Multitile depots

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Re: Multitile depots

Post by Aegir »

Juanjo wrote: 10 Mar 2021 21:18 The binaries have been updated today. I think I fixed the reported problems and crashes.

I still haven't worked out proper names to differentiate the two depot types (the current ones/the bigger ones). "Normal depots"/"Advanced depots"? Or maybe "Depot"/"Advanced depot"?
Gadg8eer wrote: 10 Mar 2021 10:14 Did I misremember, or did someone say somewhere that this patch would be folded into trunk soon?
Sorry, but it is far from being a candidate for trunk inclusion. I posted about it in the forums because I need feedback from the players (bug hunting, suggestions...), which is really welcome.
Nice, I was waiting for fresh binaries, I’ll play a few games on it and let you know how I go.

As for naming, with things like acceleration model/and braking in JGR the wording is frequently ‘realistic’, I think that fits well for depots? Realistic Depots I think also helps to differentiate from drive through depots in JGR patch pack.
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Re: Multitile depots

Post by michael blunck »

Just for the record, since years I'm using "longer depots" which are implemented by additional "waypoints", showing depot graphics, placed in front of the real depot:

 viewtopic.php?p=1191359#p1191359

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Re: Multitile depots

Post by wallyweb »

Juanjo wrote: 10 Mar 2021 21:18 For big train depots, if you have a train with a length of 5 tiles, you have to build a depot platform of five tiles so it can leave the depot.
This and Aegir's thoughts on "realistic" raises an interesting question for me.
With larger maps, I have been building realistic trains with three or four engines pulling over 100 wagons. I think the maximum is 64 tiles.
That would be quite a length for even a large depot.
Reading your specification, would I need 100+ tiles ?
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Re: Multitile depots

Post by JGR »

wallyweb wrote: 11 Mar 2021 13:44
Juanjo wrote: 10 Mar 2021 21:18 For big train depots, if you have a train with a length of 5 tiles, you have to build a depot platform of five tiles so it can leave the depot.
This and Aegir's thoughts on "realistic" raises an interesting question for me.
With larger maps, I have been building realistic trains with three or four engines pulling over 100 wagons. I think the maximum is 64 tiles.
That would be quite a length for even a large depot.
Reading your specification, would I need 100+ tiles ?
The "realistic" way to service a long freight train is to detach the locomotive(s) and send them to maintenance separately.
In real life it doesn't really make sense to for the locomotive(s) and all the wagons to have to fit in a single shed at the same time.
Actually doing that in game would be needlessly difficult though.

For passenger trains/MUs, it does make sense that the full train needs to fit in a shed at the same time, as to a first approximation these aren't typically uncoupled and are serviced as a complete unit.

In my own games I make liberal use of the through loading mode, and so don't have any platforms which are long enough for the longest trains I run to fully fit in at the same time.
(There is track either side for through loading to work, but that isn't necessarily straight or level as a depot would need to be).
All my depots are 4 tiles long as that seems a reasonable compromise between TARDIS cheating and physical placement constraints.
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Re: Multitile depots

Post by wallyweb »

JGR wrote: 11 Mar 2021 17:45 The "realistic" way to service a long freight train is to detach the locomotive(s) and send them to maintenance separately.
I must try that with the shunting patch. Of course it wouldn't have multitile depots, but it should make for some interesting shunting yard activity.
In my own games I make liberal use of the through loading mode, and so don't have any platforms which are long enough for the longest trains I run to fully fit in at the same time.
That's what I use ... a 100 wagon train through loading it's way through a 4 or 5 tile platform.
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Re: Multitile depots

Post by J0anJosep »

Aegir wrote: 11 Mar 2021 11:48 Nice, I was waiting for fresh binaries, I’ll play a few games on it and let you know how I go.

As for naming, with things like acceleration model/and braking in JGR the wording is frequently ‘realistic’, I think that fits well for depots? Realistic Depots I think also helps to differentiate from drive through depots in JGR patch pack.
The problem I see with "realistic" is that they are not fully realistic. You can also build a lot of waggons in just a 1-tile depot, which unfortunately isn't realistic. They are more realistic than the default depots, but not enough to be named realistic.

