Patch: Drive-Through Road Vehicle Stops
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- bobingabout
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about placing on existing road. how about making it only placeable on your own roads and town owned roads. liks i said, demolition of the station would by default behaviour turn it back to road if both ends are road tiles, and the owner should be yourself, unless both ends are owned by the town, in which case the road returns to town ownership.
that possable to do?
that possable to do?
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No the AI doesn't build drive-through stops.Saibot wrote:I have a question: does AI build these new stops too?
It might be possible, but I think it would have to cost more than building on roads you already own.bobingabout wrote:about placing on existing road. how about making it only placeable on your own roads and town owned roads. liks i said, demolition of the station would by default behaviour turn it back to road if both ends are road tiles, and the owner should be yourself, unless both ends are owned by the town, in which case the road returns to town ownership.
that possable to do?
One problem is, this could be used to gain possesion of town-owned roads. Build three stops in a row, remove the middle one, the road remaining is now yours. You can then remove the other stops and because you now own the road on one side of them, these roads now becomes yours.
- bobingabout
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i kinda see your point...
anyway to remember that it WAS town owned to return it back afterwards?
anyway to remember that it WAS town owned to return it back afterwards?
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mart3p... looks awesome. Please let me know here, or in the MiniIN thread when there is a patch you are happy for me to include. (ie. I would love this sooner than later... )
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Well thanks again richk. 
As nobody has reported any bugs yet (apart form me
), I think it’s probably safe to presume that I haven’t broken anything major. If you're happy for it to go in that’s fine my me.
Please wait until I have finished the updated version (with build on slopes bug fixed and new graphics) and I will post a MiniIN compatible patch in the MiniIN thread in the next few days.

As nobody has reported any bugs yet (apart form me

Please wait until I have finished the updated version (with build on slopes bug fixed and new graphics) and I will post a MiniIN compatible patch in the MiniIN thread in the next few days.
Wow, that one really looks great. Some thoughts from me:

- I agree with bobingabout, you need to be able to build them stations over town-owned roads as well as on yours. It's a bit like with waypoints that are placed over existing tracks. Otherwise you would have to bomb half the city to get the chance of building it on your own roads. And even if you are "buying" the road tile in that way - what's the matter, why would anyone want to buy the whole city by that? Let's just have it first and fix that problem later, if it turns out to be one.
- I think - according to realism issues - the drive-through lorry station is not really needed. Yes it would improve handling of trucks, ob course, but I don't like it like this. It is great and needed for busses, but have you will hardly ever see something like that in a town - okay, trucks would then just park anywhere, but that's perhaps another problem. I really like the idea for busses, but don't like it for trucks.

- Ben_Robbins_
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This is a really cool feature, and it seems to work perfectly. Its makes buses such a good means of transport suddenly.
The only thing that i can spot with it that is strange, but doesnt really matter, is that viecles overtake if theres a long queue, and then shift sideways to share the same space, in the depot, with another viecle. This doesnt seem to block on coming veicles though, or anything other than how it looks, so it doesnt effect the game play at all.
If unsolveable that really doesnt matter
p.s. This made me think, would doing this to depots be an option as well?
<edit> (another visual observation) Ive just noticed that in the countryside in tropical climate, the station still has white lines. Would that be a posibilty to have removed?
The only thing that i can spot with it that is strange, but doesnt really matter, is that viecles overtake if theres a long queue, and then shift sideways to share the same space, in the depot, with another viecle. This doesnt seem to block on coming veicles though, or anything other than how it looks, so it doesnt effect the game play at all.
If unsolveable that really doesnt matter
p.s. This made me think, would doing this to depots be an option as well?
<edit> (another visual observation) Ive just noticed that in the countryside in tropical climate, the station still has white lines. Would that be a posibilty to have removed?
Ben
Well you don't have to bomb half the city, just one tile for each bus stop you want to build.R2 wrote:Otherwise you would have to bomb half the city to get the chance of building it on your own roads.

You don't have to use them.R2 wrote:I think - according to realism issues - the drive-through lorry station is not really needed.
ThanksR2 wrote:But keep up the good work, this really is great

Have you read this page?R2 wrote:Any chance of having tram next?
Ben_Robbins_ wrote:This is a really cool feature, and it seems to work perfectly. Its makes buses such a good means of transport suddenly.
Thanks for your comments Ben.

Ben_Robbins_ wrote:The only thing that i can spot with it that is strange, but doesnt really matter, is that viecles overtake if theres a long queue, and then shift sideways to share the same space
I know about the overtaking problem, this occurs when a vehicle has started overtaking shortly before it reaches the stop. To detect this and prevent it would be quite difficult. As you say it doesn't effect game play so I'm not too worried about it. Actually, I was quite amused to watch the maniac bus drivers racing each other into the stop.

