Open TTD Bus Stops - Boring...

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Benbo
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Open TTD Bus Stops - Boring...

Post by Benbo »

I think that the bus stops on Open TTD are just not very realistic. I meant take a look at a real bus stop and the ones in Open TTD. See a difference :?: I reckon that bus stops should be on the pavement like in real life, not in a car park. Also, bus stations. I reckon that that would be a vast improvement for Open TTD.

I have added an image which is a diagram of what I have an image of in my head. Green represents where the bus would go in and out, the red is the actual part where the bus stops and picks up/drops off peeps, and the grey is just pavement. I must add that this shows it for roads where the cars are on the left. You can tell what would be changed for right side driving.

So, if someone could make a grf for this, then please post. I'm working on vehicle sprites. I can't do buildings.

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Post by Born Acorn »

I believe a few people will attempt the TTDPatch bus stops in OTTD, but no actual work has been done.

And this would need a lot more than just graphics to work
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Post by Benbo »

Yeh... You'd also need to do some quite complex nfo editing too
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Post by Born Acorn »

It would take a lot of game code to make it work. nfo isn't powerful enough to create whole new features.
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Benbo
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Post by Benbo »

Well it's like the metropolitan airport and the international airport in OTTD. It has different places for coming in. I don't know how they make it so good in that way.

Part of the idea was that each bus stop in the bus station was given a letter and the bus went to that letter, not just anywhere in the station. The coding would be very complex. If no-one steps up to code it, then I would at least be able to know whether it was possible to make it the way I dream of.

What file is powerful enough then to determine these sorts of things? If NFO isn't good enough what is:?:
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Post by Jango »

either C code or assembler.

The airports in OTTD each have their own state engine which I believe is hard-coded. Your bus-stops and stations would need special code to handle them
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Post by egladil »

It probably would have to be implemented in the source. And as for if it is possible or not, I'd say it is. Can't tell you how hard it would be though.
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Benbo
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Post by Benbo »

Well is there anyone who would be able to be come up with a code that would let me do this? It could be a great success if it all worked well.

Maybe an OTTD Developer?
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Post by nicfer »

Probably this will be better codeable with the new map array, only have to wait until that is released and stable :wink:, and I believe that even those stations can be coded so them can be builded without destroying road (like in Locomotion).
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Post by Villem »

Everybody keeps refrencing the new map array as a magical solution to all problems, when it isn't, and in so many cases, it is not even required.

Heck, if ttdpatch can do trams & drive-through bus stops & tracks over tunnel heads without a new map array, im shure OTTD can do it.


Even though the new map array would be fantastic, stop thinking it as the magical solution that takes all implementation problems away.
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Post by LordOfThePigs »

Of course we could hack it someway. But the code is already hard enough to maintain as it is. So we are going for a better, cleaner solution.
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Post by DaleStan »

Akalamanaia wrote:Heck, if ttdpatch can do trams & drive-through bus stops & tracks over tunnel heads without a new map array
But we did add L6 and L7 to the map array. That's at least two bytes per tile there, and I think it's three. ([O]TTD has 6 bytes per tile.)
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Post by Benbo »

Akalamanaia wrote:Heck, if ttdpatch can do trams & drive-through bus stops & tracks over tunnel heads without a new map array, im shure OTTD can do it.
Well how do that sort of stuff in TTD Patch then. We could do it in the same way.
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Post by DaleStan »

For those for whom my previous description was insufficient, these will help:
http://www.ttdpatch.net/src/ttdpatch_src.zip and http://www.ttdpatch.net/src/diffs/
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Post by Benbo »

This Carrying On From The Messages In The Topic New Things, and starting at Page 2, and going onwards throughout the topic:
Lil Dood wrote:This would be my idea for a terminus station it just a quick one it paint but i'm sure you will be bale to understand it

Image
I don't see you would want to do it that way. There's only 2 bus stops, and why do you want to have a crossover point? I thought about this when I started designing mine. I though, that the buses could do that on the road. Take a look at mine. If it goes in on the left, then it would come out on the right, and then, if it wanted to turn left, would go left out of the station, or if it wanted to go right, then just turn left out of the station.

If you changed that bit to my way, then it...

A) Requires less coding and complication.
B) Gives More Space To Put More Stops In One Space
Tidus97 wrote:alrigth. ill get working on benbos idea. itll take a while ( a year or so :D ) for me to complete the sprites.
Well at least your gonna have a start. Post progress about it on the topic if you want, or send me a Private Message if you want.
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Post by LilDood »

the crossover point can just be removed then there will be room for 10 buses if theres one on each square or 20 if there can be 2 on each tile and also like i said that was just a quick one

EDIT: i've attached an image showing how you could get two buses on one square and also the road that is surrounded by the bought land would be the actual bus stop
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Sunningpool Falls Transport, 22nd Feb 1945.png
Sunningpool Falls Transport, 22nd Feb 1945.png (71.45 KiB) Viewed 893 times
Last edited by LilDood on 14 Jan 2006 12:34, edited 2 times in total.
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Benbo
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Erm...

Post by Benbo »

Erm... I can't understand what you're saying. :?

Edit: Oh OK. I see what you mean about getting 2 buses on one tile. That does help, but kind of doesn't. That means, that I need a bus stop per square, because there needs to be somewhere where the bus can get in and out.

Tidus and I have started work on the bus station. I will se what I can do.
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