And thanks for testing it so thoroughly. Remember that savegames made with this version aren't compatible with any other version of OpenTTD.
Unfortunately, I still have many changes and ideas to test, so it is not the last version at all.

wallyweb wrote: 10 Mar 2021 23:57 "Extended" can define several things such as "size" and "functionality".
kamnet wrote: 11 Mar 2021 00:54 Standard Depot, Enhanced Depot.
Thanks. Both enhanced and extended are good ideas for naming them. For default depots, just "depot" or "standard depot" could do.
Moreover, now I am toying with the idea of joining under the same depot the "standard depots" and the "enhanced" ones, which could make the choice of a name even more difficult. I will think more about it.

michael blunck wrote: 11 Mar 2021 13:31 Just for the record, since years I'm using "longer depots" which are implemented by additional "waypoints", showing depot graphics, placed in front of the real depot:

 viewtopic.php?p=1191359#p1191359
The idea of using waypoints with depot graphics looks really great. But I am trying to achieve something different with this proposal. Moreover, I like that there are so many graphics for depot platforms already made by you and the community.

wallyweb wrote: 11 Mar 2021 13:44 With larger maps, I have been building realistic trains with three or four engines pulling over 100 wagons. I think the maximum is 64 tiles.
That would be quite a length for even a large depot.
Reading your specification, would I need 100+ tiles ?
No, you wouldn't need a 100+ tiles depot platform. If the train is 64-tiles long (regardless of how many wagons it has), you will only need a 64-tile long platform. You can try it with the binaries provided.

By the way, thanks to your question I found 2 bugs, one of them being that now you can only build platforms up to a length of 63 tiles and that building long trains doesn't always show all the vehicles properly. It doesn't crash the game fortunately.

JGR wrote: 11 Mar 2021 17:45 The "realistic" way to service a long freight train is to detach the locomotive(s) and send them to maintenance separately.
In real life it doesn't really make sense to for the locomotive(s) and all the wagons to have to fit in a single shed at the same time.
Actually doing that in game would be needlessly difficult though.

For passenger trains/MUs, it does make sense that the full train needs to fit in a shed at the same time, as to a first approximation these aren't typically uncoupled and are serviced as a complete unit.

In my own games I make liberal use of the through loading mode, and so don't have any platforms which are long enough for the longest trains I run to fully fit in at the same time.
(There is track either side for through loading to work, but that isn't necessarily straight or level as a depot would need to be).
All my depots are 4 tiles long as that seems a reasonable compromise between TARDIS cheating and physical placement constraints.
My proposal also tries to tackle the black hole effect of depots and the addition of physical constraints, but in a different way.


Another question that arises from the current proposal is about hangars:
Currently, airports with two hangars allow the user to open one hangar window for each hangar. The players can decide if they buy the aircraft in one hangar or the other.
With the proposal, only one hangar window can be opened per airport (you see all aircraft in all the hangars of the airport in the same window). If the players buy a new aircraft, if is built always in the same hangar. Is this acceptable from the players' point of view? It is possible that newly built aircraft is always built in the hangar with less vehicles inside. Or I could even replicate the current behavior as well. But I am not sure which is better for players.
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Re: Multitile depots

Post by Aegir »

Juanjo wrote: 11 Mar 2021 21:42
Aegir wrote: 11 Mar 2021 11:48 Nice, I was waiting for fresh binaries, I’ll play a few games on it and let you know how I go.

As for naming, with things like acceleration model/and braking in JGR the wording is frequently ‘realistic’, I think that fits well for depots? Realistic Depots I think also helps to differentiate from drive through depots in JGR patch pack.
The problem I see with "realistic" is that they are not fully realistic. You can also build a lot of waggons in just a 1-tile depot, which unfortunately isn't realistic. They are more realistic than the default depots, but not enough to be named realistic.

