Patch: Diagonal level crossings

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maquinista
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nighty builds

Post by maquinista »

Someone can post a precompiled nighty builds with this patch?
Is dificult compile it!
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Post by richk67 »

Its available in the MiniIN... see my sig for a download link to build r5838.
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Thanks

Post by maquinista »

Thanks.
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Post by Ben_Robbins_ »

yey, I got to play it now its in the miniIn. Thanks.

Seem to have slight problem...the trains have no mercy and will kill everything that crosses. I sent out 20 buses to cross 2 rails, with the road and train rails each being about 10 squares in length. No Busses made it back...and only 1 made it to the end of the road. I tried again with 1 railway crossing, and 6 drivers made it back, but i sent them straight out again and they died. Hope that doesnt sound too satanic.

Also only one of the red crossing lights comes on at present.

Except for that though, this is great and allows building more when before places would have been too developed to complete tracks, or make desent routes.
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Post by Maedhros »

Ben_Robbins_ wrote:Seem to have slight problem...the trains have no mercy and will kill everything that crosses. I sent out 20 buses to cross 2 rails, with the road and train rails each being about 10 squares in length. No Busses made it back...and only 1 made it to the end of the road. I tried again with 1 railway crossing, and 6 drivers made it back, but i sent them straight out again and they died. Hope that doesnt sound too satanic.
Yes, ideally the crossings should be activated when the train is much further away, rather than half a tile before the crossing. This is especially bad with diagonal tracks since half one of those tracks is practically nothing. Also, since it covers two road tiles road vehicles are much more likely to get hit than with normal crossings. I'd probably better make this a patch option so it doesn't become an easy way to kill off a competitors truck business.
Ben_Robbins_ wrote:Also only one of the red crossing lights comes on at present.
I don't know why, but that only happens in MiniIN. Both lights work fine with the same GRF if you apply the patch to the trunk code. Edit: Actually, it seems to work properly again with r5838.
Ben_Robbins_ wrote:Except for that though, this is great and allows building more when before places would have been too developed to complete tracks, or make desent routes.
:D
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Post by WWTBAM »

maybe make it a whole tile for diagonal crossings. Or have it as a server side option for use in mp so the server sets how many tiles for both types.
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Post by iNVERTED »

richk67 wrote:Fantastic patch - here it is in the MiniIN.

Very slight graphics glitch. You cannot connect a road to the "free" side of a partial rail tile.

It doesnt look quite right, but that may be solved by putting some fencing along that side.

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Shouldn't you be able to put any form of road junction there too? :|
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Post by Maedhros »

iNVERTED wrote:Shouldn't you be able to put any form of road junction there too? :|
No, you can only have roads going in one direction at the moment. It might be possible to allow road junctions but it wouldn't be trivial (I think there's only one bit in m5 left, and it's not next to the bit currently used to store the road direction). I don't really want to allow them either, but adding some sort of fence is probably a good idea to show that it isn't allowed.
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Post by iNVERTED »

And why would you want to restrict them?

I thought there was some way you could add extra bits to the tile's memory. Maybe that was just TTDPatch... :|
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Post by Korenn »

iNVERTED wrote:And why would you want to restrict them?

I thought there was some way you could add extra bits to the tile's memory. Maybe that was just TTDPatch... :|
you can only add an entire array to the whole map. which has already been done a few times...

the only really fancy solution is 'wait for the new map array'. but that may still take years.
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Post by iNVERTED »

Okay, fair enough.

I'm sure nobody's bothered about how you can't put road junctions on level crossings anyway :lol:
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Post by Maedhros »

Updated again - I've added a patch option for allowing diagonal crossings, which defaults to "enabled", which will only affect building new crossings, not any that are already there. I've also fixed a couple of bugs:
  • If a train activated the crossing, but reversed before actually going over it, only the first half of the crossing would get deactivated, leaving the second going until a train went over it or it was rebuilt.
  • (Noticed by CharlyHRO). If a road vehicle entered the first half of the crossing before the crossing was activated it would stop at the second half. Now it shouldn't stop once it has entered the crossing.
I'm still struggling a bit with the fences, but I'll get there eventually. :)
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Post by Arnau »

Are there any plans to put it into the trunk in the near future? This would be a great improvement!
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Re: Patch: Diagonal level crossings (Complete)

Post by shampie »

Yeah kinda missing this patch in current nightlies... it's a good one tho!
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Re: Patch: Diagonal level crossings (Complete)

Post by rav »

by Arnau on Wed Oct 11, 2006 4:59 pm
by shampie on Fri Jul 27, 2007 7:25 pm
I rest my case :|
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Re: Patch: Diagonal level crossings (Complete)

Post by Acerbus »

Why didn't this patch get into trunk, though?
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Re: Patch: Diagonal level crossings (Complete)

Post by Rubidium »

It's very easy: the author of the patch is not yet pleased with the result.
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Re: Patch: Diagonal level crossings (Complete)

Post by shampie »

So its complete ( Diagonal level crossings (Complete)), but the miniIn is from february?!
The author is not satisfied with the result yet? Well soon ;) as I said before this patch is great! I have used it before but after going with nightlies haven't seen it bacl.
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Re: Patch: Diagonal level crossings (Complete)

Post by Ammler »

Please mark the truthul statement:
Maedhros wrote:Patch: Diagonal level crossings (Complete)
Rubidium wrote:It's very easy: the author of the patch is not yet pleased with the result.

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Re: Patch: Diagonal level crossings

Post by Maedhros »

If you insist.
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