacks, on the grounds that it would make things easier for him.
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Post by seifip »

I know it would be complicated but what about airports where we could create/add any number of landing lines/hangars... just like in stations...? )
design is like a puzzle... I`m just trying to solve it now
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Post by Hazelrah »

That has long been on the list of Frequently Requested Features. The newgrf stuff that richk67 is talking about would probably allow just that.

Here is some further reading on newgrf's
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Post by richk67 »

Hazelrah wrote:That has long been on the list of Frequently Requested Features. The newgrf stuff that richk67 is talking about would probably allow just that.

Here is some further reading on newgrf's
Nope, nope and nope.

The newgrf airports would be effectively pre-designed plugin airports. This would just make it easier to add a new completed design.

The motion of aircraft around an airport is *very* complex... the intercontinental has 78 movement positions, each with up to 8 movement alternatives. If the user had free-design of their airports, then they would frequently jam, have crashes, etc. Pre-designed, pre-tested airport designs are the way to go - but by loading them from newgrfs, it allows new designs to be used and distributed without recompiling the code.

IMO you will never see user-buildable airports (that work) in OTTD.
Last edited by richk67 on 18 Jul 2006 09:24, edited 1 time in total.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Firework Photography
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Post by richk67 »

DaleStan wrote:
richk67 wrote:When I get some more coding time, I guess the next big thing has to be newgrf airports.
If it ever becomes more than just etherware, talk to Csaboka before doing too much. His is currently etherware too, but he was considering removing the the <next-info> portion of my proposed prop 17, and replacing it with one or more callbacks, on the grounds that it would make things easier for him.
In my view, callbacks are a *bad* idea... it pushes all the movement decisions back into code; the very thing we are trying to get away from.

Your basic design is pretty robust; the <next-info> section is critical for controlling the movement from one state and one location to the next. To push this back into a callback (ie. fixed programming for a fixed state) completely defeats the generic approach you originally designed.

I envisaged your proposal as a repository for the finite state machine, with graphics added. As such it works really well (in theory). If the change of states & movements become callbacks, then it makes the newgrf airport little better than a sprite wrapper. :(
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Hazelrah
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Post by Hazelrah »

richk67 wrote: Pre-designed, pre-tested airport designs are the way to go - but by loading them from newgrfs, it allows new designs to be used and distributed with recompiling the code.
Hmm, I guess that makes sense. Sorry for my misunderstanding. I guess if you guys get this newgrf format off the ground, I'll have to try my hand at designing a workable airport. Sounds like as much fun as making a workable rail network. ;)

-Hazelrah
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Post by SUNR!SE. »

mart3p wrote:Grigory, I think the problem is the NewGRF file that you are using. The intercontinental airport looks fine with the standard graphics.
http://www.tt-forums.net/files/intercon ... rt_863.png
nice airport! i just want to know what is the helicopter who's landing, may i have the link for download it, please?

(i'm french^^)
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Post by DaleStan »

That's the Bell V-22 Osprey; part of the Planeset. A brief visual search should turn up a linky.
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airports

Post by Ghostface »

Sweet airports:)
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Post by Schnubbi »

I´am an really newbee and I don`t understand how I put in the Airport in the game please write fore my exactly how

thank you Schnubbi
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Post by richk67 »

If you use either the Nightly (http://nightly.openttd.org) or the MiniIN (see link below), then 4 of these airports are available (after their "invention" date).

Build them as you would any new airport.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Post by DespairsRay »

I have a question about the airports, could this be fixed or is it programmed like this and can't be changed, I'm talking about when a plane lands it seems to do a 360 before it taxis to its unloading/loading spot or is this part of an error on the airports? confused
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Post by richk67 »

The 360 is a quirk of the command system. The plane is on heading 1 (landing direction), but then needs to taxi in direction 7 (to its left). So it being silly, it goes 1-2-3-4-5-6-7 and so spins to the the new direction.

At least I think thats what its doing. I gave up trying to solve it!
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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