Project: cargodest

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el koeno
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Re: Project: cargodest

Post by el koeno »

PhilSophus wrote:
Celestar wrote:However, to test I need some savegame that is compatible with vanilla cargodest or a diff against the latest cargodest version which loads your savegame, I'm afraid ...
Well, the current diff applies to the newest cargodest, but unfortunately can't load the savegame of el koeno, which was produced by Realistic timetables V1.54 (I assume, that is, el koeno, why don't you just tell me the version number? :roll: Tekky's archives have them in the name) against cargodest "ac3014e37a77" (I can still provide it as needed) which was before "clean the savegame mess" (not my words :wink:). So, I guess it would require quite some manual work for me to "repair" the savegame. I would do that if it was probable that there was a bug, but I doubt it's worth the effort as it is.

Edit: Loaded the game with Realistic timetables V1.54 for cargodest. Having a 2.5GHz CPU and onboard graphics it produces around 80% CPU load on my computer (even >90% with full animation). The map has >700.000 inhabitants and much waiting cargo and passengers AFAICS. I tried to disable "chosen destinations", but unfortunately that triggered an assertion with this revision of cargodest (this doesn't happen with current cargodest, so I assume that's fixed).

Edit2: I've profiled the above executable (see attachment). Executive summary: 25% spent in TPFModeShip (i.e. ship pathfinder), about 20% in TrainLocoHandler and children, 16% in LoadUnloadStation and children. Only the latter is a suspect concerning cargodest and I don't know how much that would take without cargodest but the same amount of cargo.
So the ships are that heavy? Should I use more buoys?

By the way; I couldn't quickly find a version number, which is why I posted the date. But in hindsight that's probably the date I unpacked the .zip, so not really useful.

Maybe I should have mentioned the lots of cargo waiting around part. If cargodest is to blame for anything, it's creating the difficulties for me in shipping all the cargo. But since that's the whole fun of the patch, I guess there's no problems. Thanks for your work PhilSophus!
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Re: Project: cargodest

Post by PhilSophus »

Celestar wrote:PhilSophus:

Thanks for the profile, this is really helpful :)
You're welcome. I had a bad feeling about providing a patch for cargodest, anyway, as I knew this would make diagnosing problems harder. So, the least I can do is provide any information I can. (And actually, I was really curious what was slowing down this game so much even on my computer. I knew that ships were a problem, but was very astonished that 20 ships produce more load than 200 trains. We badly need an efficient path finder for ships).
el koeno wrote:By the way; I couldn't quickly find a version number, which is why I posted the date.
Hmm, maybe I should put the ITiM version somewhere into the revision string. Just curious: Which OpenTTD revision does Tekky's binary report?
el koeno wrote:Maybe I should have mentioned the lots of cargo waiting around part.

No, I'm sure anyone who ever played with cargodest knew that there was a lot of cargo lying around :mrgreen:

BTW: If you really want to see a game crawl, compile it with profiling support (i.e. configure --enable-profiling) :wink:
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Re: Project: cargodest

Post by Tekky »

PhilSophus wrote:Just curious: Which OpenTTD revision does Tekky's binary report?
In most of my recent binaries, I changed the version string to the version number of the ITiM patch I used. Therefore, it is unlikely that a revision number is visible.
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Re: Project: cargodest

Post by PhilSophus »

Tekky wrote:
PhilSophus wrote:Just curious: Which OpenTTD revision does Tekky's binary report?
In most of my recent binaries, I changed the version string to the version number of the ITiM patch I used. Therefore, it is unlikely that a revision number is visible.
Actually, that was what I wanted to ask: Whether the version string helps identifying which ITiM version is used. So, it does. Perfect :D

Sorry for being off-topic here.
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Re: Project: cargodest

Post by Erik1984 »

Only a few days ago I realised that I finally can build airports far far away from the city centre (like IRL) :bow: and connect them with a shuttle to the main railway station of the city.

But I also have a question about this:
Suppose I have 2 cities quite far away on the map. They are connected by train via some other train stations. but there are also 2 airports that have connection with the railway stations of these 2 cities. If I have a hovercraft service from the airport to the railway station, do passengers still prefer the airport then? I'm wondering because I've read that they prefer planes over trains over buses over ships?
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Re: Project: cargodest

Post by PhilSophus »

OpenTTDHooligan wrote: But I also have a question about this:
Suppose I have 2 cities quite far away on the map. They are connected by train via some other train stations. but there are also 2 airports that have connection with the railway stations of these 2 cities. If I have a hovercraft service from the airport to the railway station, do passengers still prefer the airport then? I'm wondering because I've read that they prefer planes over trains over buses over ships?
From the wiki these are the default weight factors:

Code: Select all

 aircraft_penalty_factor = 1
 train_penalty_factor = 2
 road_penalty_factor = 3
 ship_penalty_factor  = 4
So, each hop has the value for the vehicle used times the manhattan distance of this hop. Hop means every station the vehicle has a scheduled stop.

