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Finally found some time to give this a whirl, only to find out the zip doesn't include an executable...Zuu wrote:Here is a windows 32bit binary. Hope it helps for anyone who want to try out this patch and provide feedback to Eddi.
I'm sorry for the trouble that I've caused you. Thanks for telling me about the issue. I've replaced the zip file with a new one that now includes the exe file. (I have to add it manually as I can't execute the msvc makefile in my cygwin environment)FooBar wrote:Finally found some time to give this a whirl, only to find out the zip doesn't include an executable...Zuu wrote:Here is a windows 32bit binary. Hope it helps for anyone who want to try out this patch and provide feedback to Eddi.
Interesting enough there was already 8 downloads of the file when I replaced it.
This one works fine (in starting that is), thank you.
As for the patch itself: it handles existing savegames fine. Only I'm starting to doubt whether this is the best solution. Observe the following screenshot: the road vehicle entered the level crossing when there was no train. Although by the time it gets to the other side, a train has appeared and the road vehicle will just carry on and crash into it.
With the old behaviour, the road vehicle would have stopped on the now clear track and no harm done.
Of course, with some careful (path) signal placement you can work around this very nicely in order to close the crossing enough in advance. But older savegames don't have such in place.
In conclusion, I still like the patch and the possibilities it provides. But it's not something that should be enabled by default in existing savegames. So for trunk inclusion I think this has to become an advanced setting.
What also would be nice is to only have crossing lights at the beginning and end of the crossing, like in the quick mockup below. Now this is not possible with the default level crossings, but it is possible for railtypes. For railtypes, the crossing lights are separate sprites. This should then probably come with an additional rail type flag that allows railtype authors to choose what behaviour they would like to see.
- Untitled-2.png (16.09 KiB) Viewed 2984 times
i recently looked into updating the old "diagonal crossings" patch. (wait. did i just say this outloud?) the code part of this works fine, but the drawing part needs to be revamped, and probably rely on breaking the things mentioned above.
That's quite unrealistic. Besides, it would make abuse overly easy (e.g. block train tracks by building a crossing and spamming trucks).Lockwood wrote:Was my previous suggestion wrt an RV possessing the track close to possible?
Is it? Is it really?Level Crossing wrote:That's quite unrealistic. Besides, it would make abuse overly easy (e.g. block train tracks by building a crossing and spamming trucks).Lockwood wrote:Was my previous suggestion wrt an RV possessing the track close to possible?
I'm sure I've seen informations about levelcrossings that are remotely monitored, the implication being that if the crossing were not clear the signalman would set the signal aheadof it to danger to prevent a collision.
There still is room for abuse - consider for example the case where you have two successive level crossings close to each other, but with at least one tile in between. Then a train on the second track could cause a pile-up of trucks, blocking the crossing for trains indefinitely. But there are many other similar sources for abuse (just the other way around, e.g. block the road with your truck next to a crossing, send an train engine to demolish your competitors road vehicles...
let's cut this short, i will not implement this. there are too many problems with it, both conceptionally and technically.Lockwood wrote:Was my previous suggestion wrt an RV possessing the track close to possible?
Instead of having two level crossing 'states' (open, closed) have three (open, fake closed, real closed). When a train approaches a level crossing, the track it is on changes to 'real closed', which prevents RVs from entering the track. Other tracks are 'fake closed', where only vehicles that are already in the crossing are allowed to proceed.
Is this feasible?
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