Thanks for reporting this, I will looked into it straight away.Ben_Robbins_ wrote:(another visual observation) Ive just noticed that in the countryside in tropical climate, the station still has white lines. Would that be a posibilty to have removed?
I wonder whether it would be possible to have two sets of owner-data embedded in the road tile? So you could *not* own the road, but own the bus stop on the road.
This would then allow the placing of bus stops without any destruction or change of ownership of the road; especially important if its a town owned road in a closed loop, with hostile or tolerant local authority, since you cannot clear the tile in those conditions.
To counter abuse, the road-owner cannot remove their own road if it is being used for another companie's bus stop. The bus stop owner can only remove the bus stop.
This effectively prevents any change of ownership of the road tile. Thoughts?
This would then allow the placing of bus stops without any destruction or change of ownership of the road; especially important if its a town owned road in a closed loop, with hostile or tolerant local authority, since you cannot clear the tile in those conditions.
To counter abuse, the road-owner cannot remove their own road if it is being used for another companie's bus stop. The bus stop owner can only remove the bus stop.
This effectively prevents any change of ownership of the road tile. Thoughts?
Last edited by richk67 on 20 Jul 2006 16:25, edited 1 time in total.
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like adding a waypoint YOU own on ANOTHER players railway... yescomrade-max wrote:kinda like the remove waypoint button on rail but a wee bit different
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rickk67 wrote:wonder whether it would be possible to have two sets of owner-data embedded in the road tile? So you could *not* own the road, but own the bus stop on the road.
But I am still considering this, if I can find away of implementing it without hacks and without loads of additional code.mart3p wrote:Even if there is room in the map array for the additional data required (which I doubt), I think the addition code required to implement this, would add a lot of complexity for little benefit..
Oops.... sorry didnt read the whole thread. 

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That’s ok richk, I’m having trouble keeping up with it myself.ricjk67 wrote:Oops.... sorry didnt read the whole thread.

Ben when you said "white lines" I immediately thought of graphic glitches! But I now realise you mean the dotted white line in the centre of the road. There are a number of other sprites that still have the white lines, even outside of towns in the tropical climate, such as bridges and tunnels, so I'm inclined to leave it rather than having to use special sprite combinations in this situation.Ben_Robbins_ wrote:(another visual observation) Ive just noticed that in the countryside in tropical climate, the station still has white lines. Would that be a posibilty to have removed?
Anyway, in my experience of how they build roads in Africa, this is quite realistic (I was in Ethiopia for a while). You often see a nice new piece of tarmac with new white lines and pavements, that runs for a short distance, reverting back to the more usual unmarked pot-holed track at either end.

R2 wrote:Otherwise you would have to bomb half the city to get the chance of building it on your own roads.
Well but you normally aren't allowed to just destroy a tile in the middle of the town, so you need to destroy from the outskirts and by this way replacing all the city's streets - that's exactly what you wanted to prevent by letting ownership change when placing the station. But as this will practically due to the above reason be neccesary, let's make it the easy way and let ownership change OR - I would prefer that one - let stations build on city's roads (or on any road) without changing ownership at all. You are allowed to change opponents roads by building junctions - why not let stations to be build without changing ownership and just add the station to the road?mart3p wrote:Well you don't have to bomb half the city, just one tile for each bus stop you want to build.![]()
So, I agree with richk67:
Ok?richk67 wrote:This would then allow the placing of bus stops without any destruction or change of ownership of the road; especially important if its a town owned road in a closed loop, with hostile or tolerant local authority, since you cannot clear the tile in those conditions.
R2 wrote:I think - according to realism issues - the drive-through lorry station is not really needed.
Touché - but I know I will use them once they are there just because they are more efficient - but I still don't like themmart3p wrote:You don't have to use them.


R2 wrote:Any chance of having tram next?
Actually, that's where I came from to this tread...mart3p wrote:Have you read this page?

As I said in answer to richk67:R2 wrote: Well but you normally aren't allowed to just destroy a tile in the middle of the town, so you need to destroy from the outskirts...
[snip]
So, I agree with richk67:
mart3p wrote:But I am still considering this, if I can find away of implementing it without hacks and without loads of additional code.
The relevant part is:R2 wrote:R2 wrote:Any chance of having tram next?Actually, that's where I came from to this tread...mart3p wrote:Have you read this page?You were a bit vage though, I just wanted some more specific answer - you said you wanted the drive-thru-stations first and here they are - the question was if you will start working on it next...
There is an updated patch in the first post and a win32 exe in the second post. The build on slopes bug is fixed. Drive-through road stops now use custom graphics.mart3p wrote:I'm certainly not going to start if someone else is already working on it.

I'm not all that familiar with the code behind it all, so I might just be talking gibberish here... does the info on who owned the road before really have to be stored in the map-array. I imagine a busstop has some extra data stored somewhere (like a name and the like), so why not add some extra information to that. The moment you build a stop, one field of it gets set to the previous owner of the road. Then when someone demolishes the stop, it checks that field and replaces it with a road owned by the stored owner. Though I guess it might add that field to all stations everywhere if they all use the exact same structure. Still easier on the memory than adding it to the map-array though.
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Graphite: you are right, the tile's original owner could be stored with the station data, I must admit I hadn't considered that. Thanks for your suggestion. 
Having played with drive-through road stops quite a bit over the last few days, I'm even less sure that it's desirable to be able to build stops on a competitor's roads. It's generally better to build the stop alongside a road anyway (like a lay-by), otherwise all the traffic using the road has to pass through the stop and causes congestion.
Anyway, I have to make building on player owned roads (without removing them first) work first. I'm having a few difficulties with this at the moment. I have got it working except for when a problem occurs, such as the local authority not allowing the build. At the moment this leaves the road removed but no stop built. I'm still working on it...

Having played with drive-through road stops quite a bit over the last few days, I'm even less sure that it's desirable to be able to build stops on a competitor's roads. It's generally better to build the stop alongside a road anyway (like a lay-by), otherwise all the traffic using the road has to pass through the stop and causes congestion.
Anyway, I have to make building on player owned roads (without removing them first) work first. I'm having a few difficulties with this at the moment. I have got it working except for when a problem occurs, such as the local authority not allowing the build. At the moment this leaves the road removed but no stop built. I'm still working on it...

- bobingabout
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I'm considereing "Middle of a City" i think you should be able to place it on town roads, but NOT competitors roads.
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