Example:

Train from A1 stops at A2 and then goes to airport A3, flight to B1, take ship to B2, take non stop train to B3:

A1 -> A2: 50 tiles, cost 2 * 50 = 100
A2 -> A3: 20 tiles, cost 2 * 20 = 40
A3 -> B1: 200 tiles, cost 1 * 200 = 200
B1 -> B2: 20 tiles, cost 4 * 20 = 80
B2 -> B3: 20 tiles, cost 2 * 20 = 40
+ 4*25 for the stop-overs = 100

The total route has a cost of 100+40+200+80+40+100 = 560

Of the possible routes between A1 and B3 that with the minimum cost is taken. So, to answer your question above, it depends on how many stations the train stops at. If they went from A1->B3 non-stop and the distance was 250 tiles the cost would be 500 and thus considered cheaper than train+train+flight+ship+train.

You can change the penalty factors by changing the above parameters.

Edit: Sorry, of course it also depends on the distance, so you have to multiply by the manhattan distance between each stop.

Edit2: Corrected example accordingly.
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Re: Project: cargodest

Post by Thief^ »

I had a go at merging Infrastructure Sharing (r14422) into the last cargodest code drop (h1b7af927 based off trunk r14361), and succeeded. It even seemed to be multiplayer stable :|

The only change I made to cargodest was to make the minimap show the nodes and lines of all companies, instead of just yours, colouring each node by the player it belongs to. Consider this a suggestion :)
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Re: Project: cargodest

Post by DaleStan »

Thief^ wrote:The only change I made to cargodest was to make the minimap show the nodes and lines of all companies, instead of just yours, colouring each node by the player it belongs to. Consider this a suggestion :)
Could we convince you to share that diff with the rest of the world?
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Re: Project: cargodest

Post by Thief^ »

I don't have a diff for just that change, but it's quite simple:
~Line 846 of smallmap_gui:

Code: Select all

				//if (st->owner != _local_player && IsValidPlayerID(st->owner)) continue;
				if (IsValidPlayerID(st->owner))
					p_colour = _colour_gradient[GetPlayer(st->owner)->player_color][6];
Which would be:

Code: Select all

				//if (st->owner != _local_company && IsValidCompanyID(st->owner)) continue;
				if (IsValidCompanyID(st->owner))
					p_colour = _colour_gradient[GetCompany(st->owner)->colour][6];
if you've merged with trunk since the r14421/22 change.
EDIT: Should probably only try to retrieve the colour of valid players/compnies, and I missed this:
~Line 813 of smallmap_gui:

Code: Select all

					//if (sta->owner != _local_player && IsValidPlayerID(sta->owner)) continue;
					//if (stb->owner != _local_player && IsValidPlayerID(stb->owner)) continue;
Changing player to company after r14422
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Re: Project: cargodest

Post by Tekky »

When I double-click the Visual Studio 2008 project/solution file "openttd_vs90.sln" in Windows, nothing happens. It does not load the Visual Studio 2008 IDE. When I do the same on non-cargodest trunk, it works.

I found out that the problem is due to the cargodest version that I checked out with Mercurial has UNIX line endings (LF) whereas the non-cargodest trunk version has Windows line endings (CR-LF). If I convert the cargodest file to Windows format, double-clicking the file works as it should. Would it be possible to store this file in Windows text format in the Mercurial repository? Or does Mercurial not support this?
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Re: Project: cargodest

Post by Thief^ »

I had the same problem with the VS2005 solution in the code zip. I found out that dropping it on to VS worked, even though double-clicking didn't.
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Re: Project: cargodest

Post by glx »

Add

Code: Select all

** = cleverencode:
in [encode] and [decode] sections of mercurial.ini (should be in the installation dir) and get a new clone of the hg repo. That should solve your EOL problems.
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Re: Project: cargodest

Post by Tekky »

Thanks glx!
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Re: Project: cargodest

Post by CommanderZ »

This happened while I was watching my little tramway company (just passengers, just watching and scrolling around the map) with cargodest h1b7af927. Or is it bug in manual industries grf (this is mi firts game with cargodes and/or manual industries)?

