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PostPosted: Sat Jul 15, 2017 10:25 pm 
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How does it compare to default OpenTTD directions?

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PostPosted: Sat Jul 15, 2017 11:42 pm 
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kamnet wrote:
How does it compare to default OpenTTD directions?

The pathfinder itself doesn't provide anything new. But it doesn't rely on finite state machines (so we can modify airport layouts).

Maybe this video can explain the idea behind this feature:
(the graphics of runways and flying aircraft doesn't look good by now)



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PostPosted: Sun Jul 16, 2017 2:35 am 
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Oh, HELLO!!!!! :bow: Now I see where you're going with this! Good gawd, man, hurry up and bring this into being!! :)

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PostPosted: Sun Jul 16, 2017 8:14 am 
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Juanjo wrote:
(the graphics of runways and flying aircraft doesn't look good by now)

*don't

kamnet wrote:
hurry up and bring this into being!!

It won't be a bug-free playable feature anytime soon. This feature is far from being finished. :oops:
By the way, I will concentrate on aircraft movement, but I won't spend time on airport graphics right now.


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PostPosted: Sun Jul 16, 2017 8:27 am 
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Juanjo wrote:
kamnet wrote:
hurry up and bring this into being!!

It won't be a bug-free playable feature anytime soon. This feature is far from being finished. :oops:
By the way, I will concentrate on aircraft movement, but I won't spend time on airport graphics right now.


I'm very excited about the work you're doing here. I hope that this is something which can get fast tracked into OpenTTD proper. But I remember how long we also had to wait for CargoDist. And I know we're going to be waiting a long time for NRT. I just get very excited about these literal game-changing additions, even after all these years.

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PostPosted: Mon Feb 12, 2018 1:33 pm 
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These months I have improved several things and I feel like writing an update now.

First of all, the water transport improvements I added were problematic. When loading an old game, ship reservation caused problems. So I decided on adding a new setting: do not reserve water paths (old style for old saved games)/do reserve water paths (aka "avoid ship collision"). This solves those annoying crashes with old saved games.

I still have some ideas for water transport that I will work on when I can. The first one has been around for years: add more lock sprites, so locks have gates that open and close and the water level of the lock can rise and descend (only if "avoid ship collision" is enabled). The second one is about improving ship movement along narrow paths when the "avoid ship collision" is enabled. I have a simple idea about how to do it. I hope this summer I finally deal with these once and for all.

A small change: I have included a minor shortcut for deleting all pending news messages. When changing the date or when some setting was changed, sometimes a lot of news windows appeared on screen. Maybe I missed something, but I found no easy way to delete those messages instantly. So Ctrl+Del now deletes all news windows, even pending ones.

Now, fonts and GUI size. Font sizes and GUI elements are too small or too big, depending on screen resolution. I have improved the "autosizing" feature a little. This feature I included some years ago lets OpenTTD decide font sizes. I have made some changes so it works better. The size of bevels, paddings and margins are now recalculated automatically as well. You can also choose the default bitmap font or a TrueType font (with my previous versions, default bitmap symbols didn't work well, but now they should).

See attached images. Buttons and other elements can be smaller if you think they are way too big. This is about making things easier for the user, not just making everything bigger.

Attachment:
File comment: With unmodified OpenTTD on a HiDPI screen.
trunk-4k.png [931.8 KiB]
Not downloaded yet

Attachment:
File comment: Autosizing on a HiDPI screen and default bitmap fonts.
autosizing-4k-bitmapfonts.png [2.66 MiB]
Not downloaded yet

Attachment:
File comment: Autosizing and TrueType fonts.
autosizing_4k-truetype.png [1.45 MiB]
Not downloaded yet


As for the non-FSM tile-modifiable airports, there's still a long way to go but I am confident I will do it. At the moment, I am playing and "borrowing" airport sprites from "OpenGFX+ Airports" and I worked out how to rotate airports for the already defined layouts. This is still unfinished. Apart from this, aircraft pathfinding has improved a little bit, removing some serious bugs. There is a lot of work to do yet for helicopters and aircraft flying patterns though.

To sum up, this project is not dead and some things have been improved, but none of them is finished yet.


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PostPosted: Fri Feb 16, 2018 7:53 am 
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Juanjo wrote:
I still have some ideas for water transport that I will work on when I can. The first one has been around for years: add more lock sprites, so locks have gates that open and close and the water level of the lock can rise and descend (only if "avoid ship collision" is enabled).

I really like your ideas about "water transport". Good work so far.

Regarding your ideas about locks, I don´t know if you remember that TTDPatch had locks visually *lifting/lowering* ships, rather than the OTTD thing of letting ships "slide" up/down a slanted surface of water. Sometime ago, Peter1138 made a patch for OTTD, implementing that behaviour, but never released it.

regards
Michael

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PostPosted: Fri Feb 16, 2018 11:24 pm 
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michael blunck wrote:
Regarding your ideas about locks, I don´t know if you remember that TTDPatch had locks visually *lifting/lowering* ships, rather than the OTTD thing of letting ships "slide" up/down a slanted surface of water. Sometime ago, Peter1138 made a patch for OTTD, implementing that behaviour, but never released it.


