City Builder patch
Moderator: OpenTTD Developers
City Builder patch
Hi,
recently there were some patches, which added more town effect cargos, to increase town building challenge. I missed the variability, so I start working on a citybuilder patch, being inspired by another patches and few servers that run city building goal.
So far I got to program additional setting for all cargo slots, namely: amount needed per month, population from which to require the cargo and storage decay (not very common, but I like this option). Each can be defined by desire in menu for all cargo slots (32 slots).
This make it possible to lay any industry set available, one just needs to fill in the cargos defined in them.
NEWS:
Idea revided
After some thoughts I remade the system of town requirements to be configurable via NEWGRF.
This is done by new properties of cargo feature, properties 20, 21 and 22.
Game mechanics, newgrf configuration and more is described in manual, which is part of the enclosed archive as well as everything you need.
Download from Novapolis site
Novapolis Citybuilder client 1.2.3
Town gui detail: There is Cargo name, amount delivered current month, required cargo (proportional to population), cargo in storage (if decay is under 100%, there can be something left), and from what population cargo is needed.
When cargo is not needed yet, the row is faded with grey colour, when it is needed, it is orange, and finally when enough cargo is supplied, it turns green to ease the recognition
Setting gui:
Any improving ideas are welcomed
recently there were some patches, which added more town effect cargos, to increase town building challenge. I missed the variability, so I start working on a citybuilder patch, being inspired by another patches and few servers that run city building goal.
So far I got to program additional setting for all cargo slots, namely: amount needed per month, population from which to require the cargo and storage decay (not very common, but I like this option). Each can be defined by desire in menu for all cargo slots (32 slots).
This make it possible to lay any industry set available, one just needs to fill in the cargos defined in them.
NEWS:
Idea revided
After some thoughts I remade the system of town requirements to be configurable via NEWGRF.
This is done by new properties of cargo feature, properties 20, 21 and 22.
Game mechanics, newgrf configuration and more is described in manual, which is part of the enclosed archive as well as everything you need.
Download from Novapolis site
Novapolis Citybuilder client 1.2.3
Town gui detail: There is Cargo name, amount delivered current month, required cargo (proportional to population), cargo in storage (if decay is under 100%, there can be something left), and from what population cargo is needed.
When cargo is not needed yet, the row is faded with grey colour, when it is needed, it is orange, and finally when enough cargo is supplied, it turns green to ease the recognition
Setting gui:
Any improving ideas are welcomed
Last edited by Honza_ on 05 Nov 2012 20:35, edited 8 times in total.
Re: City Builder patch
I love the idea!
Layout of the interface seems good, but could indeed use some improvements.
Keep up the good work!
Layout of the interface seems good, but could indeed use some improvements.
Keep up the good work!
Re: City Builder patch
The town demand patch also allows any cargo to be used, by defining the proper town effects in a newgrf.
Newgrf is the way the developers want to implement town growth changes. So all this customisability would be moved out of the base interface and into newgrf actions.
Newgrf is the way the developers want to implement town growth changes. So all this customisability would be moved out of the base interface and into newgrf actions.
Creator of the Openttd Challenge Spinoff, Town Demand patch
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- planetmaker
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Re: City Builder patch
Which could still result in a pretty similar configuration interface - just found as NewGRF parameters. But the general handling for players would be much easier as they could resort to well-tested configurations available as NewGRFs. And it will allow more interesting town, industry and scenario-dedicated NewGRFs.Korenn wrote:The town demand patch also allows any cargo to be used, by defining the proper town effects in a newgrf.
Newgrf is the way the developers want to implement town growth changes. So all this customisability would be moved out of the base interface and into newgrf actions.
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Re: City Builder patch
Yes, I read tread with your nice patch. Newgrf could be of good use to configure town demands. I decoded the grfs you have there, and it seems to me like only list of cargo definitions from cargo sets (correct me if wrong, I havent time to open original cargo sets now).Korenn wrote:The town demand patch also allows any cargo to be used, by defining the proper town effects in a newgrf.
From what I know, your town demand patch supporst 6 cargos with town effect, so I can imagine configuring with newgrf.
But would it be possible to apply it to this patch, where I use amoun/from population activation/storage decay? If so, only good, but I think newgrf wont help here, as I cant even think ofa way to set different number of town effect cargos in it.
Unless some development and support for newgrf is here for this thing, I guess my patch cant relay on newgrf.
Dont mourn though, I dont desire to include it to trunk
- planetmaker
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Re: City Builder patch
That's what you patch could provide instead. It'd make it suddenly a commonly usable implementation.Honza_ wrote:Unless some development and support for newgrf is here for this thing, I guess my patch cant relay on newgrf.Korenn wrote:The town demand patch also allows any cargo to be used, by defining the proper town effects in a newgrf.
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#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: City Builder patch
to rephrase what planetmaker said: No, all that newgrf support does not yet exist. It needs writing by someone. But once it is written, it should allow a variable amount of cargoes to influence town growth in different ways.planetmaker wrote:That's what you patch could provide instead. It'd make it suddenly a commonly usable implementation.Honza_ wrote:Unless some development and support for newgrf is here for this thing, I guess my patch cant relay on newgrf.Korenn wrote:The town demand patch also allows any cargo to be used, by defining the proper town effects in a newgrf.
You should swing by the openttd channel on IRC if you want details on what the devs have in mind.
Creator of the Openttd Challenge Spinoff, Town Demand patch
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Re: City Builder patch
It could be nice, if anybody want to do it, hey, thumbs up. But I dont volunteer to code a thing which would result in the same functionality as my current patch just to make it controlable from different place.
I would rather hear suggestions on the citybulding system
I would rather hear suggestions on the citybulding system
Re: City Builder patch
Citybuilder mechanics works fine now, just to align the gui and thing is to be shipped in package )
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Re: City Builder patch
I do hope you're not just making it one huge file, it makes things harder to update. I've made the same error before.
Other than that, good work.
Other than that, good work.
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Re: City Builder patch
New gui!
Oberhümer, not sure what you mean with one big file, but thanks.
Some problem with widget width though, as I am widget noob.Oberhümer, not sure what you mean with one big file, but thanks.
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Re: City Builder patch
I mean as a single block patch file in contrast to using MQ or something like it, where you would have a sequence of many small diffs.
--- Licenses: GNU LGPL, version 2 or newer, code and graphics. CC-By-SA, graphics, alternatively. If you're using any, I'd like to hear about it --- Call them "track types" ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
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Re: City Builder patch
Of course it will be only one diff file
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Re: City Builder patch
Sorry to hear than Honza_ it was an interesting patchHonza_ wrote:Project abandoned
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My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
Re: City Builder patch
NoGo obsoleted it, i guess
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Re: City Builder patch
Not sure what nogo is. Actually last version of the patch can be downloaded at luukland.net if anyone would be interested.
I just simply havent time or lust to work on it further.
I just simply havent time or lust to work on it further.
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Re: City Builder patch
This: http://www.tt-forums.net/viewtopic.php? ... 31#p981031Honza_ wrote:Not sure what nogo is.
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Re: City Builder patch
Interesting patch, especially the part around line 250 ...
Never thought I'd see somebody attempt to troll somebody through a 'serious' patch though... kudos for that..
Never thought I'd see somebody attempt to troll somebody through a 'serious' patch though... kudos for that..
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Re: City Builder patch
The development of City-Builder patch revived.
For news read 1st post.
For news read 1st post.
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