JGR wrote:I've done the merge, but haven't done any non-trivial testing.wallyweb wrote:[Reserved for JGR's tracerestrict push]
The binaries are here.
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JGR wrote:I've done the merge, but haven't done any non-trivial testing.wallyweb wrote:[Reserved for JGR's tracerestrict push]
This new feature only affects station building with drag and drop. The difference now is that, if the station layout only allows a single choice for either the number of tracks or the platform length of the station, then the highlight area is locked in that particular direction and dragging is only possible along the other axis. Dragging behaviour is unchanged if there are several possible sizes along a direction, in which case you can still select an area that the station layout does not allow (and get an error). I did consider doing something with this case as well (restricting selection to allowed sizes), but it turned out to be a lot of work and gave it up.TrueSatan wrote:Do I have to enable the drag and drop feature? Because with my rather "old" save game, its not working with thebew station from Michael Blunk. I can drag and drop but over the dimensions and get an error cannot build station here. He fixed the layout mostly to the length of7 and usually to two platforms.
Thanks for the explanation and I understand that the other feature would be a lot of work.cirdan wrote:This new feature only affects station building with drag and drop. The difference now is that, if the station layout only allows a single choice for either the number of tracks or the platform length of the station, then the highlight area is locked in that particular direction and dragging is only possible along the other axis. Dragging behaviour is unchanged if there are several possible sizes along a direction, in which case you can still select an area that the station layout does not allow (and get an error). I did consider doing something with this case as well (restricting selection to allowed sizes), but it turned out to be a lot of work and gave it up.TrueSatan wrote:Do I have to enable the drag and drop feature? Because with my rather "old" save game, its not working with thebew station from Michael Blunk. I can drag and drop but over the dimensions and get an error cannot build station here. He fixed the layout mostly to the length of7 and usually to two platforms.
Observations:HackaLittleBit wrote:... patch ...
It is up to the player to build the buoy were most appropriate.acs121 wrote:And if there's no buoy ? Or if the buoy is very far from the dock ?
That's his choice. If Hackalittlebit is able to code as I am suggesting, and your friend does not want to take advantage of it, that does not affect the other players. If you have another suggestion, then let us see it. You might have a better idea.acs121 wrote:Not everyone puts buoys. Example : i have a friend which uses hydrofoils and hovercraft in bays or lakes in cities. He never puts buoys.
I think that if player does not put buoy at regular intervals ship should be able to crash with each other or with coast.acs121 wrote:Not everyone puts buoys. Example : i have a friend which uses hydrofoils and hovercraft in bays or lakes in cities. He never puts buoys.
The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.notafrog wrote:I've been building bridges over stations ever since you introduced the feature and I love it.
I've just updated to g30353e06. Prior to that I was running g7573dfd9.
I've looked in the messages but haven't seen any reference to this problem: I can now only build bridges over the default OpenTTD station.
For every other station platform in my NewGRF sets, I get the "Must demolish railway station first" message.
Is this supposed to have changed?
HackaLittleBit wrote:WARNING: highly experimental!!!
Tiny patch to make ships wait on different docks.
The patch is far from ready so beware.
Be carefull with deleting stuff.
Just for the weekend to have a look.
I see a problem with your approach: it seems that ships choose a docking tile when switching to a new order, which may be long before they reach their destination station. Is this right?HackaLittleBit wrote:Suggestions about code improvements are highly welcome.(damn that pathfinder is complicated )
In theory this can be, when player play's without buoys, the moment ship aims for next stopping place.HackaLittleBit wrote:I see a problem with your approach: it seems that ships choose a docking tile when switching to a new order, which may be long before they reach their destination station. Is this right?
"Keelhauling" that is what they should do with people that don't use buoys.TrueSatan wrote:Not using bouys at any kind, besides the bouy icons for the docks
Aye! I've been using the docking buoys for a while, especially for offshore unloading of crude to an oil refinery, as they do here on the Bay of Fundy to the Irving Oil Refinery. I considered using it but then thought that it would simply be considered one of the multiple docks as it is now. Would you be able to use it without giving up its dock properties?HackaLittleBit wrote:wallyweb
Cirdan has dockbuoys that I think not many people know.
Those could be used to let ships wait until free slot is available.
Maybe Cirdan even made them for that purpose.
You don't need to change the pathfinder for that.
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