And thanks for testing it so thoroughly. Remember that savegames made with this version aren't compatible with any other version of OpenTTD.
Unfortunately, I still have many changes and ideas to test, so it is not the last version at all.
That's fine, I tend to play really short snappy games (short attention span), and I usually play on JGR. Might be worth raising a PR with him for his branch? Would certainly get a *lot* more people testing the feature if he's interested in including it.

I mean, as far as names; it's a lot more 'realistic' than anything we have for depots at the moment. Still feels like a valid description to me.
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Re: Multitile depots

Post by Aegir »

No bueno! 3x6 depot, three 6tile long trains from Ironhorse, three different crashes. Now, one interesting detail, I stuffed up and built the depot as 3x5 and then expanded it to 3x6 after the first failed launch. I'll go back to this save and trim the trains down to 5tiles long and try again.

Here's 3000 words:
Attachments
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three track launch signals.PNG (210.97 KiB) Viewed 3534 times
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Re: Multitile depots

Post by Aegir »

And here's what happened when trimming one of the locos down, instant crash at the same line, also, here's the OpenTTD Crash report:

Code: Select all

*** OpenTTD Crash Report ***

Crash at: Fri Mar 12 06:18:12 2021
In game date: 1930-10-23 (35)

Crash reason:
 Exception: E1212012
 Location:  00007FFE77D7D759
 Message:   Assertion failed at line 293 of ..\src\train_placement.cpp: IsBigRailDepotTile(t->tile)

OpenTTD version:
 Version:    20210310-pr8480-gfb87096f90 (0)
 NewGRF ver: 1b006d64
 Bits:       64
 Endian:     little
 Dedicated:  no
 Build date: Mar 10 2021 20:22:44

Registers:
 RAX: 00001BCC00001BCC RBX: 0000000000000016 RCX: 000001A006CC5B20 RDX: 0000000000000001
 RSI: 00007FF79D8E5060 RDI: 00007FF79DF96750 RBP: 00000000000016F8 RSP: 00000048694FDF80
 R8:  0000000000000000 R9:  0000000000000000 R10: 00007FFE79071FD6 R11: 0000776FA7722F19
 R12: 0000000000000910 R13: 0000000000000000 R14: 0000000000000801 R15: 000001A028CD7340
 RIP: 00007FFE77D7D759 EFLAGS: 00000202

 Bytes at instruction pointer:
 0F 1F 44 00 00 48 8B 8C 24 C0 00 00 00 48 33 CC E8 D2 09 06 00 48 81 C4

Stack trace:
 11D63E24 00006C63 00000016 00000000 9D8E5060 00007FF7 00000000 00000000
 E1212012 00000000 00000000 00000000 77D7D759 00007FFE 00000000 00007FFE
 00000058 00000000 00000010 00000000 0000000E 00000000 00000800 00000000
 00000050 00000000 000907C8 00000000 00000000 00000000 9F8EB660 00007FF7
 9DE25DD0 00007FF7 00002010 00000000 00000000 00000000 00000000 00000000
 00000000 00000000 00000000 00000000 00000000 00000000 004B0000 00000000
 F1022297 000092DD 694FDE60 00000048 9DF96750 00007FF7 9DD40BD3 00007FF7
 694FE0D8 00000048 9DD40713 00007FF7 00000016 00000000 9D8E5060 00007FF7
 9D8E5060 00007FF7 28CD7340 000001A0 694FE9C0 00000048 9DD4095D 00007FF7
 000008C4 00000000 9DE5E8FA 00007FF7 9DE5E8F8 00007FF7 694FE9C0 00000048
 28CD7340 000001A0 9DD40E28 00007FF7 29BEDD01 000001A0 00000000 00000000
 00000000 00000000 081CC440 000001A0 081CC440 000001A0 9DB0350F 00007FF7
 081CC440 000001A0 000016F8 00000000 28CD7340 000001A0 694FE9C0 00000048
 65737341 6F697472 6166206E 64656C69 20746120 656E696C 33393220 20666F20
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 69615267 7065446C 6954746F 7428656C 69743E2D 0029656C 7A3C6F9C 00007FFE
 04680000 000001A0 00000000 00007FF7 00000008 00000000 00000000 00000000
 00000000 00000000 9DD60000 00007FF7 00000002 000001A0 7A3C9761 00007FFE
 2B446470 000001A0 00000000 00000000 00000030 00000000 7A3FAB60 00007FFE
 00000000 00000000 00000001 00000000 29BEDDA0 000001A0 796FD56B 00007FFE
 0835ED98 000001A0 2B43E020 000001A0 A7721929 0000776F 9DACD103 00007FF7
 694FE55F 00000048 9DACD103 00007FF7 EDB7B32B 00004C4B 04780860 000001A0
 694FE7D0 00000048 694FE7E0 00000048 694FE7E0 00000048 9DACD103 00007FF7
 7973F0A0 00007FFE 9DACD103 00007FF7 694FE2D0 00000048 694FE390 00000048

