IMPLEMENTED some suggestions - Independence day of Ukraine 20190824 release
Posted: 24 Aug 2019 23:58
[Edited 20201012 01:20 : Upgraded edition - with crossing bridges and bridges over water locks and any depots - is now available - viewtopic.php?p=1236895#p1236895 ]
( TopTechDreams patchpack (for Win32 (XP SP3 and later) (and Win64) and for Android). This is PROTOTYPE. ) To use this .exe file, copy (unzip) it to the same folder as the "openttd.exe" of stable version 1.9.1 and run it.
[ Edited 20190904 20:38 : Android build of this patchpack of version 1.9.2.83 by pelya (thanks a lot). ]
[ Edited 20190830 20:50 : With my apologies: attachment with source-code (folder "scr") renewed, because subfolder "scr\script" was missed earlier and now it is here: with +1 modified file "script_order.cpp" inside. Please, re-download this full source-code, who has interest for it. Excuse me, please. ] (source files only which have changes)
[ Edited 20190928 19:49 : openttd-1.9.1-TopTechDreamer.patch by pelya (thanks a lot again). ]
... IMPLEMENTED suggestions:
1. Water Tunnels (viewtopic.php?f=32&t=46596)
== Boat tunnels. You should be able to dig tunnels for boats. (viewtopic.php?f=32&t=84354).
How to use? - Try to build railway tunnel near water (between 2 water areas). Ships will be able to use it already!..
But You can convert it to water-tunnel (ship-tunnel) graphics - try to build canal (1 tile) or ship depot (2 tiles) just on entrance of this railway tunnel.
(You can convert 1-tile-entrance water tunnel to 2-tiles-entrance via the same operation.)
Water-(ship-)tunnel with 1-tile-entrance works with visual defects (non-continuous disappearing and appearing of ships), but 2-tiles-entrance works quite realistic (continuous).
IMPORTANT: Existing pathfinder algorithms are not optimized for tunnels (or bridges) with 2-tiles-long entrances. So ships can not find a way through such tunnels often. Use buoyes to fix this: place buoy after exit of the second (other) side of such tunnel - this will help to the pathfinder algorithm to find a way through this tunnel.
Changes in source code to implement this feature are marked with label (comment) :
---
2. Now You can have more objects under bridges! - This program allow
2.1. stations under bridges (over 1 level of height = of z-coordinate) // This allow, for example, to build bridge over railway station or to build ship doc (or bus station) under the bridge... But... You better don't build bridges over Heliports or over Airport's runways... please.
2.2. houses under bridges (over 2 levels of height) // This may look not very good with tall buildings.
2.3. trees under bridges (over 3 levels of height) // This is what I was dreaming about: this looks great and allow to save forests and rainforests. But bridge have to be of enough height.
2.4. industries under bridges (over 4 levels of height) // This looks normal with small industries: Water Tower, Water Supply etc.. I didn't try to build bridges over big industries (as Oil Refinery).
Many of such combinations look really nice.
Changes in source code to implement this feature are marked with label (comment) :
---
3. 3D-Revolution of (railway-) stations (these are most powerful new possibilities) :
3.1. (Railway-) tunnel-stations and bridge-stations - as shown and described in the topic Existing objects bridges and tunnels as stations (viewtopic.php?f=32&t=85229). But!.. Now player can control tunnel-stations and bridge-stations via existing User Interface (UI) :
(Note: Player can convert different 2 ends of 1 tunnel or bridge to (platform-) tiles of different stations. In such case both of that stations will share this platform between each other, i.e. will have platform with length of the whole tunnel or bridge, but will be unable to use it at the same time - only consequentially, in sequence, by queue - like timeshare. But train will be able to stop there only in 1 of 2 directions - heading outside.)
IMPORTANT: Existing pathfinder algorithms are not adjusted to work with tunnel-platforms or bridge-platforms (or stations). So trains can not find a way to such platforms as usual (if there are no usual directly adjacent platform-tiles). Use Waypoints to fix this: place waypoint before a point of entrance to such station so, that trains don't have a possibility to avoid this station. Then trains will try to go via one of that tunnels of bridges, that are its platforms. When some train will achieve some entrance tile of such tunnel(-platform) or bridge(-platform), this train will start to interact with that platform and station.
