-=<( WIP Sloped rail stations )>=- wrote: Status: With this patch you can build your trainstations going uphill/downhill or partially in plain.
The main problem is the missing graphic, and I have some little problems with tiles with only one corner raised.
It should not break the savegame compatibility, since I didn't added new stuff but only removed a check which disallowed
the player to build impossible combinations of stations and tweaked a bit the GetSlopeZ_Station code.
It must be extended to road stations too, at least to roadstops so you can make sloped tram stations (I know you want them)
You can find the patch here with a pre compiled win32 executable and a savegame which shows what's possible.
http://transporttycoon.game-host.org/OT ... ations.zip
ABANDONED!-=<( WIP Drag&Drop roadstations/roadstops )>=- wrote: Status: It works, it asserts, it doesn't allow to "overwrite" existing stations.
The final version will allow to extend adjoined stations, overwrite stations (bus->truck->bus) if they are of the same type and in the same direction, and hopefully should have no bugs
You can find it here: http://transporttycoon.game-host.org/OT ... 012_2.diff
-=<( User Configurable Hotkeys )>=- wrote: Status: Got something to work, but really far from completion, 15 minutes of work aren't enough
For the happyness of some users who complaint about useless/conflicting/hard to find hotkeys, I decided to make another patch
At the first see it seemed not an hard work, but now there are things which are blocking progresses
The first thing I need from you is a suggestion on how the hotkeys could be customised
The second thing: any help on coding is appreciated
ABANDONED: somebody beat me on time
-=<( Cut or fill level land )>=- wrote: Status: Test
I decided to make a tool which allow to cut mountain tops but keep intact the landscape under the level of the starting tile, mainly because I needed to destroy some mountains but keep the coast line, so I started to code this patch
Since this behaviour might be useful also in the opposite way, to fill valleys and lakes, I coded that way too
There is only one problem (ok two, the other is a lot of duplicate code), it asserts on costs when trying to terraform more than 3 corners (a 2x2 area has 1 corner in the middle, but if is a slope it might have more than 3 corners) FIXED many thanks to Roujin
http://wolf01.game-host.org/OTTD_relate ... _land.diff
Screenshot:
-=<( Main title screen scrolling )>=- wrote: Status: Test
I like Rollercoaster Tycoon and Locomotion title screen which scrolls and shows different areas, so i made it!
There is a little problem with the "OpenTTD" writing which disappear when moving the view (I put a panel under it)
I wanted to continue the development of this patch, but due of the lack of will and time, I release it
I hope that somebody will add a system which allows to scroll to signs, so it will be possible to make some hotspot areas and cycle trough them.
http://wolf01.game-host.org/OTTD_relate ... 11397.diff
-=<( Drag&drop remove station )>=- wrote: Status: In trunk
Allow the player to remove a station, a part of a station, more (parts of) stations with a simple drag&drop instead of clicking more times
-=<( Intro GUI edit scenario button )>=- wrote: Status: Done
I made an "EDIT SCENARIO" button for the intro gui, i also rearranged the gui and removed the useless four climate buttons
Tell me if you want the gui with buttons only or with the four climate images at the edges (but not as buttons because they are useless)
F1 = GUI without climate buttons
F2 = GUI with climate buttons, at the angles and not active
http://wolf01.game-host.org/OTTD_related/main_menu.PNG screenshot of the F2 GUI, the F1 is the same, narrow and without the climates images
-=<( Quick New Game Option )>=- wrote: Status: Done
You can build semaphores as default signal type before a set DATE and electric lights signals since that DATE
You can set the date on Construction section of configure patches
-=<( Transparency Options/Transparency Options )>=- wrote: Status: Done, in Trunk
This patch separate the transparencies for many things in the game, you can make transparent only the trees, only the houses, the industries, the player buildings (stations and bridges) and catenary (to be able to see the junctions or the signals when are covered by pylons with some catenary sets), bridges or unmovables.
with CTRL+X you can open the gui to set the transparencies with a comfortable gui
You can also toggle the transparencies memorization for the X key, so you can toggle for example "all visible" with "trees and houses invisible" without set the transparencies again by hand.
The hotkeys to toggle the transparencies individually are CTRL+1..7
Dedicated topic: http://www.tt-forums.net/viewtopic.php?t=29627
-=<( Default Signal Type, now Semaphores Year Switch )>=- wrote: Status: Done, in Trunk
You can build semaphores as default signal type before a set DATE and electric lights signals since that DATE
You can set the date on Construction section of configure patches
-=<( Bigger and better signs )>=- wrote: Status: Planned
Signs allow only to store a little string
If you want to leave a message for other players you have to place many signs
i want to code new multiline textboxes-signs, resizable with a button (like the resize button of the balance gui): single row like now and full box
-=<( Double zoom level )>=- wrote: Status: Abandoned due of the complexity
Double zoom level in addition to the three zoom levels (not more CTRL+D)
-=<( Eyecandy features )>=- wrote: Status: Quite Done
The ability to place eyecandy things like houses, trees, other buildings of newstation.grf not being part of a station: you should be able to place them like the buy land tool
see: http://www.tt-forums.net/viewtopic.php?t=29286
-=<( Diagonal roads )>=- wrote: Status: Planned
The title says all: diagonal roads like rail tracks, maybe also one way roads
-=<( Show Catchement Areas Of Existent Stations )>=- wrote: Status: Planned
i want to add a button on station window to show the catchement areas
i want also that when i build a new station, existent stations (maybe only those in the view to not use more cpu) show their catchement areas so it can help to improve the coverage as you can see which points overlap and which remain uncovered
-=<( Join Stations When Them Are 1 To X Tiles Far Away )>=- wrote: Status: Done, in MiniIN
Diff: http://wolf01.game-host.org/OTTD_relate ... 2_276.diff
Exe+diff: http://wolf01.game-host.org/OTTD_relate ... N_5682.zip
as happen in lomo, you can join two stations by placing the new tile 2-3 tiles away
if there are more than one station in the area, a popup appear to ask you at which station you want to merge the new tile
i thought about ctrl+drag = this behaviour and drag = normal behaviour
EDIT: would allow build templates to copy non uniform stations with splitted tiles
-=<( Bugfix Daylength Patch )>=- wrote: Status: Done, In MiniIN
the daylength patch works, but need an intensive bugfix in the economy code because you can earn more money if you stretch the daylength because you also stretch all the taxex as them are based on the year length and not in ticks (like the industry production and the vehicles speed)
-=<( Separate (don't join) Adjacent Stations )>=- wrote: Status: Done, in MiniIN, in Trunk
some days ago i got an idea, but i forget about it before i could write it here, but this evening i read something like this on a post and the idea came back into my mind
the idea is simply, very simply, is the opposite of "join stations"
this mean that you will be able to place separate stations adjacent at an existing station, maybe you can use them as large waypoints or to build complex stations, but the first idea was to build a station adjacent at an opponent station