Operating system:
 Name:     Windows
 Release:  10.0.19041 ()
 Compiler: MSVC 1928

Configuration:
 Blitter:      32bpp-sse2-anim
 Graphics set: original_windows (0)
 Language:     D:\Resilio Sync\REHI-GREEN\Software\Games\Multitile Depots\lang\english_US.lng
 Music driver: dmusic
 Music set:    NoMusic (0)
 Network:      no
 Sound driver: xaudio2
 Sound set:    original_windows (0)
 Video driver: win32

Fonts:
 Small:  sprite
 Medium: sprite
 Large:  sprite
 Mono:   sprite

AI Configuration (local: 0) (current: 0):
  0: Human
 GS: Bee Reward (v600006)

Libraries:
 LZMA:       5.2.5
 LZO:        2.10
 PNG:        1.6.37
 Zlib:       1.2.11

Module information:
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---- gamelog start ----
Tick 0: new game started
Revision text changed to gfb87096f9010c, savegame version 65532, not modified, _openttd_newgrf_version = 0x1b006d64
New game mode: 1 landscape: 1
Added NewGRF: GRF ID F1250008, checksum 6DB1AE4CEAE7BE697DBDA8ED78EDF00B, filename: firs_industry_replacement_set_4-4.0.0_beta_4\firs-4.0.0-beta-4\firs.grf (md5sum matches)
Added NewGRF: GRF ID 736C6602, checksum 2DB244FD410D77FCCE2DE6D5AF09DF51, filename: japanese_city_names-1\jpcities.grf (md5sum matches)
Added NewGRF: GRF ID 52453400, checksum 17D735E64D00218E5658539140E612F7, filename: jpbuildmod.grf (md5sum matches)
Added NewGRF: GRF ID 454E2902, checksum D5A7397EF147E2D6CBEEFF8582C18933, filename: north_korean_houses_set_v2-2.0\dprkhouses.grf (md5sum matches)
Added NewGRF: GRF ID 41533031, checksum 5DA6AD019A7967EFC2EB26D3D976CF33, filename: swehousesmod.grf (md5sum matches)
Added NewGRF: GRF ID 4D4C5301, checksum 50E39A6A578687C7F9F1E17E683286B8, filename: future_houses_for_late_game-0.5a\ogfx-mars-houses_late-start.grf (md5sum matches)
Added NewGRF: GRF ID 4341121F, checksum 95E3256AEBD4C8217DA24A0F21106E8B, filename: iron_horse_2-2.21.1\iron-horse.grf (md5sum matches)
Added NewGRF: GRF ID 454E2001, checksum C12EC43F6B07D2795AE35D7CB7148182, filename: RIMS.grf (md5sum matches)
Added NewGRF: GRF ID 454E1901, checksum 5D75DDC78B9BE3BCCA4A7F1CADA0DF17, filename: FRIMS_maglev_set_1.3.grf (md5sum matches)
Added NewGRF: GRF ID 44450602, checksum D4297750F6F6B01A5B7175B2DE85A3A1, filename: moprv69.grf (md5sum matches)
Added NewGRF: GRF ID 485A0101, checksum 7636EC20949478C0576AE6CDACE9EC84, filename: hover_vehicles-1\hoverv.grf (md5sum matches)
Added NewGRF: GRF ID 414E0101, checksum 5D665C64693A438E3046C22666F46E08, filename: fish_ship_set-0.9.2\fish.grf (md5sum matches)
Added NewGRF: GRF ID 44440A01, checksum FCEEC76CF44EC23E7FE9C88048CF11CC, filename: av8_aviators_aircraft_set-2.21\pb_av8w.grf (md5sum matches)
Added NewGRF: GRF ID 4F472B34, checksum 136D889FDAEAA3491F8320248A04425C, filename: opengfx_landscape-1.1.2\ogfx-landscape.grf (md5sum matches)
Added NewGRF: GRF ID 46727806, checksum BBE029FCDD7A16F85876D417FF318D23, filename: opengfx_trees-0.8.0\opengfx+trees.grf (md5sum matches)
Added NewGRF: GRF ID 4D666F02, checksum 086F964D587A590872CBE01FFBD4859C, filename: testwsnowonly.grf (md5sum matches)
Added NewGRF: GRF ID 54560103, checksum 381A11BC5B0F0489B410A0A3B4967844, filename: smooth_snow_transition.1.2\smoothsnoww.grf (md5sum matches)
Added NewGRF: GRF ID 62700102, checksum 2825E8503F3DC07AA0DC692244232CF5, filename: newwaterw.grf (md5sum matches)
Added NewGRF: GRF ID 43415000, checksum FBAE0C1ACFDA5AE8B95B4DA230A395FE, filename: opengfx_airports-0.5.0\ogfx-airports.grf (md5sum matches)