Yes, I know about it. I already implemented lifting/lowering ships, also having in mind lock gates. I just skipped the part about drawing and coding the graphics for lock gates, which is heavy work.


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PostPosted: Sun Feb 18, 2018 10:22 pm 
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I had an idea a few months ago, which was aimed to make pathfinding for ships less intensive than what it is in trunk, then saw you use path reservations on your ships. It calls the pathfinder only once, which is great! However, I noticed that ships would never cross the same reserved paths.

Do you have this part of the code separate from your build? Wanted to try to apply it against trunk without every other change that you've made. Not sure if I'm making myself clear. My idea was to try to keep the same ship crossing each other behaviour of trunk, but use the path reservations as a way to reduce pathfinding calls.

Instead of storing the reservation on the map array, it would store it somewhere else, I initially though of vehicle cache.

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PostPosted: Mon Feb 19, 2018 1:06 am 
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xarick wrote:
Instead of storing the reservation on the map array, it would store it somewhere else, I initially though of vehicle cache.

Nice idea.
Maybe you don't have to store the whole reservation but just 10 or 20 tiles. after that you launch the path finder to get the next 10/20 tiles and so on.
That way you could use a fixed location.
I you have collision or mishap (change of landscape) you call pathfinder again.

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PostPosted: Mon Feb 19, 2018 8:43 pm 
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xarick wrote:
Do you have this part of the code separate from your build? Wanted to try to apply it against trunk without every other change that you've made. Not sure if I'm making myself clear. My idea was to try to keep the same ship crossing each other behaviour of trunk, but use the path reservations as a way to reduce pathfinding calls.


Instead of giving you a branch, I will point you to the commits and parts of the code you are interested in. "ShipController" in ship_cmd.cpp is the function that should use the "cached" paths.
YAPF reserves a path from the origin to the last tile
NPF reserves a path from the origin to the last tile
You should adapt it to your idea.

xarick wrote:
Instead of storing the reservation on the map array, it would store it somewhere else, I initially though of vehicle cache.

Yes, create a node list with {tile, trackdir, next_node} and use it. That "cache" needs to be stored in savegames. Otherwise, desyncs will happen.

HackaLittleBit wrote:
Maybe you don't have to store the whole reservation but just 10 or 20 tiles. after that you launch the path finder to get the next 10/20 tiles and so on.
That way you could use a fixed location.
I you have collision or mishap (change of landscape) you call pathfinder again.

He can store the whole reservation, no matter what. Changes of landscape will be problematic, as the "cached paths" are not stored in the map array.


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PostPosted: Tue Feb 27, 2018 6:57 pm 
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Juano;

Attached is zipfile that contains a perl file that generates a svg from airport_movement.h
For visualisation and point locations.
I had it laying around doing nothing.
Maybe you find it usefull.

regards.


Attachments:
airportmove_rep.zip [40.05 KiB]
Downloaded 19 times

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PostPosted: Tue Feb 27, 2018 10:57 pm 
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HackaLittleBit wrote:
Attached is zipfile that contains a perl file that generates a svg from airport_movement.h
For visualisation and point locations.
I had it laying around doing nothing.
Maybe you find it usefull.

Thank you, but I have already worked that out.

Right now I'm working on sprites for locks and airports and I hope next summer can deal with flying aircraft and fix some crashes that involve helicopters.
Attachment:
gravel_gui.png [270.8 KiB]
Not downloaded yet


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PostPosted: Wed Feb 28, 2018 2:33 am 
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That screenshot looks amazing!


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PostPosted: Thu Aug 09, 2018 1:12 pm 
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I have added gates for water locks. Moreover, I couldn't resist and I also added longer locks (5 and 7 tiles long). These longer locks would need some additional sprites, but they work as expected.
Attachment:
locks.png [614.27 KiB]
Not downloaded yet


One and two-tile wide canals were problematic when ship separation was enabled. Ships used to get stuck easily. One solution to this problem is allowing users to decide which are the preferred directions on water tiles. It improves the situation if players use it wisely.
Attachment:
preferred_trackdirs.png
preferred_trackdirs.png [ 253.7 KiB | Viewed 342 times ]


Finally, I have run out of ideas for water transport...


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PostPosted: Mon Aug 20, 2018 2:01 pm 
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Juanjo wrote:
One and two-tile wide canals were problematic when ship separation was enabled. Ships used to get stuck easily. One solution to this problem is allowing users to decide which are the preferred directions on water tiles. It improves the situation if players use it wisely.
Players could use my Sea Lanes, Channels and Buoys to guide their ships to the intended locks. 8)

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PostPosted: Mon Aug 20, 2018 4:37 pm 
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wallyweb wrote:
Juanjo wrote:
One and two-tile wide canals were problematic when ship separation was enabled. Ships used to get stuck easily. One solution to this problem is allowing users to decide which are the preferred directions on water tiles. It improves the situation if players use it wisely.
Players could use my Sea Lanes, Channels and Buoys to guide their ships to the intended locks. 8)

Good idea for guiding ships. My proposal does something similar: it guides the ships through some suggested directions (not forbidding, just "suggesting"), because when ship separation is enabled, narrow paths and crowded docks cause problems.


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