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 Post subject: New Patch: Commuter Airport
PostPosted: Sun Feb 26, 2006 9:58 pm 
Tycoon
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Here is the working version. Ive thrown 15 planes at this, with no locks, strange quirks, etc. Ive tried stopping aircraft at various places, and it seems to restart ok, and fills empty spaces sensibly.

I use RUNWAY_IN, RUNWAY_OUT, and RUNWAY_IN_OUT in various places. Bottom line is only 2 aircraft can land and not get past the control tower, but these do not block aircraft leaving. All attempts to land at this point are blocked, so it seems to be OK that way.

So here it is... the Commuter Airport. Available 1983, small airport category (for crashes).


Attachments:
File comment: Commuter Airport in action
Slinnwell Transport, 19th Oct 1984.png
Slinnwell Transport, 19th Oct 1984.png [ 62.96 KiB | Viewed 2447 times ]
File comment: Commuter Airport patch
commuter_airport.patch [18.74 KiB]
Downloaded 164 times

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PostPosted: Sun Feb 26, 2006 11:57 pm 
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great !

just tested it in a late savegame and it works pretty well. I like it :)


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PostPosted: Mon Feb 27, 2006 1:17 am 
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Looks good, have you submitted it for the distro? It looks like it should be there to me.


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PostPosted: Mon Feb 27, 2006 8:12 am 
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That looks great!

But small airport, doesn't that make planes much more likely to crash? That doesn't sound very good. Maybe this needs to be changed, or make the lighter fast aircraft still able to land here, and name them so it reflects it. Like cityhoppers and such.

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 Post subject:
PostPosted: Mon Feb 27, 2006 10:43 am 
Tycoon
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AlienDNA wrote:
That looks great!

But small airport, doesn't that make planes much more likely to crash? That doesn't sound very good. Maybe this needs to be changed, or make the lighter fast aircraft still able to land here, and name them so it reflects it. Like cityhoppers and such.

There are several small airport planes later in the game (Bae46, Kelling 60??) and the helicopters. I thought it would be more interesting to have an extra small airport than yet another one for all the big jets.

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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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PostPosted: Mon Feb 27, 2006 2:41 pm 
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Not to mention that the big jets just disappear (how sad that may be) and that 'light' planes will be introduced as of 2001 in the game.
So it this patch sure is cool, and what about a more futurisic look of the airports in the later part of the game (like buildings and stations for monorail or maglev)?
That would be awesome! :)

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PostPosted: Mon Feb 27, 2006 6:51 pm 
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Great work, richk67.
I know this requires lot of time, but I'm waiting for more airports from you. High quality is guaranteed :)


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 Post subject:
PostPosted: Mon Feb 27, 2006 8:04 pm 
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MeusH wrote:
Great work, richk67.
I know this requires lot of time, but I'm waiting for more airports from you. High quality is guaranteed :)

Thanks... just dont claim they're bug-free ;) :lol:

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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 subject:
PostPosted: Fri May 05, 2006 12:26 pm 
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Hello, I'm french.
I love TTD and i like to import graphic object.
But now, i want to install this airport and i don't know
how do that. Where do I have to place the .patch file?
Can you answer with a easy english, i'm not good !


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 Post subject:
PostPosted: Fri May 05, 2006 4:00 pm 
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SUNR!SE. wrote:
Where do I have to place the .patch file?

Wherever you want.

But I don't think that's quite the answer you want.

Put it someplace you can find it later, then get the latest source, either from svn://svn.openttd.org or from http://nightly.openttd.org

Apply the patch, using either TortoiseMerge (part of TortoiseSVN), or by typing patch < file.patch in the directory to which you downloaded the source.

Then compile the source, and copy the resultant binary to your OpenTTD install folder.

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 Post subject:
PostPosted: Fri May 05, 2006 7:01 pm 
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http://www.tt-forums.net/viewtopic.php?t=21678

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