OzTrans wrote: 23 Nov 2023 23:36... Level Crossings ...
you probably need to fiddle with bounding boxes to get that to work, and probably never catch all corner cases. better to keep it in the ground sprite.
The bounding boxes are provided by the game; the GRF has no say in that. Keeping the stopping lines with the rail track is the actual problem. They will show up unnecessarily and are not wanted in the middle of the crossing.
kinda, sorta, maybe... the problem is, the crossing reservation updates happen rarely enough that you can get away with calculating adjacent crossings on the fly. but when you want to use that in drawing as well, it must be saved in the tile itself, or you get a potential performance hit. and level crossings are probably the most densely packed tile in the game, maybe tied with industry tiles.
Eddi wrote: 24 Nov 2023 10:17
kinda, sorta, maybe... the problem is, the crossing reservation updates happen rarely enough that you can get away with calculating adjacent crossings on the fly. but when you want to use that in drawing as well, it must be saved in the tile itself, or you get a potential performance hit. and level crossings are probably the most densely packed tile in the game, maybe tied with industry tiles.
There is no need to store such things in the tile itself.
OzTrans wrote: 23 Nov 2023 23:36
Unless there is another solution; can we have a new varact2 variable for rail types, that provides the following :
a) single rail track (crossing furniture north and south side) [value 3]
b) multi rail track (crossing furniture north side only) [value 1]
c) multi rail track (crossing furniture south side only) [value 2]
d) multi rail track (NO crossing furniture) [value 0]
This info should already be present for the Close Adjacent Level Crossings feature.
This would enable me to remove the extra rail types while still using my old solution.
Just something for consideration ...
Something along these lines should be doable.
Quinch wrote: 25 Nov 2023 23:54
Love the features in the patch pack - got a question, though, is there a list of hotkeys that can be used with the pack-specific features?
If you look in hotkeys.cfg, you can see and change the hotkeys for various features.
Quinch wrote: 25 Nov 2023 23:54
Love the features in the patch pack - got a question, though, is there a list of hotkeys that can be used with the pack-specific features?
If you look in hotkeys.cfg, you can see and change the hotkeys for various features.
Gotcha - looking through it, most of them seem to relate to the vanilla features. I don't suppose there are undocumented hotkeys for things like refit, load by cargo type, rename and so on?
Argus wrote: 27 Nov 2023 16:54
The position of the train station can only be switched between "at the beginning" and "in the middle". "At the end" is missing.
Where exactly should I set it so that it behaves as before?
Honestly, this is a pretty confusing change. Even from the given text, I didn't understand why exactly they changed it.
Argus wrote: 27 Nov 2023 17:09
Where exactly should I set it so that it behaves as before?
Honestly, this is a pretty confusing change. Even from the given text, I didn't understand why exactly they changed it.
Thanks.
These news items should be turned off by default so it's up to players if they want them.
Regardless of the fact that this way the train needlessly created another, automatic stop. Maybe a mistake?
Sorry, now I realize that maybe when I tried to set it up, I put one of the positions wrong.
Two stations in the middle, even though one should have been at the beginning...
I can't say what triggered it because the game was running in the background.
But it's a fairly new game with very few changes, only to the objects if I remember correctly. I attached the crashlog additionally, I couldn't find it.
Argus wrote: 28 Nov 2023 16:40
I can't say what triggered it because the game was running in the background.
But it's a fairly new game with very few changes, only to the objects if I remember correctly. I attached the crashlog additionally, I couldn't find it.
It just seems to be another text layout issue, I'll look into it.
I noticed something else. If I build a tram line, I can bulldoze it afterwards, if I don't want it there anymore, and the road will remain under it. But if I do the same to the trolleybus, I will also demolish the road underneath it.