TrueSatan wrote:I have compiled the nmf version with your patch and now have some strange problem.
all savegames with version g43b6fbab are shown with Startdate: 5000000.
And as you maybe can guess they are crashing to desktop immediately.
Older versions of my savegames are working fine in g43b6fbabM.
I will try to look at your crash log.
TrueSatan wrote:I have one thing for the gui you maybe should change.
If you don't have any of those good ate the station it should be grayed out
and not pressable. At least if you set it to automatic.
"Automatic" only means that cargo collection will start if a vehicle tries to load it; otherwise, it is like manual. But I will try to disable the buttons if there are no cargo sources nearby.
TrueSatan wrote:And maybe it would be better to click something like "Collected Goods at this station" and get a new window with the full
name of the goods. Those abbreviations are to small on small resolutions.
I am reusing the button row from the station list window, but perhaps I lack the perspective of playing with non-default cargoes.
TrueSatan wrote:Currently I wouln't use the feature, because I play mainly alone only for building complexe networks
and accumulate money
I have never played multiplayer, yet I find this feature very useful. I still remember playing TTD and trying very hard to keep my stations out of range of anything but the industries I intended to serve, and get annoyed when a town crept close and suddenly there were passengers waiting in my coal-only station...
wallyweb wrote:This is sounding like a bridge tile is evolving into a simple ground tile with the only difference being that it has abutments and is elevated between the abutments.
Conceptually, this sounds like the ability to stack ground tiles verticaly.
How does the simple ground tile handle track and road building and their (track/road) associated parts (stations, signals, etc.)?
Here's a thought .. A road station tile that is under a bridge and is part of a rail station tile on the bridge tile above it.
Another way of looking at it ... The player builds a bridge with an empty deck, then the player uses the road/track building tool to add (drag and drop?) the appropriate deck.
That is a possibility, but we need a clean way to do it.
TrueSatan wrote:Btw. new maps features... what about statin tiles on diagonal tracks? i know it lacks of sprites currently, but
if you are about to extend the array anyway...
It is not that easy. Station tiles have a lot of newgrf state, and I do not see a clear way of extending that to diagonal stations...
TrueSatan wrote:same goes for digonal tunnels but i guess that will be hard to implement.
...plus, in a sense, I think that diagonal stations, bridges or tunnels are not in the spirit of TTD. That may just be my opinion though.
TrueSatan wrote:and I know it will only happen if the map array will be completely changed.
It is more a matter of having a clear spec than devising the implementation.
Thanks for your enthusiasm, anyway. I will see what I try to do next.