Code: Select all

*** OpenTTD Crash Report ***
Date: 2008-10-12 21:05:19
Build: h1b7af927 built on Sep 21 2008 11:39:28
Reason: Assertion failed at ..\src\industry_cmd.cpp:118: thistype < NUM_INDUSTRYTYPES
Language: english_US.lng
Exception C0000005 at 0048F76F
Registers:
 EAX: 00C14CD8 EBX: 00000070 ECX: 0012F840 EDX: 00C14D26
 ESI: 00601228 EDI: 0012FA72 EBP: 0012FB78 ESP: 0012FA58
 EIP: 0048F76F EFLAGS: 00010202

Bytes at CS:EIP:
 C6 05 00 00 00 00 00 0F B6 44 24 04 6B C0 68 05 90 1B 60 00 C2 04 00 B8

Stack trace: 
 00492277 00000070 01D3152E 00000002 00000010 0012FAB0 74700E6C 000100E7
 00000000 00000001 74700E71 00000000 7FFDF000 00000102 01000000 000100E7
 0012FA84 747009A9 0012FAF8 7472E548 74700E78 004FD013 74700E71 77D3ED1A
 00000000 00000001 0012FB4C 00000000 0012FC00 0012FAF8 77D38709 002102DC
 00000200 00000002 01BD01D5 004FD013 DCBAABCD 00000000 0012FB34 004FD013
 0012FB60 77D387EB 7FFDF000 0012FB60 77D38832 0012FB20 00000000 0012FC08
 0012FC00 0085D708 00000014 00000001 00000000 00000000 00000010 00000000
 00000030 00000000 00000000 00000000 0012FB14 002102DC 0012FBB0 77D60494
 77D38808 FFFFFFFF 0012FB98 7FFDF000 01DC4730 00409EAC 00000000 01D31540
 0012FBA8 00492CDF 01D3153E 00000000 00C2E8C8 00409F95 01D3152E 01D3153E
 00000000 00000000 00401A13 01D3153E 0012FBBC 0042D9D7 00000000 00601230
 77D39278 0012FBD4 0042DC30 01D3153E 00000000 0012FBBC 0012FBBC 00000000
 004FDC64 00601B08 005EC544 0012FD14 00000000 0012FBD8 01D3153E 01D3155C
 00000000 00000000 002102DC 00000200 00000002 01BD01D5 01D3152E 000001D5
 000001D0 0042D279 0012FD2C 00000001 00000001 01000003 00000000 00000000
 FFFFFFFF 00000000 00000000 FFFFFFFF 0012FE34 005B0128 00000000 7C910732
 00000000 FFFFFFFF 00000000 00000000 00000000 7C917BB0 00000000 00000100
 00000000 00000004 003D0748 00000002 0012FD2C 0000FDE8 00020700 00000000
 00020774 0012FCC4 7C825335 0000002D FFFFFFFF 0000002B 00000100 0000FDE9
 0012FD2C 00000001 0000002A 0012FCF0 7C82528E 0000FDE9 00000000 00020720
 FFFFFFFF 0012FD2C 00000104 00000000 7C90E027 7C91392E FFFFFF00 00000024
 0012FD04 00000004 00000000 C2103EC3 0012FD14 7C8103A4 C24420F4 0012FF30
 00456C0C 00000001 0012FE30 FFFFFFFE 00000000 5C3A4322 656D6167 704F5C73
 54546E65 61635C44 646F6772 5C747365 6E65706F 2E647474 00657865 003D0020

