A few OTTD questions.
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- Maverick
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A few OTTD questions.
Yes, I'm a bit of a newbie, and a bit shocked at OTTD. It's some great work, but as the title says, I have a few questions.
I already found the "multiple_industry_per_town" which was a nice addition.
1. OTTD's backwards compatibility with TTD save games and scenarios, does it exist? And to what level?
Yes, I'm having trouble importing previous saved games, and, most importantly, scenarios.
2. Why does OTTD still keep around a few TTD shackles such as the Maximum Industry limit/map, maximum primary industry production, and maximum secondary industry production report?
Yes, I want lots of industries, on an epic scale.
3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?
See above
4. Is it possible to link two rail stations together which are on perpendicular angles, or not at all (crawl style), to each other?
I would find it more efficent with multiple stations linked together.
5. Is there a wiki (of sorts) yet?
TTDPatch implementing a small wikipedia for themselves has resulted in much more watching DivX time for the dev's, and multiplying the number of snub posts by a factor of Four!
Now for some Question-Suggestions...
1. How about a drag and drop signalator?
Similar to the convert/build rail tool, but two-way (or other) signalates a section of rail of your choosing. I'll tell you, my RSI does not like it when I expend from 12 lanes to 14, because it means A LOT of signalation.
2. Bridges Over Industries?
You can just reply with an *impossible* to this one if you like.
3. Multi-Level Crossing Brudges?
If not, why not.
4. Larger/different Airports.
If not, why not.
5. Customizable GUI.
Some tools I find just silly, others infinitely useful. I can't tell you how much I laughed when I saw auto-rail. OTTD is just feeling so newbie-friendly
4. Perhaps not specifically for the OTTD devs, but someone with an old Roland or similar exceptional MIDI card to convert them into a lossless or V. high quality lossy format.
As you can tell, I loaded up OTTD less than an hour ago, and I was quite impressed. Beyond that actually, Shocked.
When OTTD first came out, I was resentful of it, and I thought it would all disappear in a few weeks. It didnt, and the larger maps are just awesome. Once those larger maps get more stable, and the industry limit removed, that is going to be some serious cargo shipped numbers.
To summarise-
Incredible Work Dev Team...
Now Mav Selfishly Demands More!
Whilst offering to...
1. Write documentation ( I have previously worked for a Australian magazine called Australian PC Authority, so my journalistic and english skills are generally up to scratch, when I'm not posting on a forum)
2. Beta test to where other users will not push OTTD. To an epic scale. ( I like big. Bigger, Better, Faster, More and More efficent. Efficiency is a big thing for me)
3. Ungodly quantities of Media that is completely legal, downloadable from FTP sites. And when I say legal, I mean as legal as Linux is in the eyes of SCO.
Yes, I know that's not A LOT to offer, but I can't demand
If anyone finds this post offending, as I expect a few will, I don't really want to know about how you think I should be more grateful. I just signaled they did great work, now I'm self-aware some demands are outlandish, but the OTTD dev team needs a *Impossible* list, just like the TTD Patch guys have
I already found the "multiple_industry_per_town" which was a nice addition.
1. OTTD's backwards compatibility with TTD save games and scenarios, does it exist? And to what level?
Yes, I'm having trouble importing previous saved games, and, most importantly, scenarios.
2. Why does OTTD still keep around a few TTD shackles such as the Maximum Industry limit/map, maximum primary industry production, and maximum secondary industry production report?
Yes, I want lots of industries, on an epic scale.
3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?
See above
4. Is it possible to link two rail stations together which are on perpendicular angles, or not at all (crawl style), to each other?
I would find it more efficent with multiple stations linked together.
5. Is there a wiki (of sorts) yet?
TTDPatch implementing a small wikipedia for themselves has resulted in much more watching DivX time for the dev's, and multiplying the number of snub posts by a factor of Four!
Now for some Question-Suggestions...
1. How about a drag and drop signalator?
Similar to the convert/build rail tool, but two-way (or other) signalates a section of rail of your choosing. I'll tell you, my RSI does not like it when I expend from 12 lanes to 14, because it means A LOT of signalation.
