Pony wishes from andythenorth

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andythenorth
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Pony wishes from andythenorth

Post by andythenorth »

Posting these so I remember them. If they're worth discussing further, they can be discussed in the usual places...

cheers muchly,

Andy

Ponies that we might actually get
  • Bananas web view on content item information (page per item)
  • NewAirports / NewPorts / NewStations (one must be right?). Partially done.
Ponies that are done (yay). If I credit wrongly, send me a flame :shock:
  • road types (petern had a partial patch for this). - WIP - Wolf01, frosch
  • advanced action 2 sprite layout for house / industry tiles Done - supported by nml, no grfcodec (nfo) support last time I checked
  • extend var 68 with to return count of industry type for parent town if bit 8 is set in register 101 Done
  • map overlay or mini-map view using colour coded shapes (in/out arrows?) to show cargo acceptance/production at each industry.Done by Alberth - July 2010
  • seriously enhanced GUI for newgrf parameters Done July 2010 (Frosch / Yexo / Rubidium)
  • Newgrf changelog field. http://www.tt-forums.net/viewtopic.php?f=32&t=51396
  • smoke for road vehicles and ships (with arbitrary x offset) Done November 2010 (Hirundo) HEQS 0.9.5 adds RV support for this. Ship support is harder - further control is needed over offsets. http://bugs.openttd.org/task/4263?proje ... &sort=desc
:D


Ponies that are too silly / ruled out / unlikely / probably too much work
- 'fields' around industries. Work started by frosch. Got stuck. It's quite complicated, might be too much work for too little benefit.

- rv-wagons. 'Proper' articulated road vehicles - consist assembled by player. Nah, not good.

- water types, or something similar, so that something interesting can be done for gameplay in respect of adjusting ship speeds on rivers, canals or open water etc. (might be an extension of rail / road types)

- resurrect 'growth' patch idea so roads can be snowed over, blown over with sand, etc. To be cleared to varying degree by vehicles, so snow ploughs become possible. More snow = reduced vehicle speeds. If properly combined with road types, 'maintenance' also becomes possible, as tile could be 'maintained' to a lesser or greater degree, slowing vehicles. 'maintenance' level to be restored by engineering vehicles.

- articulated ships, or a hack in similar fashion to aircraft, using another following sprite to hold cargo. Typically 2 cargos would improve ships. More aren't necessary. However consolidating cargo capacity could be fun. E.g. capacity 100t, to be made up of cargo A, cargo B. So 10t cargo A, 90t cargo B, or 50t each, or 70t cargo A, 30t cargo B, any combination really. Could be implemented as an invisible following sprite, or as a wake sprite. Hmm just how performance-draining is the ship pathfinder anyway? Proper articulated ships would be good for some limited cases, but not actually necessary.

- 'ford' tile to let vehicles cross small areas of water (limited to 'n' tiles), has to be built explicitly, like a bridge. Is it asking too much of the graphics engine to draw water over part of vehicle sprites? Probably.

- set bits in an industry/house/station tile that cause adjacent road tiles to build a road piece abutting the tile. For e.g. petrol stations, station entrance tiles, car parks etc.

- goals framework http://wiki.openttd.org/Requested_featu ... _Framework

- extended industry variable 68, ability to get values from the registers at other industries. DaleStan explained to me a while back that trying to get at properties of industries might be a pony too far if it's for *any* industry on the map... but var 67 / 68 can check properties at neighbouring industries of type n, so wondering if value of arbitrary property x could be got for nearby industries of type n? (This is thought to be possible, but generally not likely to happen).

- cargo arriving at a station distributed to industries in catchment area using round-robin, instead of nearest neighbour. Stops all cargo being delivered to one industry, preventing certain annoyances. Rubidium tells me it would be inefficient performance-wise (and therefore is not going to happen - seems reasonable, but I thought I'd mention it).