How to use? - Try to build railway platform tile directly on entrance of (railway-) tunnel or bridge to convert it to a tunnel-platform or bridge-platform (as one of platforms joined with an existing station or as new station - using [Ctrl] button to choose station as it is for usual platform tiles). Try to do the same, but with active {remove] button (in railway UI), to remove station from the given entrance of tunnel or bridge (just similar to the usual platform tiles) - this will convert tunnel or bridge from station to the simple (ordinary, usual) tunnel or bridge. Try to click on the entrance-tile of tunnel-station or bridge-station to open window of that station (similar to the usual platform-tiles). Even "Land area information" works right with tunnel-platforms and bridge-platforms now!
Changes in source code to implement this feature are marked with label (comment) :
Without changes of UI functions:
With changes of UI functions:
3.2. (Railway-) tunnels and bridges, even if they are not stations, can be parts of (railway-) platforms to increase "platform length" parameter of that platforms (to avoid "platform length penalty" to unloading and loading speed (and time), if platform is shorter than train). This looks like bridges and tunnels continue that platforms - as shown and described in the topic Allow existing tunnels and bridges to increase "platform length" parameter for directly adjacent station tiles (viewtopic.php?f=32&t=85330).
(Note: directly adjacent platform tiles of different stations do the same: they continue each other. And (directly adjacent to platform tiles) even non-platform railroad tiles do the same, but only if they are under any bridge.)
(Note: Player can build platform tiles of different stations near different 2 ends of 1 tunnel or bridge. In such case both of that stations will share this platform between each other, i.e. will have longer platform, but will be unable to use it at the same time - only consequentially, in sequence, by queue - like timeshare.)
How to use? - Simply build bridge or tunnel directly adjacent to some platform tile (as continue of some platform). As shown in corresponding topic (link in p.3.2 above).
Changes in source code to implement this feature are marked with label (comment) :
---
Glory to Ukraine.
( TopTechDreams patchpack (for Win32 (XP SP3 and later) (and Win64) and for Android). This is PROTOTYPE. ) To use this .exe file, copy (unzip) it to the same folder as the "openttd.exe" of stable version 1.9.1 and run it.
[ Edited 20190904 20:38 : Android build of this patchpack of version 1.9.2.83 by pelya (thanks a lot). ]
[ Edited 20190830 20:50 : With my apologies: attachment with source-code (folder "scr") renewed, because subfolder "scr\script" was missed earlier and now it is here: with +1 modified file "script_order.cpp" inside. Please, re-download this full source-code, who has interest for it. Excuse me, please. ] (source files only which have changes)
[ Edited 20190928 19:49 : openttd-1.9.1-TopTechDreamer.patch by pelya (thanks a lot again). ]
... IMPLEMENTED suggestions:
1. Water Tunnels (viewtopic.php?f=32&t=46596)
== Boat tunnels. You should be able to dig tunnels for boats. (viewtopic.php?f=32&t=84354).
How to use? - Try to build railway tunnel near water (between 2 water areas). Ships will be able to use it already!..
But You can convert it to water-tunnel (ship-tunnel) graphics - try to build canal (1 tile) or ship depot (2 tiles) just on entrance of this railway tunnel.
(You can convert 1-tile-entrance water tunnel to 2-tiles-entrance via the same operation.)
Water-(ship-)tunnel with 1-tile-entrance works with visual defects (non-continuous disappearing and appearing of ships), but 2-tiles-entrance works quite realistic (continuous).
IMPORTANT: Existing pathfinder algorithms are not optimized for tunnels (or bridges) with 2-tiles-long entrances. So ships can not find a way through such tunnels often. Use buoyes to fix this: place buoy after exit of the second (other) side of such tunnel - this will help to the pathfinder algorithm to find a way through this tunnel.