2. Bridges Over Industries?
You can just reply with an *impossible* to this one if you like.
3. Multi-Level Crossing Brudges?
If not, why not.
4. Larger/different Airports.
If not, why not.
5. Customizable GUI.
Some tools I find just silly, others infinitely useful. I can't tell you how much I laughed when I saw auto-rail. OTTD is just feeling so newbie-friendly
4. Perhaps not specifically for the OTTD devs, but someone with an old Roland or similar exceptional MIDI card to convert them into a lossless or V. high quality lossy format.
As you can tell, I loaded up OTTD less than an hour ago, and I was quite impressed. Beyond that actually, Shocked.
When OTTD first came out, I was resentful of it, and I thought it would all disappear in a few weeks. It didnt, and the larger maps are just awesome. Once those larger maps get more stable, and the industry limit removed, that is going to be some serious cargo shipped numbers.
To summarise-
Incredible Work Dev Team...
Now Mav Selfishly Demands More!
Whilst offering to...
1. Write documentation ( I have previously worked for a Australian magazine called Australian PC Authority, so my journalistic and english skills are generally up to scratch, when I'm not posting on a forum)
2. Beta test to where other users will not push OTTD. To an epic scale. ( I like big. Bigger, Better, Faster, More and More efficent. Efficiency is a big thing for me)
3. Ungodly quantities of Media that is completely legal, downloadable from FTP sites. And when I say legal, I mean as legal as Linux is in the eyes of SCO.
Yes, I know that's not A LOT to offer, but I can't demand
If anyone finds this post offending, as I expect a few will, I don't really want to know about how you think I should be more grateful. I just signaled they did great work, now I'm self-aware some demands are outlandish, but the OTTD dev team needs a *Impossible* list, just like the TTD Patch guys have
I think you can alter the production of your industry by editing the source code
Don't know about the rest.
Don't know about the rest.
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Re: A few OTTD questions.
TTD savegames are 100% compatible with OpenTTD. Only some savegames from TTDpatch are not compatible.Maverick wrote:1. OTTD's backwards compatibility with TTD save games and scenarios, does it exist? And to what level?
Is there a maximum industriy limit? I guess I've never build that many industries. The maximum production will most likely change in the future. Please post a feature request at SourceForge, so we don't forget about it.Maverick wrote:2. Why does OTTD still keep around a few TTD shackles such as the Maximum Industry limit/map, maximum primary industry production, and maximum secondary industry production report?
Activate "Non-uniform stations" to be able to expand the station. You can add station parts in any direction. You can even remove single tiles of a station by using the "place sign" tool and ctrl-clicking on the station.Maverick wrote:4. Is it possible to link two rail stations together which are on perpendicular angles, or not at all (crawl style), to each other?
I would find it more efficent with multiple stations linked together.
Good idea I think. Questions do start to repeat a lot.Maverick wrote:5. Is there a wiki (of sorts) yet?
TTDPatch implementing a small wikipedia for themselves has resulted in much more watching DivX time for the dev's, and multiplying the number of snub posts by a factor of Four!
This was discuessed in some other thread. I'm not really convinced that this is necessary.Maverick wrote:1. How about a drag and drop signalator?
Similar to the convert/build rail tool, but two-way (or other) signalates a section of rail of your choosing. I'll tell you, my RSI does not like it when I expend from 12 lanes to 14, because it means A LOT of signalation.
Impossible, at least currently. And it doesn't make much sense either.Maverick wrote:2. Bridges Over Industries?
You can just reply with an *impossible* to this one if you like.
Currently not possible either. A bridge can only have a perpendicular road/rail piece underneath. That's due to RAM usage. Maybe this will change, but not very soon.Maverick wrote:3. Multi-Level Crossing Brudges?
If not, why not.
Being currently developed by Darkvater.Maverick wrote:4. Larger/different Airports.
If not, why not.
A customizeable GUI is very unlikely, but the GUI will most likely get a complete revision.Maverick wrote:5. Customizable GUI.
