Station Walking Abuse

Got a problem with OpenTTD? Find some help here.

Moderator: OpenTTD Developers

Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Station Walking Abuse

Post by Boomer »

"Please, if you find something that you think is a bug, and you can't find anything else about it, post it on the Bug Tracker, so that the developers can find it easily and hopefully fix it! It is okay to ask your questions here, but bugs need to go SourceForge so the developers don't miss it. "

Fine, I added a comment to a bug that was reported after watching it in a game:

http://bugs.openttd.org/task/373

Someone comes along and closes it without reading and understanding the damn bug ...

Yes, you can walk stations ... I *know* you can walk stations. However, if you do it right, you can keep the station sign at the very first point you placed the station, regardless of how far you walk the station.

Doing so allows you to move a station across an entire 1024 map to the other corner, plop another station a few tiles away and generate hundreds of thousands on trains that only move a few tiles.

If that's how it's supposed to work, fine, I'll come to your server and do it every game! :)
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

How do you do that then? I only manage to keep the station sign inbetween somewhere.
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Post by Boomer »

I'm working on example images. It's quite easy actually and easier to explain now that I'm trying to do it after seeing it a few times.

Place a long train station ... In my config setup for 12 max spread, so I use a 7 long and 5 long station back to back for a 12x1 long station.

Now, click the station icon again and then the remove icon and you can delete a square at a time from one end. When you have one left, extend from the end till you're at max station spread again and repeat.

You can "walk" the station, but the sign stays where it was.

If you walk it across the map, then place another right next to it, anything moved between them generate revenue based on where the station sign is, not where the station actually is now.

I've attached a starting image with Example Station and an ending image with the station sign in the lower left and the station moved up near the city. That took about 2 minutes ... you can move it across the map pretty quickly.

In the game I saw it abused, a train of lumber from a mill to a factory a few tiles away would generate 300k.
Attachments
Drindinghattan Transport, 27th Nov 1960.png
Station moved, but sign still at origin.
(99.89 KiB) Downloaded 543 times
Drindinghattan Transport, 3rd Feb 1960.png
Standard station ...
(136.63 KiB) Downloaded 508 times
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

Aaah like that! Nifty... Good find! :)

I don't know if people already started work on it however, but it seems to me too as a bug. :)
User avatar
Invisble
Transport Coordinator
Transport Coordinator
Posts: 341
Joined: 17 May 2005 15:06
Location: England
Contact:

Post by Invisble »

Oh man I never realised that you could do that, that is a nifty bug, but also one for cheaters.

The only way that I can think of defeating it is a system where every time you attach a new station it re-calculates where the center of the station is and then place the station sign over that spot.

Though of course the same cheat can be used to create two tracks at opposite ends of the map sharing a station name.

I suppose to get around that the only way I can think of is if as well as calculating the center of the station, it also checks to see if the stations are within each others station spread. If not the stations automatically get renamed (or maybe it should limit the distance between platforms/stops to just two squares, and any distance over that automatically renames the stops/platforms into seperate stations).

However I am no programmer, so don't look at me to do it.
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Post by Boomer »

Mr. X wrote:Aaah like that! Nifty... Good find! :)

I don't know if people already started work on it however, but it seems to me too as a bug. :)
It was closed as "Not a bug."

"This is how the feature is supposed to work, it's called station-walking" by Tamas Farago (Darkvater).

So, no, it's not going to be fixed.

I requested that it be reopened twice and he denied both, so it's there to stay unless someone else cares to appeal it.
Sacro
Tycoon
Tycoon
Posts: 1145
Joined: 18 Jun 2005 21:08
Location: Here
Contact:

Post by Sacro »

Isn't this what the Station Spread setting is for?
We Am De Best

Host of ThroughTheTube site
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Post by Boomer »

Sacro wrote:Isn't this what the Station Spread setting is for?
No. Station spread limits how far you can build it initially ... however, you get around station spread by removing the "back" end of the station as you move it.

My instructions above spell out exactly how to do this and mention the spread setting I was using.
User avatar
XeryusTC
Tycoon
Tycoon
Posts: 15415
Joined: 02 May 2005 11:05
Skype: XeryusTC
Location: localhost

Post by XeryusTC »

Alredy known and used.
And why don't you fix it yourself if you want it to be fixed it so badly, it's open source you know...
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
Image
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
Image Image Image Image Image Image Image
User avatar
Darkvater
Tycoon
Tycoon
Posts: 3053
Joined: 24 Feb 2003 18:45
Location: Hong Kong

Re: Station Walking Abuse

Post by Darkvater »

Boomer wrote:Someone comes along and closes it without reading and understanding the damn bug ...
Good job calling (one of) the lead developers of OpenTTD 'someone' and 'without reading' and 'understanding'... really makes you look smart
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."
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Re: Station Walking Abuse

Post by Boomer »

Darkvater wrote:
Boomer wrote:Someone comes along and closes it without reading and understanding the damn bug ...
Good job calling (one of) the lead developers of OpenTTD 'someone' and 'without reading' and 'understanding'... really makes you look smart
You closed it. :)

If that's how it supposed to work, as you say, fine.

