Awesome! That looks jolly interesting, I look forward to seeing some progresszuu wrote:Excusme, mods for this litle advestment. I'm makeing a such game. But don't exept anyting for serval years.
EDIT: my game will simulate road traffic. And one cell = one line. Link to project in my avtar.
Possibility for a system for diagonal roads
Moderator: OpenTTD Developers
-mike[F]
Caught in the rush of the crowd, lost in a wall of sound...
Caught in the rush of the crowd, lost in a wall of sound...
Don't hold your breath or you will be long dead before any of this is done.mike[F] wrote:Awesome! That looks jolly interesting, I look forward to seeing some progress
It's not even sure that it is going to be made, because it needs someone with programming skill and time to make it. So far nobody fulfills that and think this is the most important thing to add
Hi peeps,
I have actually got a 8 direction road system working sometime ago when I was developing Yet another ttd clone. My system allowed a mighty 256 different road configurations, and I belive it look ok.
Screen shoot attached (please excuse the doodgy graphics).
I have actually got a 8 direction road system working sometime ago when I was developing Yet another ttd clone. My system allowed a mighty 256 different road configurations, and I belive it look ok.
Screen shoot attached (please excuse the doodgy graphics).
- Attachments
-
- roads.png (33.43 KiB) Viewed 6176 times
Last edited by tmesisbob on 13 Apr 2004 15:45, edited 2 times in total.
Very nice design actually. As you say, the graphics could be better, but the idea is good.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
try to rewrite/merge your code into the svn code an if it works, upload a patch. I think it will be included as an option if you dotmesisbob wrote:Hi peeps,
I have actually got a 8 direction road system working sometime ago when I was developing Yet another ttd clone. My system allowed a mighty 256 different road configurations, and I belive it look ok.
Screen shoot attached (please excuse the doodgy graphics).
of cause it have to work properly and draw the RVs proberly on it
I'll give it a whirl, it may take some time though .Bjarni wrote:try to rewrite/merge your code into the svn code an if it works, upload a patch. I think it will be included as an option if you dotmesisbob wrote:Hi peeps,
I have actually got a 8 direction road system working sometime ago when I was developing Yet another ttd clone. My system allowed a mighty 256 different road configurations, and I belive it look ok.
Screen shoot attached (please excuse the doodgy graphics).
of cause it have to work properly and draw the RVs proberly on it
Graphics actually look good... very smoothtmesisbob wrote:Hi peeps,
I have actually got a 8 direction road system working sometime ago when I was developing Yet another ttd clone. My system allowed a mighty 256 different road configurations, and I belive it look ok.
Screen shoot attached (please excuse the doodgy graphics).
[url=CALLTO://Sgreehder][/url]
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
krtaylor wrote:There's plenty of room alongside the road for a bus station. I bet there's even enough room for the bus to pull over, if you took a chunk out of the sidewalk for it. That way through traffic could pass a bus stopped at the bus stop. You'd only want to do that for smaller bus stops, for larger ones you'd want the multi-stall version.
By the way, I agree with the need to have larger bus stations. I think the best way to handle it would be to allow you to have more than one normal one-square bus stop in a particular station, but to require that they be not merely adjacent to each other, but actually paralell. That way, inbound traffic won't have to worry about race conditions to get a parking spot, they just go into the next available one and not worry about it. And the multiple stations would operate separately as to traffic, so you could have more than one bus entering/exiting the combined complex at a time.
big bus stops would have the pull over layby and shelters, while small ones, the bus would stop on the road at a shelter
If you want me to work on more tiles (same style I did for the first page, which blends with original TTD graphics), let me know.tmesisbob wrote:I'll give it a whirl, it may take some time though .
It's good that it will take time, because I'm quite busy as well.
The system you used is the first one I suggested, and I feared that some tiles would look odd... (like the little pie piece required next to the big segments). How did this work out for you? Can you still hold down the mouse button and drag out a stretch of road?
8 way roads
Hi,
I have finally finished uni, and have implemented the construction of 8 way roads. You can not remove them yet, and the vehicles dont use them yet, and there are probably other issues as well.
See attached piccy!
I have finally finished uni, and have implemented the construction of 8 way roads. You can not remove them yet, and the vehicles dont use them yet, and there are probably other issues as well.
See attached piccy!
- Attachments
-
- 8 Way roads in action.
- Plunton Transport, 18th Feb 1950.png (127.9 KiB) Viewed 1358 times
-
- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
-
- Chief Executive
- Posts: 658
- Joined: 31 May 2004 08:22
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
Re: 8 way roads
I must say that looks just awesome! When I went to read this thread I supposed some impatient fan kicked this topic to ask about its status. I never would've imagined that you were the onetmesisbob wrote:Hi,
I have finally finished uni, and have implemented the construction of 8 way roads. You can not remove them yet, and the vehicles dont use them yet, and there are probably other issues as well.
See attached piccy!
Looking forward to seeing it in action!. If you have any technical questions, etc. come to IRC on irc.freenode.net #openttd
The color problems, and grass stuff is not that important. There are a lot of talented graphics artists out there, and the grass can be made transparent, so that the underground will show through, just as with train junctions.
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
-
- Engineer
- Posts: 52
- Joined: 08 Mar 2004 21:14
- Location: Sunderland UK
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
- George
- Tycoon
- Posts: 4362
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
You wil waste less squaresBorn Acorn wrote:would it matter? even with half the space, two tiles every other road tile would be wasted anyway.
Code: Select all
1/4
[][]
[][][]
[][][]
[][][]
[][]
1/2
[]
[][]
[][]
[][]
[][]
[]
Who is online
Users browsing this forum: No registered users and 34 guests