Added NewGRF: GRF ID 45530500, checksum D9BE5AFA481FC3E0A96E6EB72B455612, filename: japanese_stations-3.6\jpstations.grf (md5sum matches)
Added NewGRF: GRF ID 4A430002, checksum 93EAC5F5396584B92D4C5F0AAAF3F6C5, filename: industrial_stations_renewal-1.0.2\indstatr.grf (md5sum matches)
Added NewGRF: GRF ID 46520101, checksum 166C04ABE685B4167CFD6C4636646B1B, filename: fridaemonsobjects.grf (md5sum matches)
Added NewGRF: GRF ID 0100403A, checksum 9B09BC78A4BA1EB7F55B6F13644FBBA5, filename: city_objects-1\cov1.grf (md5sum matches)
Added NewGRF: GRF ID 504A0107, checksum 92B822D319E71F920908801AD5751D26, filename: beach_objects-1.2\beach_v1_2.grf (md5sum matches)
Added NewGRF: GRF ID 52425219, checksum C3A5AB87EA23EAC9065835AE5751BD8A, filename: AuzBeachObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47474750, checksum 5556448647BF0A01A9D2308E16BCA7CA, filename: AuzCarParksAndSubwayOverlays.grf (md5sum matches)
Added NewGRF: GRF ID 47474757, checksum 5DD865DD9943508FB03BF0531F2E1C9D, filename: AuzCarParkAddOns.grf (md5sum matches)
Added NewGRF: GRF ID 47477017, checksum FE227B0DECDEA17882C705C4DE1A85E0, filename: AuzCreekAndDrainObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47477001, checksum C120AF966D1A58684FC0129B536D2F5B, filename: AuzFarmObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47477002, checksum 828155E22559CFE34F4E48CE4FEE44C2, filename: AuzFencesObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47477003, checksum 80F35EF0330A0581CB281CD4765F3506, filename: AuzIndObjects.grf (md5sum matches)
Added NewGRF: GRF ID 52425919, checksum 293E0A12907F7BD884DB4AD13D61BF52, filename: AuzObjectsAddOns.grf (md5sum matches)
Added NewGRF: GRF ID 47477015, checksum 7819E6CD8A2990388F13ADCF34EFE76A, filename: AuzPowerAndTelephoneObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47473134, checksum CC81DD78883439B925435BC093FA2D7F, filename: AuzRailObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47475959, checksum F65F894F1E153F973109EAE961399B6E, filename: AuzSportObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47473335, checksum 1F2055F3F70DD122B502C36FBB6E444D, filename: AuzTownObjects.grf (md5sum matches)
Added NewGRF: GRF ID 47477007, checksum 84DB1AB2AD7B5A183A3247102177CFDA, filename: AuzWaterObjects.grf (md5sum matches)
Added NewGRF: GRF ID 52425209, checksum 5272168FC85E3E5EE4B80F8E4F626D34, filename: AuzWaterAddOns.grf (md5sum matches)
Added NewGRF: GRF ID 504A0103, checksum 7040A4DC88302927794941CD853A47CF, filename: isrstyle_dock-1.4\isrdock_v1_4.grf (md5sum matches)
Added NewGRF: GRF ID 415A0301, checksum 8667797182D6F6C670D7BE5D677ACB45, filename: american_road_replacement_set-2.0.0\americanroads.grf (md5sum matches)
Added NewGRF: GRF ID 55464901, checksum C8116D42B7A76EBFC0F58E205566E04C, filename: u_bridges-1.0\ubridges.grf (md5sum matches)
Added NewGRF: GRF ID 55464989, checksum ADCCE05C6E34D6313ADEA75F8229CFC9, filename: u_ratt-0.4\uratt.grf (md5sum matches)
Added NewGRF: GRF ID 55464990, checksum B04BA4BB1C1A392A6E06B4C170950D68, filename: u_rermm_2-1.1\urermm2.grf (md5sum matches)
Added NewGRF: GRF ID 454E0E01, checksum 0CEE16E4CF9D1DCC8051B06C20D78222, filename: industrial_trackset-1.0\indtrak - 1.0.grf (md5sum matches)
Added NewGRF: GRF ID 454E3701, checksum 790D1F97E481AF36737371EA0A827849, filename: trackless_trackset-1.2\trackless - 1.2.grf (md5sum matches)
---- gamelog end ----