(You really think I didn't look at the Forum and figure out who you were before posting??)
Last edited by Boomer on 02 Nov 2006 21:08, edited 1 time in total.
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Post by Boomer »

XeryusTC wrote:Alredy known and used.
And why don't you fix it yourself if you want it to be fixed it so badly, it's open source you know...
I don't want it fixed so badly ... that wasn't really the point.

The point was a valid bug was added to the bug tracking system and closed by a "lead developer" stating that it wasn't a bug, it was intended.

I have no interest in adding any code to the mix at this point.
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

What part of "Not a bug" are you not understanding?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Boomer
Engineer
Engineer
Posts: 8
Joined: 27 Oct 2005 18:47

Post by Boomer »

DaleStan wrote:What part of "Not a bug" are you not understanding?
Ok, I get it. Not a bug.
User avatar
Darkvater
Tycoon
Tycoon
Posts: 3053
Joined: 24 Feb 2003 18:45
Location: Hong Kong

Post by Darkvater »

You see, this is the whole point of station walking. To "fix" we need to rework the whole station concept together with catchment area. But the station-walking does work as intended.
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."
User avatar
Ailure
Route Supervisor
Route Supervisor
Posts: 435
Joined: 26 Apr 2005 19:06
Location: Sweden

Post by Ailure »

Invisble wrote:The only way that I can think of defeating it is a system where every time you attach a new station it re-calculates where the center of the station is and then place the station sign over that spot.
Wouldn't it be better putting it at the northest spot considering that's the orginal TT behavir?

A way to fix this would probably be not allowing gaps in stations. So the whole station would have to be connected or else it's two diffrent stations (and this would make the newstation more than for looks too ironically). And then it would have to recalculate the damn station sign for every time you add or remove something to the station. I'm not saying it's easy to program, though it might be something I look into. (especially after seeing station walking over distances that is huge enough for a line of it's own ;))

I have a idea how it would be implented codewise, but I can't promise anything due to my rather steep schedule. And it might wind up being too hackish too...
sc79
Director
Director
Posts: 586
Joined: 22 Feb 2005 09:51

Post by sc79 »

I dont quite get the jump from 'station walking works as intended', to 'station name/source tile being totally independent of the physical station, allowing an exploit for unlimited cash in multiplayer games, isnt a bug'.

Is it really the case that walking a station 100s of squares away to create an unlimited supply of cash was an intentionally programmed in? What practical use is there for walking a station to a point away from its name?
User avatar
Invisble
Transport Coordinator
Transport Coordinator
Posts: 341
Joined: 17 May 2005 15:06
Location: England
Contact:

Post by Invisble »

If you take a look at the screenshots and the savegame I believe that this is what boomer is worried about.


Note: If you remove the platform near the power station you cannot deliver coal.

Note 2: For this to work you have to stay within the station spread (in this case 30 squares)

Note 3: done with nightly r7031

Note 4: No newgrf's are required either, I disabled them before hand.
Attachments
Parston Transport, 30th Apr 1950.png
(222.77 KiB) Downloaded 285 times
Stationwalk.sav
The save game. Note that the delivery station is nowhere near the power station.
(27.95 KiB) Downloaded 347 times
User avatar
Dave
Moderator
Moderator
Posts: 17249
Joined: 26 Dec 2005 20:19
Location: North London

Post by Dave »

If you are that pathetic to cheat on a game that's pretty much impossible to lose on (especially the way you "bigger-is-better" muppets play), then you really are quite sad.

I say play as you would in real life. Developing what you can do instead of what you want to do.
Official TT-Dave Fan Club

Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr


Why be a song when you can be a symphony? r is a...
goldberg
Engineer
Engineer
Posts: 18
Joined: 20 Oct 2006 19:23

Post by goldberg »

> A way to fix this would probably be not allowing gaps in stations.
thats not a solution. you can still build a bus stop next to come-from-a-long-distance bus stop, and earn gazillion$ transporting passengers.

but still, this is intended, as The Smart Looking Developer says... ;)
Post Reply

Return to “OpenTTD Problems”

Who is online

Users browsing this forum: No registered users and 1 guest