What about windows binary ? can someone compile ?
I don't really have access to a Windows box, let alone one that has a dev system on it, so someone else will need to do it. Sorry
A small question though about the rout view in the minimap: does that mean vehcile routes are implemented too, or does this use the "nexthop" system? I am asking this because I see some lines going directly from one station to another further away, where no rout exists without passing through another station...
Routes are implemented based on the vehicle orders. Everything is based on the vehicle orders, hence the non-compliance with the non-non-stop orders. No idea how to solve this yet. Maybe with an autofill feature for the orders or something.
just a question did you use/took a look for ideas or concepts from previous (dead) paxpatch attempts, these was nice idea ?
I think all the paxdest patches are somehow related, but I started completely from scratch with a don't-try-to-reimplement-the-wheel approach.
But now they are going for the full way, which would give a more realistic number of passengers in the long range and will have the potential - in principle - to get rid of all the unload, transfer and so on orders.
While Unload/Full Load/NoLoad is actually compatible with cargodest, Transfer orders make no sense whatsoever and are completely ignored.
Yes, but it would still slow down update, as the number three paxdest did every day ... But as I said, it is not finished. I am just curious how the performance hit will be avoided.
Apart from the very-large-station problem, for which I have a fix (which still needs completion, review and testing) there is hardly any performance hit. In the profiling, you hardly see a difference between cargodest and clean trunk for a 300 or 400 vehicle game.
Don't post on the wiki, yet report all problems ideas to the wiki...
Er sorry, corrected that one mistake
I have a question: is the 'passengers can walk X tiles' that existed in a previous paxdest patch implemented?
No, because one of the nice things about cargodest is that you can actually implement local transportation in cities/towns. I even think the extended catchment areas of the larger station types are not needed with cargodest, but thinking about a new catchment system is also beyond this.
a question :
what's the maximum depth of the tree ? (in other words : what the max of transfert station of a trip, how many hop ?)
Eddi is right. There is no limit on tree depth, neither in display (might come later) nor in the system itself.