Changes in source code to implement this feature are marked with label (comment) :
Code: Select all
// for Allow Ships to use Tunnels (Water-Tunnels or Rail-Tunnels for Ships)
---
2. Now You can have more objects under bridges! - This program allow
2.1. stations under bridges (over 1 level of height = of z-coordinate) // This allow, for example, to build bridge over railway station or to build ship doc (or bus station) under the bridge... But... You better don't build bridges over Heliports or over Airport's runways... please.
2.2. houses under bridges (over 2 levels of height) // This may look not very good with tall buildings.
2.3. trees under bridges (over 3 levels of height) // This is what I was dreaming about: this looks great and allow to save forests and rainforests. But bridge have to be of enough height.
2.4. industries under bridges (over 4 levels of height) // This looks normal with small industries: Water Tower, Water Supply etc.. I didn't try to build bridges over big industries (as Oil Refinery).
Many of such combinations look really nice.
Changes in source code to implement this feature are marked with label (comment) :
Code: Select all
// for Allow stations under bridges
// for Allow houses under bridges
// for Allow trees under bridges
// for Allow industries under bridges
3. 3D-Revolution of (railway-) stations (these are most powerful new possibilities) :
3.1. (Railway-) tunnel-stations and bridge-stations - as shown and described in the topic Existing objects bridges and tunnels as stations (viewtopic.php?f=32&t=85229). But!.. Now player can control tunnel-stations and bridge-stations via existing User Interface (UI) :
(Note: Player can convert different 2 ends of 1 tunnel or bridge to (platform-) tiles of different stations. In such case both of that stations will share this platform between each other, i.e. will have platform with length of the whole tunnel or bridge, but will be unable to use it at the same time - only consequentially, in sequence, by queue - like timeshare. But train will be able to stop there only in 1 of 2 directions - heading outside.)
IMPORTANT: Existing pathfinder algorithms are not adjusted to work with tunnel-platforms or bridge-platforms (or stations). So trains can not find a way to such platforms as usual (if there are no usual directly adjacent platform-tiles). Use Waypoints to fix this: place waypoint before a point of entrance to such station so, that trains don't have a possibility to avoid this station. Then trains will try to go via one of that tunnels of bridges, that are its platforms. When some train will achieve some entrance tile of such tunnel(-platform) or bridge(-platform), this train will start to interact with that platform and station.
How to use? - Try to build railway platform tile directly on entrance of (railway-) tunnel or bridge to convert it to a tunnel-platform or bridge-platform (as one of platforms joined with an existing station or as new station - using [Ctrl] button to choose station as it is for usual platform tiles). Try to do the same, but with active {remove] button (in railway UI), to remove station from the given entrance of tunnel or bridge (just similar to the usual platform tiles) - this will convert tunnel or bridge from station to the simple (ordinary, usual) tunnel or bridge. Try to click on the entrance-tile of tunnel-station or bridge-station to open window of that station (similar to the usual platform-tiles). Even "Land area information" works right with tunnel-platforms and bridge-platforms now!
Changes in source code to implement this feature are marked with label (comment) :
Without changes of UI functions:
Code: Select all
// for Existing objects tunnels and bridges as stations
// Begin for Existing objects tunnels and bridges as stations
Code: Select all
// for Existing objects tunnels and bridges as stations // 20190724: // 2nd stage: Allow users to convert objects via UI.
// Begin for Existing objects tunnels and bridges as stations // 20190724: // 2nd stage: Allow users to convert objects via UI.
(Note: directly adjacent platform tiles of different stations do the same: they continue each other. And (directly adjacent to platform tiles) even non-platform railroad tiles do the same, but only if they are under any bridge.)
(Note: Player can build platform tiles of different stations near different 2 ends of 1 tunnel or bridge. In such case both of that stations will share this platform between each other, i.e. will have longer platform, but will be unable to use it at the same time - only consequentially, in sequence, by queue - like timeshare.)
How to use? - Simply build bridge or tunnel directly adjacent to some platform tile (as continue of some platform). As shown in corresponding topic (link in p.3.2 above).
Changes in source code to implement this feature are marked with label (comment) :
Code: Select all
/* BEGIN of Allow existing tunnelbridge to increase "platform length" parameter for directly adjacent station tiles */
Glory to Ukraine.