Alberth wrote:Dimme wrote:Alberth once suggested me to try to convert my attempt on modular airports into a program to generate airport NewGRFs. At that time, I had no idea whatsoever how that could be done -my system needs some special reservation of movement from one tile/node to another.
The main reasons to propose that were a) we don't need both NewGRF airports and modular airports (I still believe that although I must admit I like the modular airports more from a construction point of view), b) given the amount of manual work it is to make a state machine, it would be easier if a computer can give a hand (ie let the computer handle the details of numbering states, bits, etc), or even solve the whole thing in a few seconds to minutes.
My main motivation to even look at this, is that NewGRF airports is discussed more than modular airports, and no work has been done to modular airports. I find making modular airports from scratch by far the best option, as that gives options to the player, not
some few GRF coders. I'm not sure I believe all the objections that it will be so hard to implement, I am an amateur coder, but still I managed to get the test app work. It can of course be made to support NewGRF in a similar way to newstations, graphics wise. It can also support a lot more than my small test app shows, such as multiple length runways, crossing runways, diagonal runways, diagonal taxiways, deiceing, lots of various modules, airships, seaplane airports and even with some extra work ports if that is wanted. Restrictions can be imposed on a per module basis. In any case, the first implementation can hold only what is necessary to make it work. There are some restrictions, but they cannot be compared to the restriction of having to place a whole airport as one module, IMO.
Alberth wrote:
I have read the proposal by richk67, and he uses bits to denote tile reservations. Pikkabird probably also has such a notion (I didn't read it).
Dimme wrote:The extensive use of nodes may of course be an issue if there is a tight limit on the number of nodes.
I'd say that is a second problem to solve after showing that such a conversion can be done. No doubt smart tricks can be found to reduce the number of bits you need (eg compare your solution with the solution coded by Pikkabird, and see why he needs less. Then see how you can put such knowledge into the generation algorithm).
Dimme wrote:For runways, one node per tile is enough
I'd say one bit for the entire runway is enough.
As Richk said, one bit for the runway for locking it is possible, I was talking mainly about movement. Having more than one per tile makes sense.
It also makes sense that Pikkas approach will be very complicated on large airports, you won't need many airports to reach the same amount of code lines as you need to make modular airports (if that is a relevant comment). Complexity is also huge problem for NewGRF coders, my guess is only a few will try.
About the number of nodes, I think I read somewhere that in NewGRF ports there is a restriction somewhere. Maybe it was on the number of lockable areas. Not sure though.
richk67 wrote:Mods. Close thread, please.
NewGRF_ports is over.
If discussion is wanted of Pikka's proposals, then he can create his own thread.
Please...
If you are angry with the devs, don't attack the whole forum!
Regards
Dimme