Build Templates (Copy&Paste) (r13911 + 0.6.3 + 0.6.2)
Moderator: OpenTTD Developers
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Often when I'm playing a game, I want to use a junction or something from a game I did previously, so need to copy it from an old save.
Method 1:
Save the current game, then load the old game with the thing I want, copy it, load the game I was just playing, then paste.
But sometimes what I want to transfer is larger than the copy region and will take several goes to get across - where method 2 is better.
Method 2:
Pause the current game, start another instance of OpenTTD and load the old game in that, copy the first bit, save it to 'unnammed.tmpl', alt-tab back to the game I'm playing, load 'unnammed.tmpl', paste the first bit, alt-tab to the old game, copy the second bit, save over 'unnammed.tmpl'.... and so on.
If the copy data was saved to the windows clipboard this could be acheived with no file operations and would be faster and easier. I dunno if other platforms have some sort of clipboard equivelent, so if not, perhaps a temp file could be used instead to acheive similar functionallity.
Method 1:
Save the current game, then load the old game with the thing I want, copy it, load the game I was just playing, then paste.
But sometimes what I want to transfer is larger than the copy region and will take several goes to get across - where method 2 is better.
Method 2:
Pause the current game, start another instance of OpenTTD and load the old game in that, copy the first bit, save it to 'unnammed.tmpl', alt-tab back to the game I'm playing, load 'unnammed.tmpl', paste the first bit, alt-tab to the old game, copy the second bit, save over 'unnammed.tmpl'.... and so on.
If the copy data was saved to the windows clipboard this could be acheived with no file operations and would be faster and easier. I dunno if other platforms have some sort of clipboard equivelent, so if not, perhaps a temp file could be used instead to acheive similar functionallity.
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Ah, ok.
I would suggest you give meaningful names to the templates you export.
(...part1, ...part2...)
You need to do this only once per template.
Plus you are building some kind of template-database.
How large are the area's you copy?
I thought 64x64 is way enough.
(You can take a full copy the smallest mapsize.)
I would suggest you give meaningful names to the templates you export.
(...part1, ...part2...)
You need to do this only once per template.
Plus you are building some kind of template-database.
How large are the area's you copy?
I thought 64x64 is way enough.
(You can take a full copy the smallest mapsize.)
I thougt about using more meaningful names, and realised that in most situations I don't want to save at all, just trasfer from one game to another.
I find I'm continually changing and improving the stations, and junction designs etc, and tend to always have the latest version of something in a map, rather than a file.
It's only a minor thing, but it would be nice to be able to copy something from one game to another with ctrl-c alt-tab ctrl-v.
99% of the stuff I copy is only 10 or so tiles, and the only time I had to do things twice was when I was testing a big station at the maximum station spread - 64 (which just happens to be 1 more than the copy region
). I think I had the wrong impression before, that the size limit was causing me to save to 'unammed' a lot, when I'm really just transfering small things.
Thannks for your interest though, and at the end of the day I'm happy with how it is now, but any improvement is always welcome.
I find I'm continually changing and improving the stations, and junction designs etc, and tend to always have the latest version of something in a map, rather than a file.
It's only a minor thing, but it would be nice to be able to copy something from one game to another with ctrl-c alt-tab ctrl-v.
99% of the stuff I copy is only 10 or so tiles, and the only time I had to do things twice was when I was testing a big station at the maximum station spread - 64 (which just happens to be 1 more than the copy region

Thannks for your interest though, and at the end of the day I'm happy with how it is now, but any improvement is always welcome.
I downloaded and installed the files of the first message. It works great.Frostregen wrote:The tile struct uses 8Byte,
At the moment the 6 arrays I use also take 8Byte per tile.
10000 * 8Byte is around 80kb, which is not that great memory waste.
Some of my junctions are larger than 32x32, so I decided to raise the
maximum from 1000 to 10000.
But maybe 50*50 is enough, which would be 20kb of RAM.
The tileheight(difference) needs to be stored for every tile.
I did not directly copy the tile-struct, to be somewhat independent from the map array. Which I noticed later, is futile anyway.

New info.
I disabled sound (music was already off). The memory problem seems to be solved (no more computer lock-ups). That could mean that the sound is the bad guy and not the copy-paste option itself. The r6994 opentdd.exe file of this version has more bytes then a regular Nightly version. So maybe this file gives the memory problem because I have no sound problems when I play with a regular Nightly version?
Keep life simple...
In the scenerio editor I often use rocks spaced every so often to help determine where things should go and line up. Would it be possible to have option of selecting certain landscaping objects while copying.
I know this was mentioned earlier about being able to select the height instead of using the height of the north corner.
I ran into a problem with pasting a grid road layout, but the north corner of the selection was over water and it lowered the road level which eventually flooded.
I know this was mentioned earlier about being able to select the height instead of using the height of the north corner.
I ran into a problem with pasting a grid road layout, but the north corner of the selection was over water and it lowered the road level which eventually flooded.
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
I'm having some trouble with an assert error (the one when using negative YAPF look-ahead penalties which I thought was fixed), using the r7130 build. It doesn't seem to happen with the nightlies, or MiniN (don't know why).
Would it be possible to make the Build Templates behave a bit more like the other two ;)?
There's a save game and some more info in a post here.
Would it be possible to make the Build Templates behave a bit more like the other two ;)?
There's a save game and some more info in a post here.
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Aw crap. Not exactly what I was hoping for.
Thanks for looking into that Frostregen, and letting me know what's going on.
Not sure if you're aware of this or not, but it seems the save template got broken (or I've done something to break it too) in the last version. The save dialog pops up, but clicking the save button has no effect.
Not really having much luck with that one am I?
Edit: just saw the version has changed - I'll try that one...
Thanks for looking into that Frostregen, and letting me know what's going on.
Not sure if you're aware of this or not, but it seems the save template got broken (or I've done something to break it too) in the last version. The save dialog pops up, but clicking the save button has no effect.
Not really having much luck with that one am I?

Edit: just saw the version has changed - I'll try that one...
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
U wrote this
Maybe someone dont improve. But I think, that I now get the most effectively thing. Nothing is more effective.Brianetta wrote:If your crossings are always the same, you're never going to improve. Personally, I doubt that I'd use the feature after testing.
- Attachments
-
- Just look on this
- super koleje 4.2.JPG (280.38 KiB) Viewed 1480 times
Hi all
I would like to run openttd in debug mode with the copy & paste patch, but I'm having trouble compiling it.
After applying copy_paste_rev7203_109.patch to r7203 & copying command_queue.c & .h files from MiniN, I get unresolved external symbol compile errors (att).
Is there an easy way to fix these and get it up and running?
After applying copy_paste_rev7203_109.patch to r7203 & copying command_queue.c & .h files from MiniN, I get unresolved external symbol compile errors (att).
Is there an easy way to fix these and get it up and running?
- Attachments
-
- BuildLog.txt
- was .htm but extension not allowed.
- (18.61 KiB) Downloaded 280 times
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
The search function doesn't work that well and all i want to know is:
Is there any speed keys for copy and paste?
Like there is the key "A" for drawing tracks in all directions and "S" for signals and so on...
If there is no shortcuts i would strongly suggest adding them to any of the unused keys.
THANK YOU!
//Cadde
Is there any speed keys for copy and paste?
Like there is the key "A" for drawing tracks in all directions and "S" for signals and so on...
If there is no shortcuts i would strongly suggest adding them to any of the unused keys.
THANK YOU!
//Cadde
Who is online
Users browsing this forum: Bing [Bot] and 15 guests