Some tools I find just silly, others infinitely useful. I can't tell you how much I laughed when I saw auto-rail. OTTD is just feeling so newbie-friendly
We can't add any of the original TTD data to OpenTTD. No matter which format they are.Maverick wrote:4. Perhaps not specifically for the OTTD devs, but someone with an old Roland or similar exceptional MIDI card to convert them into a lossless or V. high quality lossy format.
That would be a nice thing. As you can't imagine the developers rather work on the code than writing documentations.Maverick wrote:Whilst offering to...
1. Write documentation ( I have previously worked for a Australian magazine called Australian PC Authority, so my journalistic and english skills are generally up to scratch, when I'm not posting on a forum)
I'd love to see free GRF files to replace all TTD graphics. Not because I don't like the TTD graphics, but to make it possible for people who don't own TTD to play OpenTTD.Maverick wrote:3. Ungodly quantities of Media that is completely legal, downloadable from FTP sites. And when I say legal, I mean as legal as Linux is in the eyes of SCO.
Maverick wrote:... but the OTTD dev team needs a *Impossible* list, just like the TTD Patch guys have
Nothing is "impossible". It would be more a "we don't want it" and "it would be too much work to implement it right now" list.
- Maverick
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Agreed.Greeny wrote:I would like to know some of those quetions??
anybody know
No, no, it's the maximum I want raised. Instead of a max of 2000 units of livestock / industry, why not 8k? 64k? 128k?GoneWacko wrote:I think you can alter the production of your industry by editing the source code
Don't know about the rest.
I've done a quick look through the Sauce.. HaHa.. But have not immdiately found anything.
when grep'ing for farms, some rather irrelevant things come up.
But that's ONE answer I'd really like all of the Q's answered. And look, They're Numbered for easily reply!
Re: A few OTTD questions.
Dominik did a great job answering most of your questions. But these 2 points puzzle me. You want a drag-and-drop signalator because it is obviously boring to go by every tile and placing signals there. Not even to speak of the RSI issues. But tell me, why you find drag-and-drop rails (eg. autorail) silly, or newbish? It has the same idea as issue 1., namely not stressing your RSI sensitive areas, and removing a LOT of repetitive work (eg, building rails north-south and east-west, is a pain in the ass, and putting down all rails hand by hand, single rail by single rail is just wrong).Maverick wrote: 1. How about a drag and drop signalator?
Similar to the convert/build rail tool, but two-way (or other) signalates a section of rail of your choosing. I'll tell you, my RSI does not like it when I expend from 12 lanes to 14, because it means A LOT of signalation.
5. Customizable GUI.
Some tools I find just silly, others infinitely useful. I can't tell you how much I laughed when I saw auto-rail. OTTD is just feeling so newbie-friendly
Now what is the difference between auto-rail and auto-signal?
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Re: A few OTTD questions.
MYOB told me yesterday what his manual writing is nearly done. He hopes to finish it this weekenddominik81 wrote:That would be a nice thing. As you can't imagine the developers rather work on the code than writing documentations.Maverick wrote:Whilst offering to...
1. Write documentation ( I have previously worked for a Australian magazine called Australian PC Authority, so my journalistic and english skills are generally up to scratch, when I'm not posting on a forum)
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Re: A few OTTD questions.
The difference?Darkvater wrote: Dominik did a great job answering most of your questions. But these 2 points puzzle me. You want a drag-and-drop signalator because it is obviously boring to go by every tile and placing signals there. Not even to speak of the RSI issues. But tell me, why you find drag-and-drop rails (eg. autorail) silly, or newbish? It has the same idea as issue 1., namely not stressing your RSI sensitive areas, and removing a LOT of repetitive work (eg, building rails north-south and east-west, is a pain in the ass, and putting down all rails hand by hand, single rail by single rail is just wrong).
Now what is the difference between auto-rail and auto-signal?
Auto-rail is something I completely did not expect, it was something not even plausable at first, even the thought!
It was a mildly welcome addition, but I have not really used it just yet.
And yes, Diagonal rails are annoying. So I think you mis-interpreted me a little, It was simply unexpected, not unwelcome
Any more details on what savegames are incompatible? A certain switch, in the ttdpatch cfg?dominik81 wrote:TTD savegames are 100% compatible with OpenTTD. Only some savegames from TTDpatch are not compatible.