- multi-mode vehicles, e.g. road-rail; hovercraft on land, amphibious trucks etc.
Last edited by andythenorth on 06 Jan 2017 21:00, edited 25 times in total.
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Re: Today's ponies from andythenorth

Post by ZxBiohazardZx »

agree on 2nd point, im annoyed that everything goes to industry closest, even though i got 4-5 same in the cachement area that will disappear due to no-supply issues
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Re: Today's ponies from andythenorth

Post by frosch »

andythenorth wrote:- seriously enhanced GUI for newgrf parameters. NFO to specify various strings: help/label for each parameter, string for each combination of values. Possibly support drop down menus so users don't have to add up. Frosch mentioned something similar to this.
Well, I have been enviously watching the AI configuration for - hmm - one year?!
From the various paper notes on my desk I brewed about 200 lines of pony manual: http://devs.openttd.org/~frosch/texts/StaticGRFInfo.txt
Maybe some sleepless nights resulted in something usable.
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Re: Today's ponies from andythenorth

Post by Alberth »

While adding static information, please add a 'keywords'-like field as well, so NewGRFs can be ordered on topic in the NewGRF GUI.
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Re: Today's ponies from andythenorth

Post by andythenorth »

r20210 added a very cool feature from Alberth: industry chain display :)

It's an awesome implementation. I was wishing for something like this but had no idea anyone was working on it. One more pony running free :D
industry_chains_gui.png
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Re: Pony wishes from andythenorth

Post by Kogut »

Thanks for pointing that button!
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Re: Pony wishes from andythenorth

Post by pavel1269 »

It was r20206 btw :-P ... too bad I play with 20202 and too lazy to upgrade :-/
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Re: Pony wishes from andythenorth

Post by Zephyris »

The cargo network view is amazing! Though my biggest wish is still arbitary fields for industries (I want proper forests, arable and dairy farms!), I wish frosch good luck with this!
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Re: Pony wishes from andythenorth

Post by Kogut »

- 'ford' tile to let vehicles cross small areas of water (limited to 'n' tiles), has to be built explicitly, like a bridge. Is it asking too much of the graphics engine to draw water over part of vehicle sprites? Probably.
It is possible via hackish railtypes!
Just code stream as railtype - ford will be level crossing.
It is almost possible with nutracks - there is blue track planning! (see attachment)
And it is possible to use stations and waypoints as carriers of additional eyecandy.
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Re: Pony wishes from andythenorth

Post by PikkaBird »

Sorry to steal a pony, andy, but it would be nice if the global population and total city count were available to industries and town buildings (as a city var 2).
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Re: Pony wishes from andythenorth

Post by andythenorth »

New ponies running free: newgrf settings GUI. r20268 or newer :)

This will make using newgrfs that have parameters *way* better. frosch wrote spec, yexo and rubidium made the commits :)
work in progress!
work in progress!
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Re: Pony wishes from andythenorth

Post by ZxBiohazardZx »

ow and my ponywish is custom bridgeheads for openttd
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Re: Pony wishes from andythenorth

Post by andythenorth »

OpenTTD r21240 added smoke support for road vehicles and ships. One more pony set free (this one by Hirundo) :)

HEQS 0.9.5 adds support for this feature.

FISH is a bit stuck as there are some unexpected problems with positioning smoke on ships :shock:
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Re: Pony wishes from andythenorth

Post by andythenorth »

New Ponies (2017 edition)

- multistop docks "Peter1139 has a patch for that"
- flat docks (for use with rivers / canals)
- 2-tile locks OR navigable river rapids
- diagonal rivers and canals
- enhanced newgrf control over industry text window, specifically, removal or replacement of 'cargo waiting to be processed, which inappropriately assumes a specific implementation of cargo processing in the newgrf, which is counter to the routinely agnostic approach to how a newgrf will implement specific features
- newgrf stations with multiple tiles that can show multiple waiting cargos, with some algorithm to distribute the cargos to tiles in descending order (much harder than it sounds as not every newgrf station tile can or will show cargo)
- station tiles that can be built on corner coasts (can strictly be done with newobjects already, but eh)
- consist management for trains, modifying the consist of multiple trains at once, using $some group mechanic (as yet undefined)
- nml station support http://dev.openttdcoop.org/issues/2746
- GS Area Control https://wiki.openttd.org/Frosch/GS_Area_Control
- improved map generation in sub-tropical climate
- port to SDL2 or OpenGL (to restore ability to use 'full animation' on retina OS X platform :roll: :twisted: :D)
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Re: Pony wishes from andythenorth

