TTDpatch TODO list (read before posting a new suggestion!!)

Got an idea for a new feature in TTDPatch? Post it here.

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Rob
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TTDpatch TODO list (read before posting a new suggestion!!)

Post by Rob »

Hi all.

Here is a simplfied version of the todo list found on the source code page of the TTDpatch site. Todonow.txt

Please read this list, or the Todonow.txt file first before you post any new suggestion so you do not double post an already made one.
Also read the "Impossible todo list" first, so you do not post anything that already has been dismissed.

And please do not post suggestion in this topic, create a separate topic for that

Legenda (according to the Patchdevellopers) :
--- very urgent
-- rather urgent
- not so urgent
***** resolved :-)

Achieved and removed from to-do list :

- get a warning about lost trains (vehicles) that couldn't get to the next station in the given time....
- newsmessages no longer appear if an opponent's crashed airplane or train is cleared....
- mouse wheel does a zoom in/out. Maybe numpad +/- instead. Or both
- speed limit for cargo waggons
- freight trains setting
- allow building over existing stations to change the layout
- path-based signalling: allow trains with non-conflicting paths to be in the same block.
- Slow down time (gamespeed switch)
- newhouses, newindustries and newcargoes which haven't really been in the todo-list


New features :
  • --- make planting more than one tree in a square affect city ratings, but perhaps not as much
  • --- have startyear scale vehicle introduction dates so that first vehicle is available, say, 2 years before the start year, rest adjusted by linear scale up to, say 1980 (only if startyear < 1950, of course)
  • --- grf option to turn on catenary for third set (japanese set -> shinkansen)
  • --- make building waypoints does not "attach" them to existing stations, thereby
    can build waypoints adjacent to other stations
  • --- fix additional pillar heights for higher bridges, they check the height of
    the wrong corner
  • --- provide support for long train vehicles composed of two vehicles? maybe
    emulate bogeys like Locomotion has them
  • --- make clicking on news history item open that one immediately (maybe even
    in paused mode?), instead of adding it to the end of the list
  • -- Include depots "usefully" in a pre-signal block.
    Idea: when depot checks whether block is clear, count pre, exit & combos if (pre&exit) or combo present, depot "signal" acts like pre-signal then placing combo-signal in front of depot makes depot act like a sponge; otherwise it's not interfering with the regular station operation
  • -- long-range subsidies
  • -- optional feeder service by selecting both load and unload at an order
  • -- station coverage depend on size : large airports bigger, small airports normal, similar for train stations.
  • -- renew wagons along with carriage
  • -- automatic multiheading of new .grf engines
    a) buy specified vehicle after another vehicle, make them inseparable (allow recursion to buy triples or quadruples)
    b) buy specified vehicle at end of train think about how to allow multi-ICE sets headed-wagons-tail-head-wagons-tail)
  • -- show height level in tile query info
  • - sound effects for diesel, electric and monorail/maglev trains entering a tunnel
  • - some hydroplanes that land on water and use the boat docks
  • - Cht: NewCompany to force a new AI company to appear, of course only if slot available
  • - refit both plane compartments separately; also choose relative size?
  • - in town, show "Population: 600 (snow)" or "Population: 600 (desert)"
  • - subsidiaries: if A owns (75%of) B, B owns C and C owns D, allow A, B and C to manage D without going through the chain explicitly
  • - improved steam displays; new sprites for each direction, different sprites if engine is using more power
  • - ship speeds > 127 km/h?
  • - speed limit for cargo waggons
  • - minimum load; never leave a station if less than X percent full. Perhaps only if not forced unload.
  • - Bank in temperate: produce some valuables right after getting others
  • - make bank production dependent on town population, e.g. pop/40 = bags/month
  • - Increased production, higher limits.
  • - add option in menu to jump between editor and playing
  • - link ratings and cargo of several stations to "simulate" several facilities of each type
  • - maintenance cost for tracks?
  • - for trucks, resolve traffic jams by disabling the collision detection
  • - larger tile sizes in the editor.
Enhanced gameplay :
  • --- make hotkeys work for ship and aircraft tools too (and maybe others?)