I am fairly certain it is 256, but in any case, I shall be posting one very soon.dominik81 wrote:Is there a maximum industriy limit? I guess I've never build that many industries. The maximum production will most likely change in the future. Please post a feature request at SourceForge, so we don't forget about it.
Thanks!dominik81 wrote:Activate "Non-uniform stations" to be able to expand the station. You can add station parts in any direction. You can even remove single tiles of a station by using the "place sign" tool and ctrl-clicking on the station.
For building on a larger than normal scale, I could not disagree more.dominik81 wrote:This was discuessed in some other thread. I'm not really convinced that this is necessary.
Then PM medominik81 wrote:That would be a nice thing. As you can't imagine the developers rather work on the code than writing documentations.
I think you missed the point I was putting across there It was not in reference to the GRF's. It was in reference to .avi's or .rar's.dominik81 wrote:I'd love to see free GRF files to replace all TTD graphics. Not because I don't like the TTD graphics, but to make it possible for people who don't own TTD to play OpenTTD.
In summary, Dominik, Thanks for replying to all my questions!
Re: A few OTTD questions.
Most savegames that use TTDpatch specific thing are not compatible. I don't have TTDpatch (kinda hard on Linux...), so I can't tell yu exactly which ones. If you remove anything that wasn't in TTD (like presignals, canals,...) it might work.Maverick wrote:Any more details on what savegames are incompatible? A certain switch, in the ttdpatch cfg?dominik81 wrote:TTD savegames are 100% compatible with OpenTTD. Only some savegames from TTDpatch are not compatible.
You don't need signals on every tile to have a good working network.Maverick wrote:For building on a larger than normal scale, I could not disagree more.dominik81 wrote:This was discuessed in some other thread. I'm not really convinced that this is necessary.
We'll most likely put up a Wiki in the future.Maverick wrote:Then PM medominik81 wrote:That would be a nice thing. As you can't imagine the developers rather work on the code than writing documentations.
What would you want AVIs and RARs for? Like intro movies? Who's supposed to film/render/make them?Maverick wrote:]I think you missed the point I was putting across there It was not in reference to the GRF's. It was in reference to .avi's or .rar's.
- Maverick
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Okay, okay, One LAST need, after this, I can go off and start on my next OTTD scen and will not bother you again...
Number three was never answered, and it is essential to what I do in TT.
Number three was never answered, and it is essential to what I do in TT.
Once you can help me with this, I'll retreat into my little world and cease to bother you with incessant problems.Maverick wrote:"3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?"
Ill just PM you.dominik81 wrote:What would you want AVIs and RARs for? Like intro movies? Who's supposed to film/render/make them
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Re: A few OTTD questions.
Well, on this note, TTDAlter does not, and will not, work with OpenTTD, because, while there are similarities between the OpenTTD and TTD internal EXE structure, there are many, many differences, plus OpenTTD is in constant development.Maverick wrote:3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?
Re: A few OTTD questions.
What owen means is that unless you compile your own copy of openttd you cannot change productionratesorudge wrote:Well, on this note, TTDAlter does not, and will not, work with OpenTTD, because, while there are similarities between the OpenTTD and TTD internal EXE structure, there are many, many differences, plus OpenTTD is in constant development.Maverick wrote:3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?
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- Maverick
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Re: A few OTTD questions.
I was refering to the functionality of the program, not the program itself.orudge wrote:Well, on this note, TTDAlter does not, and will not, work with OpenTTD, because, while there are similarities between the OpenTTD and TTD internal EXE structure, there are many, many differences, plus OpenTTD is in constant development.Maverick wrote:3. Is altering industry production TTD Alter style possible? If not, why not? If so, how?
This also does not answer my question...
This again does not help me.What owen means is that unless you compile your own copy of openttd you cannot change productionrates
Information and assistance on how to compile my own copy does.
For linux what gcc ver do I need? and libraries?
Also, where in the source to look and change?
Under windows, I'm set to go with VC++ .NET, I just need to be lead by the hand. (this is where a wiki would help)
Re: A few OTTD questions.