Module information:
 C:\games\OpenTTD\cargodest\openttd.exe handle: 00400000 size: 2018304 crc: F37A30DB date: 2008-09-21 09:43:12
 C:\WINDOWS\system32\ntdll.dll handle: 7C900000 size: 702976 crc: 8AD07FC0 date: 2004-08-17 12:48:58
 C:\WINDOWS\system32\kernel32.dll handle: 7C800000 size: 982016 crc: 265C4B20 date: 2004-08-17 12:49:10
 C:\WINDOWS\system32\WINMM.dll handle: 76B30000 size: 174592 crc: C1DD6CED date: 2004-08-17 12:49:22
 C:\WINDOWS\system32\USER32.dll handle: 77D30000 size: 577024 crc: 3A6EA962 date: 2004-08-17 12:49:20
 C:\WINDOWS\system32\GDI32.dll handle: 77F10000 size: 278016 crc: 1E8FEFC2 date: 2004-08-17 12:49:08
 C:\WINDOWS\system32\ADVAPI32.dll handle: 77DC0000 size: 683520 crc: 6B3A0E70 date: 2004-08-17 12:49:02
 C:\WINDOWS\system32\RPCRT4.dll handle: 77E70000 size: 581120 crc: 125D007F date: 2004-08-17 12:49:18
 C:\WINDOWS\system32\WS2_32.dll handle: 71A90000 size: 82944 crc: FFA4CF1E date: 2004-08-17 12:49:22
 C:\WINDOWS\system32\msvcrt.dll handle: 77C00000 size: 343040 crc: 6A2686C9 date: 2004-08-17 12:49:14
 C:\WINDOWS\system32\WS2HELP.dll handle: 71A80000 size: 19968 crc: 4AC7C8FE date: 2004-08-17 12:49:22
 C:\WINDOWS\system32\IMM32.DLL handle: 76370000 size: 110080 crc: A4C51EE2 date: 2004-08-17 12:49:10
 C:\WINDOWS\system32\SHFolder.dll handle: 76770000 size: 25088 crc: F211D8FF date: 2004-08-17 12:49:18
 C:\WINDOWS\system32\SHLWAPI.dll handle: 77F60000 size: 474112 crc: 521D0CB3 date: 2006-09-23 11:12:50
 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll handle: 773C0000 size: 1050624 crc: 834CC0E3 date: 2004-08-17 12:48:02
 C:\WINDOWS\system32\comctl32.dll handle: 5D5A0000 size: 611328 crc: D38922FD date: 2004-08-17 12:49:04
 C:\WINDOWS\system32\wdmaud.drv handle: 72CE0000 size: 23552 crc: EBECCDA4 date: 2004-08-17 12:57:28
 C:\WINDOWS\system32\WINTRUST.dll handle: 76C20000 size: 176640 crc: 40693C80 date: 2004-08-17 12:49:22
 C:\WINDOWS\system32\CRYPT32.dll handle: 77A70000 size: 600576 crc: E19980D6 date: 2004-08-17 12:49:04
 C:\WINDOWS\system32\MSASN1.dll handle: 77B10000 size: 57344 crc: F07BCC59 date: 2004-08-17 12:49:12
 C:\WINDOWS\system32\IMAGEHLP.dll handle: 76C80000 size: 144384 crc: 20A7ACDC date: 2004-08-17 12:49:10
 C:\WINDOWS\system32\msacm32.drv handle: 72CD0000 size: 20480 crc: DA553A24 date: 2001-09-20 10:00:00
 C:\WINDOWS\system32\MSACM32.dll handle: 77BD0000 size: 71680 crc: D3683295 date: 2004-08-17 12:49:12
 C:\WINDOWS\system32\midimap.dll handle: 77BC0000 size: 18944 crc: D659D067 date: 2004-08-17 12:49:12
 C:\WINDOWS\system32\ole32.dll handle: 774D0000 size: 1281024 crc: 613064BA date: 2004-08-17 12:49:16
 C:\WINDOWS\system32\MSCTF.dll handle: 746F0000 size: 294400 crc: E1B54328 date: 2004-08-17 12:49:12
 C:\WINDOWS\system32\CLBCATQ.DLL handle: 76FC0000 size: 501248 crc: 68F3F308 date: 2004-08-17 12:49:04
 C:\WINDOWS\system32\OLEAUT32.dll handle: 77110000 size: 553472 crc: 06FB770B date: 2004-08-17 12:49:16
 C:\WINDOWS\system32\COMRes.dll handle: 77040000 size: 806912 crc: ECC3A078 date: 2004-08-17 12:49:04
 C:\WINDOWS\system32\VERSION.dll handle: 77BF0000 size: 18944 crc: 07A7952F date: 2004-08-17 12:49:20
 C:\WINDOWS\system32\dmime.dll handle: 60D60000 size: 181248 crc: F1F24A6B date: 2004-08-17 12:49:06
 C:\WINDOWS\system32\DSOUND.dll handle: 73ED0000 size: 367616 crc: AA126B1F date: 2004-08-17 12:49:06
 C:\WINDOWS\system32\dmusic.dll handle: 6CF00000 size: 104448 crc: A279DE73 date: 2004-08-17 12:49:06
 C:\WINDOWS\system32\KsUser.dll handle: 73EA0000 size: 4096 crc: A00D5272 date: 2004-08-17 15:49:10
 C:\WINDOWS\system32\dmsynth.dll handle: 6CF20000 size: 103424 crc: 0C61433F date: 2004-08-17 12:49:06
 C:\WINDOWS\system32\dmloader.dll handle: 6CF90000 size: 35840 crc: C427F6C0 date: 2004-08-17 12:49:06
 C:\WINDOWS\system32\msctfime.ime handle: 751A0000 size: 177152 crc: E8CFA9FB date: 2004-08-17 12:48:22
 C:\WINDOWS\system32\mswsock.dll handle: 71A30000 size: 247296 crc: B38CA7EE date: 2004-08-17 12:49:14
 C:\WINDOWS\system32\hnetcfg.dll handle: 698B0000 size: 345088 crc: 31FEBF7B date: 2004-08-17 12:49:08
 C:\WINDOWS\System32\wshtcpip.dll handle: 71A70000 size: 19968 crc: 1F23F4FE date: 2004-08-17 12:49:22
 C:\WINDOWS\system32\psapi.dll handle: 76BE0000 size: 23040 crc: 1FA9C6D7 date: 2004-08-17 12:49:16

