belugas wrote:... do not load grfs like George's newindustries vectors. THey are the ones (most of the time) responsible to slow down the generation...
sorry I use ECS (not sure if thats the same : P ) anyways, sometimes, I swear openTTD freezes while making a larger then 512x512 map
And guess what ? the ECS grfs that you are talking about ARE George's newindustries vectors.
So... you are now advised
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter. He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
belugas wrote:... do not load grfs like George's newindustries vectors. THey are the ones (most of the time) responsible to slow down the generation...
sorry I use ECS (not sure if thats the same : P ) anyways, sometimes, I swear openTTD freezes while making a larger then 512x512 map
And guess what ? the ECS grfs that you are talking about ARE George's newindustries vectors.
So... you are now advised
Ok what ever then, I find the game boreing with out those extra industries and stuff : P
Evening, a bit of thread necromancy but I hope you bear with me.
I have often thought about how silly it is that you can't build new towns. Rather than just be another user requesting a feature, I decided to use some of my spare time and investigate the code and see how it works and from there try it myself.
Only after I was done I found this thread, but rather than create a new thread with the same content I'll post my patch here. This is my first patch, so be aware...
This patch adds an option to allow construction of new towns. It's very expensive, but that's how it should be (imo). I've not tried multiplayer and from looking at the thread, I'm pretty sure it'll not work. Not quite sure how you get the revision number, but when I start my svn:ed version of OpenTTD it says "r14401M"
Of course I'd like it to be added to the main branch some day, but looking at the negative comments I doubt it also.
Any feedback is greatly appreciated though.
Features:
* An option if funding towns should be allowed or not.
* Ability to found three different sized towns, at different cost.
* Uses the same base GUI as the one in the scenary editor, though modified to suit us better (the old behaviour in scenary editor is of course unchanged)
Notes:
* The normal constraints to founding towns still apply, not too close to another, not too close to the borders, etc.
* You do not get any special status at all in the towns you fund, this is a design choice and very unlikely to change.
* This is my first patch, I'm following the coding standards I found on the wiki. Softer issues like what you shouldn't do with windows/widgets/etc might not be up to par with what is suggested. Especially the Town GUI is quite hm.. interesting. Maybe I should just have made a new window for it rather than reusing and resizing the one from scenary editor.
Known issues:
* Multiplayer is totaly untested, and possibly (read: probably) very buggy.
Tanoh wrote:Evening, a bit of thread necromancy but I hope you bear with me.
I have often thought about how silly it is that you can't build new towns. Rather than just be another user requesting a feature, I decided to use some of my spare time and investigate the code and see how it works and from there try it myself.
Only after I was done I found this thread, but rather than create a new thread with the same content I'll post my patch here. This is my first patch, so be aware...
This patch adds an option to allow construction of new towns. It's very expensive, but that's how it should be (imo). I've not tried multiplayer and from looking at the thread, I'm pretty sure it'll not work. Not quite sure how you get the revision number, but when I start my svn:ed version of OpenTTD it says "r14401M"
Of course I'd like it to be added to the main branch some day, but looking at the negative comments I doubt it also.
Any feedback is greatly appreciated though.
Features:
* An option if funding towns should be allowed or not.
* Ability to found three different sized towns, at different cost.
* Uses the same base GUI as the one in the scenary editor, though modified to suit us better (the old behaviour in scenary editor is of course unchanged)
Notes:
* The normal constraints to founding towns still apply, not too close to another, not too close to the borders, etc.
* You do not get any special status at all in the towns you fund, this is a design choice and very unlikely to change.
* This is my first patch, I'm following the coding standards I found on the wiki. Softer issues like what you shouldn't do with windows/widgets/etc might not be up to par with what is suggested. Especially the Town GUI is quite hm.. interesting. Maybe I should just have made a new window for it rather than reusing and resizing the one from scenary editor.
Known issues:
* Multiplayer is totaly untested, and possibly (read: probably) very buggy.
History:
2008-09-26: First version released.
Is this a updated code or is it old, like rlly old, not a few weeks old. And will it work with the latest openTTD version or NightlyÉ i rlly wanna fricken use this since even if you have a large map you eventually want to build your own towns just to have more fun (and money coming in)
Is this a updated code or is it old, like rlly old, not a few weeks old. And will it work with the latest openTTD version or NightlyÉ i rlly wanna fricken use this since even if you have a large map you eventually want to build your own towns just to have more fun (and money coming in)
Are you as lazy about reading others' posts as you are lazy about spelling correctly?
He wrote that he wrote this himself and from scratch, because he only noticed the existing "found a town" patch after writing his own patch.
Also, the patch attached to his post includes a not-so-subtle hint which revision it is made for in its file name.
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
______________ My patches
check my wiki page (sticky button) for a complete list
I've worked a bit on the patch. The name creation part has been processed out of the command.
But... there are more randomizations awaiting ahead.
Not sure how safe this patch would ever be, no matter its author..
I've added a new price too, in order to stay compatible with inflation and all.
Still much more to do, so this is why the patch is not made public.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter. He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Sounds awesome. Sadly I have too little knowledge of OpenTTD's internal to make it work properly, glad someone with a lot more knowledge has taken it up.
I haven't taken it up.
I'm checking how sound the whole patch can be. Like if it's a valid concept.
IF someone wishes to go further, please do not be stopped because I play with it on my side.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter. He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Ah. Well I'm still sorta maintaining it, albeit a bit spotty. Every now and then update it to the newest SVN. As can be seen here, http://bugs.openttd.org/task/2327
Might be the wrong place, but you don't have any pointers about network code in openttd? The wiki entry doesn't say that much, is it just to dig in the source and hope for the best?