Recent news messages:

*** End of OpenTTD Crash Report ***

Decoded stack trace:
[00] KERNELBASE           0x00007FFE77D7D759 RaiseException + 105
[01] openttd              0x00007FF79DD40BD3
[02] openttd              0x00007FF79DD40E28
[03] openttd              0x00007FF79DB0350F
[04] openttd              0x00007FF79DC0F324
[05] openttd              0x00007FF79DC059E4
[06] openttd              0x00007FF79DC2A113
[07] openttd              0x00007FF79D9D614F
[08] openttd              0x00007FF79D9D5CA7
[09] openttd              0x00007FF79D9FAB72
[10] openttd              0x00007FF79DC65CCE
[11] openttd              0x00007FF79DC67305
[12] openttd              0x00007FF79DC67841
[13] openttd              0x00007FF79D9A2712
[14] USER32               0x00007FFE7906E858 CallWindowProcW + 1016
[15] USER32               0x00007FFE7906E299 DispatchMessageW + 601
[16] openttd              0x00007FF79D9A3037
[17] openttd              0x00007FF79D9A6A3C
[18] openttd              0x00007FF79D9A305F
[19] openttd              0x00007FF79DB05839
[20] openttd              0x00007FF79D8F0508
[21] openttd              0x00007FF79DCDE7E2
[22] KERNEL32             0x00007FFE78F37034 BaseThreadInitThunk + 20
[23] ntdll                0x00007FFE7A3FD241 RtlUserThreadStart + 33

*** End of additional info ***
Lemme know when you get it sorted and I'll beat on it again :D
Attachments
single track launch signals.PNG
(339.81 KiB) Not downloaded yet
Brown & Co., Oct 21st, 1930.sav
Apologies, has some .grf's that aren't publicly released.
(355.7 KiB) Downloaded 83 times
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
J0anJosep
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Re: Multitile depots

Post by J0anJosep »

Aegir wrote: 12 Mar 2021 06:21 Message: Assertion failed at line 293 of ..\src\train_placement.cpp: IsBigRailDepotTile(t->tile)
...
Lemme know when you get it sorted and I'll beat on it again :D
I fixed the problem you reported and some other ones.