System information:
 Windows version 5.1 2600 S
My grfs:

Code: Select all

manindu.grf = 
ottdc_grfpack\8_vehicles\planes\pb_av8\pb_av8w.grf = 
ottdc_grfpack\8_vehicles\road_vehicles\egrvts\egrvts.grf = 
ottdc_grfpack\8_vehicles\trains_wagons\2cc\2ccdj.grf = 
ottdc_grfpack\2_landscape\newwater\newwaterw.grf = 
ottdc_grfpack\4_infrastructure\naroads\NARoadsw.grf = 
indstatrw8.grf = 
ottdc_grfpack\8_vehicles\ships\newships\newshipsw.grf = 
ottdc_grfpack\8_vehicles\ships\newships\nshp_ecs.grf = 10
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Re: Project: cargodest

Post by PhilSophus »

CommanderZ wrote:Or is it bug in manual industries grf (this is mi firts game with cargodes and/or manual industries)?
Did you enable the NewGRF during a running game (then you now know why it warns you of crashes :P)? From the assertion that failed it could indeed have something to do with an industry GRF.
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Re: Project: cargodest

Post by CommanderZ »

Did you enable the NewGRF during a running game (then you now know why it warns you of crashes )
No, I started the game with this. The crash was after cca 2 yrs of gameplay.
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Re: Project: cargodest

Post by el koeno »

I have a gameplay-related issue with cargodest: While it's fun, I think it's a bit tedious sometimes; requiring a lot micromanagement. I know that it is probably beyond the scope of this patch, but does anyone else think some interface tweaks are required?

My first suggestion would be this: The window showing vehicles with shared orders should show something like PhilSophus' headway window (actually I'd like for the two windows to be integrated): showing all trains and stations, and the spread of trains along the line. Next to every station should be an indicator showing cargo waiting (for trains running the route in question) and ratings, just like in the global station list. This would allow a simple overview of a line, easily allowing you to add/remove vehicles and managing headway.

I don't think these interface tweaks shouldn't alter gameplay to much, just streamline it, removing unnecessary clicks and scrolling.
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Re: Project: cargodest

Post by CommanderZ »

Another gameplay suggestion:

Make a switch for orders to be bidirectional. Like if you set a bus line with orders to travel through stations A-B-C-D, the with this switch the bus would go A-B-C-D-C-B-A-B..., not as usual A-B-C-D-A-B...
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Re: Project: cargodest

Post by el koeno »

CommanderZ wrote:Another gameplay suggestion:

Make a switch for orders to be bidirectional. Like if you set a bus line with orders to travel through stations A-B-C-D, the with this switch the bus would go A-B-C-D-C-B-A-B..., not as usual A-B-C-D-A-B...
Seconded!
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Re: Project: cargodest

Post by PhilSophus »

el koeno wrote:
CommanderZ wrote:Another gameplay suggestion:

Make a switch for orders to be bidirectional. Like if you set a bus line with orders to travel through stations A-B-C-D, the with this switch the bus would go A-B-C-D-C-B-A-B..., not as usual A-B-C-D-A-B...
Seconded!
I like the intention of it, but I would rather like to see this as a feature of giving orders (i.e. when you push a "return trip" button the return trip is automatically appended to the order list, but you can see and edit the orders as usual). Actually, that would also be easier to implement and would have a lower risk of side-effects than changing the whole order handling code.
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