Tram and Trolleybus Discussion
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My assumption is that the pathfinding would be exactly the same as that for trucks, except that the trams would look for slightly different roads (i.e. they'd look for places with tram-track.) I assume that'd be a copy of the pathfinding code, except changing the terrain-array integer for the type of road they'd look for.
Similarly, the GUI would be almost identical to the road-building one as described above, again, I would think it would be a code copy except for changing the terrain-array integers of the type of road placed/removed.
I know for a while there were problems with changing the GUI, but I thought that got all figured out. Hey, if we're putting in new menu items (like the new-graphics screen) and completely new GUI stuff (like the LoMo-esque thing), clearly you understand how it works fairly well.
Similarly, the GUI would be almost identical to the road-building one as described above, again, I would think it would be a code copy except for changing the terrain-array integers of the type of road placed/removed.
I know for a while there were problems with changing the GUI, but I thought that got all figured out. Hey, if we're putting in new menu items (like the new-graphics screen) and completely new GUI stuff (like the LoMo-esque thing), clearly you understand how it works fairly well.
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Well in general it looks like more rail systems would be possible, but if you take a closer look, there are pieces like a track tile can only hold 3 types... (3Bits) And with road/track crossing you really have a problem...
(You know that TTD crossings are passable by all rail vehicles, it only looks different for the types... )
(You know that TTD crossings are passable by all rail vehicles, it only looks different for the types... )
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No, it's easier to create something new as trying to find all pieces that think there only 3bits free...
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Create somthing new then .
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Hi lads,cornelius wrote:If this does turn out to be possible then cargo trams to carry mail, goods and valuables around cities could be fun.krtaylor wrote:it would be tram-tracks not roads, run-through passenger stations instead of separate passenger and freight sheds (no freight on trams)
I would like to come back to the cargo discussion. In Dresden, Germany there is the CargoTram running on normal City tracks.
It transports cargo between two factories of the "Volkswagen" car company.
See links below:
http://www.trampicturebook.de/tram/germ ... gotram.htm
http://public-transport.net/bim/Germany ... drs9_1.htm
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Wait a bit yes? As I said it's not easy to create drive thru stations... (maybe impossible)
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Thanx, that's cool! I was affraid this would be not interesting, and that's reason I didn't do that, but I'm so glad others wants trolleybusses (trams) in game too! This is probably too much early, but I suggest some trams for list (I hope I can draw them ):eis_os wrote:I have splitted the topic and will move it the next days into suggestion section
ZIU
TROLZA
BELKOMMUNMAŠ
GOŠA
and legend of legends - silver Ansaldo.
(This is beginning of list, add your suggestions...)
Last edited by Wile E. Coyote on 25 Feb 2005 14:56, edited 1 time in total.
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Yes, I know what are trams, I even wanted to include them in Serbian rail set, but there is no one more rail slot. But I mean trolleybuses:
http://www.tt-forums.net/viewtopic.php? ... sc&start=0
Trains allready have drive-thru stations, why it is problem to design stations for trams?
http://www.tt-forums.net/viewtopic.php? ... sc&start=0
Trains allready have drive-thru stations, why it is problem to design stations for trams?
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
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If it's not possible to have drive-through stations for trams, then there's no point in doing trams.
And also, I know there may be the rare occasion of a cargo tram, but I'd think it makes no sense. Trams as I envision them will have ONLY drive-through stations, and that would make little sense in the situation of a cargo tram unloading. And I don't see how a cargo tram would fit into something more like the existing truck loading bay.
And also, I know there may be the rare occasion of a cargo tram, but I'd think it makes no sense. Trams as I envision them will have ONLY drive-through stations, and that would make little sense in the situation of a cargo tram unloading. And I don't see how a cargo tram would fit into something more like the existing truck loading bay.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Well I looked at some movement table, but currently it's a big puzzle
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My understanding is that the reason the movement code is such a pain, is because each movement is based off of the result of the previous movement, so sequential analysis is very hard. The more I think about it, the more I think the first step would be to write a movement table coder/decoder. I mean, lots of things in TTD use the same way of encoding movements, right? So you need some Windows GUI kind of thing, where you copy the TTD movement code into an area, and then it analyzes it and draws a nice diagram of the mevements it's describing. Then you can rejigger them, and it will spit back out the replacement code including your changes. Does this seem possible? Because if it were, it would suddenly make all sorts of things tons easier, such as drive-through stations, bigger airports, and so on.
Which reminds me, the folks working on bigger airports may have made some progress in decoding the movement code.
Which reminds me, the folks working on bigger airports may have made some progress in decoding the movement code.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
No, the the road movement as far as I decoded are only xy point tables...
Well I have looked at some data and it created more question than solving them...
Well I have looked at some data and it created more question than solving them...
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Oh. Would it still be possible to write some sort of xy table decoder to make it easier?
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Well I can look at all entries by hand that isn't the problem, I need to know exactly what the code does... Then I know which table is for what...
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Oh, I see, you mean, you can decode the movement that the code sections are describing, you just don't know whether it's moving the RVs, or the planes, or who-knows what?
You could always tweak one, then play a game and see what moves wierd.
You could always tweak one, then play a game and see what moves wierd.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
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