EDIT: sorry bout stepping on your toes, just that i checked it against R14505 and thought i may as well re-diff it. Tanoh if you want i can offer some albeit little help on maintaing if you want to.
Here's a version of that patch i would like to present you.
Compared to the others, it has a few advantages
1) the CreateTownName has been used out of the command handler, making it more network safe. Note that I have NOT tested it in MP.
2) the price of town's funding is now assigned toa new member of the price array. This means that it will now be linked to inflation, something you can verify by letting the window opened around end of month
3) a few code-style changes have been applied
Made against r14536.
Now, I'm not sure about the pricing. It should indeed be expensive, i just do not now by how much.
Further more, I'm not too happy with the gui either. There is something I don't like, and I can't put my finger on it now.
So if anyone has suggestions on how it should be improved, let's share ideas.
The Fund button, for instance, should not be green but grey, as other buttons.
But if you alook that window side by side with the industry funding, none of the buttons should be grey.
So...
It's your turn now, guys
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter. He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
belugas wrote:Here's a version of that patch i would like to present you.
Compared to the others, it has a few advantages
1) the CreateTownName has been used out of the command handler, making it more network safe. Note that I have NOT tested it in MP.
2) the price of town's funding is now assigned toa new member of the price array. This means that it will now be linked to inflation, something you can verify by letting the window opened around end of month
3) a few code-style changes have been applied
Made against r14536.
Now, I'm not sure about the pricing. It should indeed be expensive, i just do not now by how much.
Further more, I'm not too happy with the gui either. There is something I don't like, and I can't put my finger on it now.
So if anyone has suggestions on how it should be improved, let's share ideas.
The Fund button, for instance, should not be green but grey, as other buttons.
But if you alook that window side by side with the industry funding, none of the buttons should be grey.
So...
It's your turn now, guys
]
Ok, Um, now that Its working and up to date, how do I Apply this to my game? Is there a Command line I can type in in OpenTTD to make it work? or do i have to do it with 3rd Party Software?
You will have to check out the source code and compile a binary and lng files or if you are on windows give me an hour to get myself sorted and i will supply a win binary
EDIT: Win32 Binary Added
EDIT: Sorry to those who don't have unraring capabilities... though i think most people have .
burty wrote:You will have to check out the source code and compile a binary and lng files or if you are on windows give me an hour to get myself sorted and i will supply a win binary
Hey I was wondering, could people that compile this code also release a Patched Win32 Binary with the patch too? That way people with out the know how or are to lazy to patch it them selves can use it. It would also be nice if the Revision was Added to the Name of the Zip or RAR or 7zip file so that we wont accidentally download a older or incompatible version.
burty wrote:You will have to check out the source code and compile a binary and lng files or if you are on windows give me an hour to get myself sorted and i will supply a win binary
Hey I was wondering, could people that compile this code also release a Patched Win32 Binary with the patch too? That way people with out the know how or are to lazy to patch it them selves can use it. It would also be nice if the Revision was Added to the Name of the Zip or RAR or 7zip file so that we wont accidentally download a older or incompatible version.
Non-Devs will almost always attach a compiled binary for the patch along with the code however Belugas is a busy busy dev and therefore does not have the time to compile the binarys.
Me and Tanoh are normally sitting on keeping binaries released every few days between us , so hopefully you won't get too behind between this patched up and the latest nightlies .
Oh and Belugas thank you for posting your code here i will look at it now and see what i can learn from it .
burty wrote:You will have to check out the source code and compile a binary and lng files or if you are on windows give me an hour to get myself sorted and i will supply a win binary
Hey I was wondering, could people that compile this code also release a Patched Win32 Binary with the patch too? That way people with out the know how or are to lazy to patch it them selves can use it. It would also be nice if the Revision was Added to the Name of the Zip or RAR or 7zip file so that we wont accidentally download a older or incompatible version.
Non-Devs will almost always attach a compiled binary for the patch along with the code however Belugas is a busy busy dev and therefore does not have the time to compile the binarys.
Me and Tanoh are normally sitting on keeping binaries released every few days between us , so hopefully you won't get too behind between this patched up and the latest nightlies .
Oh and Belugas thank you for posting your code here i will look at it now and see what i can learn from it .
Nice, ok, so that means when ever buddy updates the Code when you get the chance you'll patch it to the Latest Compatible Nightly for us People who cant patch it our selves (I cant do it my self since Last time i tried it did work cause the intructions on patching where confusing)
But anyways, thanks again for patching the exe for us, now after im done watching some anime Im gonna go play OpenTTD Till Im tired and go 2 bed
1. Random appearing towns like industries. Maybe with higher chance near rural roads (not in the range of other city)
2. A patch option to select between normal founding, prospecting or disabled, like in primary industries (this could be made also for secondary industries, but this is not place to discuss this)
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
Gentlemen, i would like to motion that this patch be inducted into the trunk.
I hope you'd all agree that this feature has the potential of adding a new dimension to the game. A few bugs may need to be worked out, and i'm sure many add-on features to the patch will be requested, but the capability of creating towns (and hopefully later, spontaneously appearing towns) may increase interest in OTTD at least a tick.
Pardon me as i get into the begging position.....(feel free to join in!)...
SirXavius wrote:Gentlemen, i would like to motion that this patch be inducted into the trunk.
I hope you'd all agree that this feature has the potential of adding a new dimension to the game. A few bugs may need to be worked out, and i'm sure many add-on features to the patch will be requested, but the capability of creating towns (and hopefully later, spontaneously appearing towns) may increase interest in OTTD at least a tick.
Pardon me as i get into the begging position.....(feel free to join in!)...
i second that motion.
However i believe the potential spontanoues appearence of towns needs to be based on traffic in that area for example if a player is transporting large amounts through a certain area then the town has a chance of appearing.