Post by michael blunck »

andythenorth wrote: - multistop docks "Peter1139 has a patch for that"
AFAIR, also richk had a patch for that, or had been working on a general implementation of "new docks/harbours".
andythenorth wrote: - flat docks (for use with rivers / canals)
Already existing in TTDPatch >10 years ago!
andythenorth wrote: - 2-tile locks OR navigable river rapids
Nah. At least locks visually *lifting/lowering* ships (already existing in TTDPatch >10 years ago!). And Peter1138 has a patch for that (since years!).
andythenorth wrote: - nml station support
No need for that. Since >5 years there´s http://www.ttdpatch.de/grfspecs/m4nfoMa ... nsTut.html (although there´s no desire for anyone to code new decent station sets)
andythenorth wrote: - port to SDL2 or OpenGL (to restore ability to use 'full animation' on retina OS X platform
No need for that. What sane person would use a mac these days?

Apropos, you forgot "holds for ships to carry different cargo at the same time", as had been discussed w/o end in recent years. Other than that, auspicious list. Chapeau.

regards
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Re: Pony wishes from andythenorth

Post by McZapkie »

andythenorth wrote:New Ponies (2017 edition)

- multistop docks "Peter1139 has a patch for that"
Good idea, but together with finite number of ships docking (there is already patch for avoiding collisions, but it does work only for running ships).
Ships are OP in comparison to other means of transport, there are no traffic jams, you can have infinite pile of ships docking to the one tiny pier.
On the other hand, this pile is annoying and hard to manage, if you need to seek for ship which is partially loaded under heap of empty ones.
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Re: Pony wishes from andythenorth

Post by andythenorth »

McZapkie wrote:Good idea, but together with finite number of ships docking
Yes, that was implied, but not stated :D Peter had a patch providing something like 3 stops per dock, and multiple docks per station.

IMHO this would make a big difference to the OP issue with ships (which actually makes them quite boring for gameplay as they have ~infinite capacity). :twisted:
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Re: Pony wishes from andythenorth

Post by McZapkie »

andythenorth wrote: Yes, that was implied, but not stated :D Peter had a patch providing something like 3 stops per dock, and multiple docks per station.
IMHO this would make a big difference to the OP issue with ships (which actually makes them quite boring for gameplay as they have ~infinite capacity). :twisted:
Today I wake up morning with ready idea in my mind: dock and buoys capacity:
viewtopic.php?f=32&t=75876
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Re: Pony wishes from andythenorth

Post by andythenorth »

2021, time for an update!

Ponies that are done, in no particular order :D
  • Bananas - web page per content item with information (and Bananas rewrite)
  • NotRoadTypes
  • advanced action 2 sprite layout for house / industry tiles
  • extend var 68 to return count of industry type for parent town
  • cargoflow UI to show cargo acceptance/production at each industry
  • enhanced GUI for newgrf parameters
  • Newgrf changelog, readme and link to project site
  • effects (smoke, sparks) for newgrf road vehicles and ships, and extended newgrf control over effects
  • GS / GameScript / NoGo (goals framework)
  • multistop docks
  • enhanced newgrf control over display of cargo requirements in industry text window
  • port to SDL2
  • increased number of industry types
  • increased number of cargo types
  • 16 in, 16 out cargos per industry
  • hidden railtypes to support e.g. mixed gauge trains, special-purpose road vehicles etc
  • colour schemes per vehicle group
:D


Pony list, 2021 edition, in no particular order
  • Some 'variant' support for vehicles, for selecting different liveries (maybe also stats)
  • flat docks (for use with rivers / canals)
  • deep water at sea https://github.com/OpenTTD/OpenTTD/pull/7924
  • diagonal rivers and canals
  • provide ships with a 'wake' sprite, similar to plane shadows, and use it to offer an additional cargo, enabling ships with mail + pax (or other uses)
  • consist management for trains, modifying the consist of multiple trains at once (templates)
  • (further) improved map generation in sub-tropical climate
  • nml station support http://dev.openttdcoop.org/issues/2746
  • new range of storage registers which are global per industry grf
  • make almost everything in the simulation moddable as content
It's remarkable how many ponies get done, thanks to every contributor :D
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