How to use Adjacent stations/remote join.

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How to use Adjacent stations/remote join.

Post by WWTBAM »

How do I use the new Adjacent stations/remote join. I have iregular stations on and am trying to do it with a train station.
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Post by JGR »

You must hold the control key down when you click the spot where you want the station built.
A window will then appear which provides options as to how exactly it is built.
This feature is not fully tested, so if there any problems/bugs, please report them.
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Post by WWTBAM »

thanck you
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Post by Rob »

I have a problem with this, it doesn't work. :P

The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.

In the image there is a waypoint station that I wanted to replace by another station (OTTD Gantry) which is connected to a dock. ( I already use all available station slots and I wanted to free up some so I could increase my network a bit.)
I replaced the waypoint station, Middelburg Halt with the other station but the passing oiltrain doesn't know it passed the station.

[edit] Update: rebuilding the station without actually touching the other station does work. [/edit]
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Post by JGR »

Rob: can you post a savegame with the problem in effect, as I could not reproduce this problem.
Thanks.

EDIT: Don't bother, I managed to reproduce it, and I will have a look at it.
Thanks for reporting the bug.

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Post by Patchman »

I'm not sure how this patch works, but make sure to set the L2 of existing tiles correctly.
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Post by JGR »

The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.

The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.

Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
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Post by WWTBAM »

I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.
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Post by Dave »

JGR wrote:The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.

The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.

Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
Hold on - does this mean you've created the holy grail of network builders in seperate platforms for stations? And waypoints next to each other so they don't take up boatloads of space?

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Post by Aegir »

JGR! You're a crazy b******! What are you going to come up with next???

Jeeze, every time I start to think that OpenTTD is getting to the point where it can start competing with TTDpatch for my next game, you bring out a new feature that keeps me hooked!

You're like a pimp keeping his herd hooked on crack!

But in all seriousness, well done with the patch, it's possibilities are positively mind boggling!
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Post by Zero »

How do I activate the switch?
I could not find anything in the manual and my experiments in TTDpatch.cfg didn't work either. :(
Sorry for such a nooby question.
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Post by Dropzone »

Add

Code: Select all

adjacentstation on
to your ttdpatch.cfg.
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Post by Zero »

Thank you, it works. Great feature!
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Post by wallyweb »

Which build of ttdpatch does it appear in?
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Post by The Irish »

Moooaaaah, another great feature from our beloved patch team.

great stuff. I'm gonna test this out now.

Thank you very much.
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Post by DaleStan »

Wallyweb: r1178 or later.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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Post by wallyweb »

DaleStan wrote:Wallyweb: r1178 or later.
BetaWallyweb downloads latest Alpha. Thanks :D
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Post by JGR »

robotboy wrote:I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.
This should be fixed in the next nightly, caused by a minor incompatability between the adjacent stations and drive-through stops code.

Thanks for spotting the bug.

EDIT
Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.
In case anyone is interested the problem is in: Class5VehEnterLeave
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Post by Lakie »

Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?

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Post by JGR »

Lakie wrote:Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?

~ Lakie
Fixed in next nightly.
JGR wrote:
Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.
This is also fixed in the next nightly.

JGR
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