  • --- make remove industry apply only for dynamite, instead of requiring Ctrl key
  • --- show weight and power added by wagons in train engine purchase info
  • -- modify train pathfinding to prefer straight and level routes; change it from a shortest-distance algorithm to least-cost algorithm, with some balance between cost due to distance, curves and inclines
  • -- implement George's 24-dir action 1 for road vehicles turning
  • -- make Cht: Semaphores cost, equal to difference between placing and removing a signal for each signal
  • -- slowdown on bridges and before crossings as long as any wagon is on them
  • -- Stocks: get part of profit, get money for selling stock. If 75% owned company goes bankrupt, only pay 25%
  • -- allow long-range subsidies too
  • -- make feeder service optional by selecting both load and unload at an order
  • - Train signals make RV sigals go red too. Or road signals set train signals red. Or both. Or, slow down trains to, hmm, 100 km/h when they activate RV signals. Also combine several crossings in a row. (turn on lights
    for all of them)
  • - Refit both plane compartments separately; also choose relative size?
  • - sign cheat to force all vehicles (or of some type) into the depot; like clicking the "depot" button
  • - Stations: Load fuller trains first and if next train waiting, leave station -> check after signal
  • - high-speed bridges; length 2-inf; expensive (possible?), look=just base, no cover
  • - Cht: UpgradeBridges [to [from]]
  • - make elrails cost change in time, something like: mx - (mx-mn)/(fix(steps*log(1+(2000-1920)/scale))/steps)* fix(steps*log(1+(year-1920)/scale))/steps]) mx=8 mn=1.6 steps=3 scale=8 use bsf instead of log, of course.
  • - allow trains to go backwards
  • - cargo payment rates should follow supply and demand rules
  • - make economy fluctuations smoother, e.g. changes or +/- 10%, but more often. +/- 50% should be rare.
  • - mouse wheel does a zoom in/out. Maybe numpad +/- instead. Or both.
  • - limit station capacity according to facilities attached
  • - Plane: Crash instead of getting slower, but much more rarely, and try to crash where they are not at airport. Option to disable all crashes
  • - Prevent landscape changes unless good standing. Big penalties.
  • - Max Loan = 10% of real comp.value (w/o cur.loan) + initial loan
  • - Faster scrolling with ctrl-shift
  • - show destinations in train and rv lists, like for planes and ships
  • - automatic cht: owncrossing after sellout/bankruptcy of the AI
  • - Improve ship pathfinding for longer distances. Diagonal not north then west
  • - RV's: no collision detection in the station
Fixes :
  • - make morenews for train/plane crash removal only apply to player or use player veh category instead or make morenews a bit switch to select what news to display
  • --- show weight and power added by wagons in train engine purchase info
  • - fullloadany should be optional by vehicle type
Last edited by Rob on 21 Aug 2005 08:22, edited 5 times in total.
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Rob
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UPDATED TO-DO list

Post by Rob »

Updated the TO-DO list according to latest achievements by Csaboka.
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Post by SkeedR »

ummmmmmm, well i probably shouldn't post here but, could we have an update please, (current latest 2003!)
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Rob
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Post by Rob »

I updated it a few times since then, but I just didn't report it. :D

But it is time to update it again, and I will do it soon.
Probably this weekend.
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Post by WWTBAM »

pbs has been implemented just to let you know
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Post by Rob »

Yep thanks, it's bug free, at least no more bugs were reported :wink:

I updated it, together with some other achieved changes.
There are again more new entries then resolved old ones though. :shock:
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Post by Ramshill »

This needs updating again I'm afraid. (sorry to be a bother like this)
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Post by Rob »

Yes I know, but not before the stable patch is out.
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Post by Ramshill »

Understood . Wilco. Roger. and Out.
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Re: TTDpatch TODO list (read before posting a new suggestion!!)

Post by Pookey »

I think you should give it another update Rob, as some of those things have been done... :)
Posted by Pookey...

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