There's a readme that comes with the source. I suggest you read it.Maverick wrote:Under windows, I'm set to go with VC++ .NET, I just need to be lead by the hand. (this is where a wiki would help)
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
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Re: A few OTTD questions.
That was a good one! I'll put it in my signature.Korenn wrote:There's a readme that comes with the source. I suggest you read it.
Re: A few OTTD questions.
I suggest you read up here: http://www.openttd.com/development.phpMaverick wrote: Under windows, I'm set to go with VC++ .NET, I just need to be lead by the hand. (this is where a wiki would help)
The easiest things to do is:
1. Install tortoise SVN
2. Get the source from the repository
3. Get the useful file libraries (zlib, png)
4. Either set up a different working directory for openttd, or just copy all needed data files (eg grf, music) to the appropiate directory
5. Compile and enjoy
I think you should be looking in somewhere industry_cmd.c and landscape_const.h The industry thing is still puzzling to me
I just found something I think:
Look in industry_cmd.c line 1627, it handles industry production increase/decrease. To change initial production rate when the industry is built, look in build_industry.h line 1066. If you would like to change the production ingame, I'd either suggest you hack the savegame, or just add a button that calls the increase part of MaybeCloseIndustry
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Re: A few OTTD questions.
If you're going to help, please, put a little effort in, like telling me a line to change, or even which .c file to fool around with.Korenn wrote:There's a readme that comes with the source. I suggest you read it.Maverick wrote:Under windows, I'm set to go with VC++ .NET, I just need to be lead by the hand. (this is where a wiki would help)
If you're going to refer me to a 7KB text file that makes no reference to industries, production, or how the source is laid out... Then there's really not much help in your post other than posturing.
See, now THIS is helpful darkvater!Darkvater wrote:I suggest you read up here: http://www.openttd.com/development.phpMaverick wrote: Under windows, I'm set to go with VC++ .NET, I just need to be lead by the hand. (this is where a wiki would help)
The easiest things to do is:
1. Install tortoise SVN
2. Get the source from the repository
3. Get the useful file libraries (zlib, png)
4. Either set up a different working directory for openttd, or just copy all needed data files (eg grf, music) to the appropiate directory
5. Compile and enjoy
I think you should be looking in somewhere industry_cmd.c and landscape_const.h The industry thing is still puzzling to me
I just found something I think:
Look in industry_cmd.c line 1627, it handles industry production increase/decrease. To change initial production rate when the industry is built, look in build_industry.h line 1066. If you would like to change the production ingame, I'd either suggest you hack the savegame, or just add a button that calls the increase part of MaybeCloseIndustry
I've been playing with those files, but finding it difficult. But that's okay, now I know where to look, It's A LOT easier.
HEck, might even post a guide on how to edit industries with a bit of luck
Re: A few OTTD questions.
I don't think it's a good idea to have a guide for that. Than everyone starts editing the source and compiling their own version. Don't know where that would lead.Maverick wrote:HEck, might even post a guide on how to edit industries with a bit of luck
"There's a readme that comes with the source. I suggest you read it."
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Re: A few OTTD questions.
We will get a lot of forksdominik81 wrote:I don't think it's a good idea to have a guide for that. Than everyone starts editing the source and compiling their own version. Don't know where that would lead.Maverick wrote:HEck, might even post a guide on how to edit industries with a bit of luck
Like:
- Korenn's big map fork
- Maverick's double industry production rate
- A's big map with double production rate
- B's big double map with increased production for farms
- C's small map with almost dead industries
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<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
I also have a couple a issues with opttd ,
First of all ,it won't do close up screens ,like when you wanna adjust a specific signal behind a tree or somethin ,it's harder to see it.
Second ,the scroll around with the keyboard(and control) isnt immediate like in normal ttd ,so it takes up valuable seconds unless you use the mouse ,which I find kinda inconvenient.
First of all ,it won't do close up screens ,like when you wanna adjust a specific signal behind a tree or somethin ,it's harder to see it.
Second ,the scroll around with the keyboard(and control) isnt immediate like in normal ttd ,so it takes up valuable seconds unless you use the mouse ,which I find kinda inconvenient.
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