City growth

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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Torrasque
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Post by Torrasque »

Can I exept to have this patch or an another similar in a nightlbuild?
If we can switch it on/off, it's no longer a problèm, no?. thanks

P.S. Please, don't considere this as spamming, but, can anyone update it to the latest revison? Or I will try, but I don't exept to have the capacity...I don't know coding in C.

Sorry for my English
Jannic
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Post by Jannic »

Hy,

I really would like to have this patch updated for the new version 0.3.4.
As I don't know anything about compiling it would be great if anyone could do that. Please :roll:

Thanks in advance!

Greetings,
Jannic
Torrasque
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Post by Torrasque »

I tried to do it but I can't....
* go back learning C to improve my skill :)

(there was 1 compilling error that i can't remove :( )
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Darkvater
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Post by Darkvater »

Development will now focus for the next few days/week on adding a revised map-array. This will most likely not add any new features to the game (eg. turning-tunnels, bridges over bridges), but will make it easier to extend it, and certainly easier to code.

After that I might give it a try. The last time I checked it still needed some refining.
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steveetm
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Post by steveetm »

Hi!
Just made the growtown patch working with the latest nightly build and 0.3.4.
You can download it from here :
http://steveetm.homeip.net/~steveetm/tt ... town.patch
A cannot test it so long yet, just tried to build the game and start it, so I cannot guarantee that its working as you expect.

pls notice that I'm not a c expert, and my site isnt accesible all time. (but when it is, you can download it.)

I hope you find it useful.
Torrasque
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Post by Torrasque »

Yeah, many thanks I'll try it when your siteweb isn't down.

P.S Can't you, or anybody wich has already take it, post the patch file on the forum?
steveetm
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Post by steveetm »

Its up again, sorry.
Torrasque
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Post by Torrasque »

Sorry, I didn't use very offen subversion...when I try to apply a patch, it said to me : "the line "Index : was not found!"
So I try to add "Index: town_cmd.c" at the begining, but it don't work either.
I try to patch the file town_cmd.c instead of the directory, but subversion don't offer that possibility.
Is it me or the the patch?
I'm running under winXP Sp2.
Thanks

Sorry for my english
MyBigToe
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Post by MyBigToe »

so, if i had a 15 lane station,even though its huge, it would count as just one station?
steveetm
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Post by steveetm »

its a simple diff file. On linux you can apply it with command patch -p0 < grow_town.patch.
Sorry, but I dont know how to apply it under win.
But I will put the patched file to my site in some minutes steveetm.homeip.net/~steveetm/ttd/town_cmd.c or something,
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jacke
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Post by jacke »

I applyed your patch to openttd 0.3.4, and it seems to work quite well.
(I just let some competors play in the background for some hours)
Attachments
25k citizens
25k citizens
town_growth.png (51.93 KiB) Viewed 3849 times
samson
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Post by samson »

i just want to say, that bigger citys will looking stupid without more Building-Graphics.
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jacke
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Post by jacke »

samson wrote:i just want to say, that bigger citys will looking stupid without more Building-Graphics.
Well...maybe.
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Arsenal
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Post by Arsenal »

If someone could tell the "cities" to build roads in a more logical way, for example, no two roads run alongside each other, as it takes up valuble real estate. I try to make sure the cities have either 2x2, 2x3 or 2x4 building plots, it looks much better that way, and the density of population will be much higher (apart from my statue!).
I have to say that Locomotion seems to have that sort of thing incorporated, and it would be great to have that in OTTD.
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teeone
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Post by teeone »

I don't even want towns that big, (reminds me of Loco) i just want to ceiling to be more like 5000, versus like 1500-2000 right now. I constantly have problems like 2k towns quickly turning into 800 and no longer accepting goods :(
stewis
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Post by stewis »

I was playing around with the town growth code and i modified it its pretty unclean and crappy code but its realy just showing how i think growth should be done... by changing the growth rate to depend on how much passangers mail and goods are transported... but its not as simple as that :) nothing ever is...

becasue as the city expands early on fast to around 2000-3000 residents it starts to slow down what you need todo to get huge towns is keep the number of accepted items as high as possible and the town population will increase faster :)

accepted items isnt saved i didnt get that far
Attachments
Fruntston Transport, 27th Nov 1972.png
(355.02 KiB) Downloaded 135 times
towngrowth2.diff.txt
(11.43 KiB) Downloaded 150 times
Torrasque
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Post by Torrasque »

It seem to work but a didn't have too much time to try a long time.
(I had to remove all the "new folder (3)/" from your diff file)
Have you implement some limits or can we theoricaly build 50'000 soul town?
stewis
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Post by stewis »

no limits but it just needs lots of work and shouldnt annoy those who dont want large towns...
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