Moreover, now you can join standard and enhanced depots as well. This change is experimental, but I think removing the restriction shouldn't cause too many problems.

I won't ask for the binaries to be updated this time, but you can find the updated code in GitHub.
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Re: Multitile depots

Post by Aegir »

Juanjo wrote: 13 Mar 2021 20:57
Aegir wrote: 12 Mar 2021 06:21 Message: Assertion failed at line 293 of ..\src\train_placement.cpp: IsBigRailDepotTile(t->tile)
...
Lemme know when you get it sorted and I'll beat on it again :D
I fixed the problem you reported and some other ones.

Moreover, now you can join standard and enhanced depots as well. This change is experimental, but I think removing the restriction shouldn't cause too many problems.

I won't ask for the binaries to be updated this time, but you can find the updated code in GitHub.
Got it, I do need to sort out a new windows build environment here at some point.

Edit: Spoke to TrueBrain about windows/compiling nonsense and he said binaries is literally a single button push for him to spit out and you can bug him any time :-).
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
J0anJosep
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Re: Multitile depots

Post by J0anJosep »

kamnet wrote: 08 Jan 2021 15:25 One thing that should be noted, and I don't know if it's a bug or a limitation on OpenTTD's part, but the cloned depots cannot be built end-on-end to make one long depot because the entrance for each depot sprite must be connected to a road. If you build them end-to-end and start cloning vehicles, due to the limitation of available storage slots, the extra ones will be built in the 2nd depot and not be able to leave.

So far have I have no uncovered any new crashes.
I have changed that behavior and now they work as I think you expected. You can also add or remove roadbits in the depot direction and combine a road type and a tram type.
roaddepots.png
(92.63 KiB) Not downloaded yet
roaddepots-roadbits.png
(79.09 KiB) Not downloaded yet
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Re: Multitile depots

Post by Aegir »

Oooh! That looks really good, I'll have to give that a play!
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
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JacobD88
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Re: Multitile depots

Post by JacobD88 »

Juanjo wrote: 10 Mar 2021 21:18 I still haven't worked out proper names to differentiate the two depot types (the current ones/the bigger ones). "Normal depots"/"Advanced depots"? Or maybe "Depot"/"Advanced depot"?
If you want to highjack my Bigger Depots name - you're welcome too (Link on my signature)
It's been, literally, a decade since I last worked on the GRF and I never got it working as a new depot type

And I moved over to trying to work out how to implement servicing and depot functionality into special station tiles instead (which one day, I will complete - it's easy to get the orders and services done, but hit design and implementation problems when I attempted to get building and management of trains implemented at stations)
Wahazar
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Re: Multitile depots

Post by Wahazar »

In my opinion, 3 virtual track inside depot is fair and reasonable feature. First of all, road vehicle have 3 slots, so train depots should also have 3 slots.
More importantly, one can't do any consist rearrangement (or template replacements) with only single slot (and sometimes there is no free place to add parallel depot).

Anyway, I hope that this patch will be in mainstream, because it would resolve these OP black holes.
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Re: Multitile depots

Post by bugreporter »

McZapkie wrote: 13 Sep 2021 12:39 In my opinion, 3 virtual track inside depot is fair and reasonable feature. First of all, road vehicle have 3 slots, so train depots should also have 3 slots.
More importantly, one can't do any consist rearrangement (or template replacements) with only single slot (and sometimes there is no free place to add parallel depot).

Anyway, I hope that this patch will be in mainstream, because it would resolve these OP black holes.
maybe one track for single depot, three for double, 5 for triple, etc. so that there's an extra track between the visible tracks?
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