Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Thu Apr 26, 2018 1:32 pm

All times are UTC




Post new topic  Reply to topic  [ 127 posts ]  Go to page Previous 13 4 5 6 7 Next
Author Message
PostPosted: Wed Jul 06, 2011 11:21 am 
Offline
Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 6987
At the start of the game, the earliest house that appears is calculated, and all houses introduced at that date will be available from the beginning of the game. "Old" house sets usually define houses from 1930 onwards. So if one set defines houses before 1930, then only those houses will be available before 1930.

_________________
You might not exactly be interested in Ferion, but if you are, have fun :)


Top
   
PostPosted: Sun Mar 04, 2012 11:32 pm 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Population limits!

Attachment:
popn1.png
popn1.png [ 26.06 KiB | Viewed 2234 times ]

The current linear model.

Attachment:
popn2.png
popn2.png [ 34.62 KiB | Viewed 2234 times ]

The planned exponential model.

Gotta knock over the last few vehicles for UKRS, then work begins on proper 19th century buildings. :) And those town halls we mentioned...

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Mon Mar 05, 2012 2:10 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Mon Jun 14, 2004 11:27 pm
Posts: 578
Location: Berlin, Germany
Played around with it a bit, and yes, it is very nice that not every town will grow like crazy just because of some buses driving around :)

Can't think of much else that wasn't mentioned already, but I do think taking the OpenTTD city flag into account to profit from the different grow rates would be nice. And it would also indirectly allow players to balance the amount of TaI cities and towns. (A matching GameScript that controls town growth would be the absolute best, but of course a lot more work).

-- Michael Lutz


Top
   
PostPosted: Mon Mar 05, 2012 3:41 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Michi_cc wrote:
but I do think taking the OpenTTD city flag into account to profit from the different grow rates would be nice.


Sure, I would love to make sure every "(City)" was one of the "City" classes, but that flag isn't exposed to newgrf (or if it is, it isn't in the spec). Anyone seen an OpenTTD Developer around here? :D

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Mon Mar 05, 2012 3:47 am 
Offline
Tycoon
Tycoon

Joined: Wed Jan 17, 2007 12:14 am
Posts: 6987
so what does var40 do then if not giving the city flag?

_________________
You might not exactly be interested in Ferion, but if you are, have fun :)


Top
   
PostPosted: Mon Mar 05, 2012 5:25 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Huh. Perhaps. :)

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Wed Mar 14, 2012 6:21 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Ladies, Gentlemen, and Filth,

One of the most common complaints about TaI is the way in which towns keep building roads, even when the set prevents them from building houses. The resulting "empty network" of roads surrounding the town, while not necessarily unrealistic, is an eyesore and a pain to build around, critics say.

Today I did a little experiment with TaI to see if I could reduce that over-production of roads. I built 3 identical towns in the scenario editor like so, each a "medium" town with 3x3 road network;

Attachment:
testcase.png
testcase.png [ 54.44 KiB | Viewed 2184 times ]


and each with a different grf-coded behaviour.

One town grew as normal, as a control.
One town would stop building houses after one year, using the current TaI method.
One town would stop building houses after one year, use the new experimental code.

Each town was provided with 4 bus stops and a bus, to stimulate growth.

Please find the results of the experiment, after running the game on fast-forward for 30 years, attached below. :)


Attachments:
File comment: The results of the test.
tai_road_experiment.png [141.39 KiB]
Downloaded 3 times

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API
Top
   
PostPosted: Wed Mar 14, 2012 7:40 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
The experimental code appears to be doing what it's supposed to do. Well done!

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture


Top
   
PostPosted: Wed Mar 14, 2012 7:47 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9025
Location: Sol d
Sweet, the result indeed looks much better (yes, I'm probably one of those mentioned critics of the empty road networks ;-) ). How does your new method work? Destroying houses at the same pace?

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
PostPosted: Wed Mar 14, 2012 8:30 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
planetmaker wrote:
How does your new method work? Destroying houses at the same pace?


Indeed. It builds "non-houses" which it immediately* removes via callback. I had my doubts that this would prevent road construction, but it turns out it does. :)

*where "immediately" means "within 256 ticks". At the moment I'm using the rough ground sprite as the graphics for the non-house in TaI, and there is a slight chance that players could "bump into" them while constructing around towns. Whether it would be better to use a more distinctive graphic I'm not sure; making them more obtrusive might make them even more confusing!

(note that the rough ground in the screenshots above is actual rough ground from cleaning up in the scenario editor, not a profusion of non-houses).

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Wed Mar 14, 2012 6:11 pm 
Offline
Transport Coordinator
Transport Coordinator

Joined: Fri Jan 19, 2007 7:26 pm
Posts: 326
Make it a caravan? That way it's not weird if it's temporary and unbuildable. Just a random thought :)


Top
   
PostPosted: Wed Mar 14, 2012 6:15 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Mar 19, 2009 7:25 pm
Posts: 2602
Location: Kent
Or brown ground tile with an excavator, so its like landscaping?

_________________
Image


Top
   
PostPosted: Thu Mar 15, 2012 9:14 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 1018
Location: Fitzroy North - 96
Fenced or other otherwise marked vacant lot - to simulate owned but undeveloped land?

_________________
Image
Trolleybi! Trucks and Buses -- Docklands -- Unspooled -- MLSS


Top
   
PostPosted: Thu Mar 15, 2012 9:55 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 21, 2007 11:47 am
Posts: 6559
Location: The Netherlands
I'm not sure how long 'max 256 ticks' is in real time, but on average it's probably just a few seconds. That means anything put on the tile will be gone very quickly. I'd put nothing on it, or maybe a small marker of sorts in transparent mode.

_________________
FooBar's Tram Tracks | TransRapid Track Set | Metro Track Set | OpenGFX base graphics set | FIRS Industry Replacement Set
Dutch Tram Set | Dutch Trainset 2 | Dutch Road Furniture


Top
   
PostPosted: Thu Mar 15, 2012 10:34 pm 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
FooBar wrote:
I'm not sure how long 'max 256 ticks' is in real time, but on average it's probably just a few seconds. That means anything put on the tile will be gone very quickly. I'd put nothing on it, or maybe a small marker of sorts in transparent mode.


Indeed, that's my thinking.

If you know it's happening, you can see it - the rough ground tile appears, then it goes brown as the house is removed. If you don't know it's happening, it's probably best that it's as unnoticeable as possible, right?

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Thu Mar 15, 2012 10:45 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4594
Location: Lost in Music
Put a UFO on it.

Or a dust devil (whirlwind).

:twisted:

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Thu Mar 15, 2012 10:53 pm 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Or a dust devil (vacuum cleaner).

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Sat Apr 07, 2012 7:36 pm 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5247
Location: The Moon
Image

Welcome to the rookery; come for the filth, stay because you died of cholera.

_________________
Pikkarail.com blog | Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
PostPosted: Sat Apr 07, 2012 9:08 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Mar 07, 2008 10:21 pm
Posts: 1037
Location: In a galaxy far far away.
Slums?

1860-1900 London, Here I come!

_________________
Something goes here, hell if I know.


Top
   
PostPosted: Sat Apr 07, 2012 9:58 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 818
Nice sprites :)


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 127 posts ]  Go to page Previous 13 4 5 6 7 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.