Distant-join-stations (in trunk)
Moderator: OpenTTD Developers
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Distant-join-stations (in trunk)
This is the "Adjacent & Distant Join" Patch from Mini-IN,
ported to trunk, and ripped out "adjacent stations".
(Ok... it is nearly a whole rewrite)
Maybe this has a greater chance of moving into trunk,
as it does not change any game mechanics (like adjacent stations did).
Short introduction of usage:
CTRL not pressed: Same station-placement behavior like always.
CTRL pressed:
-no station around(station-spread radius): no popup
-touching other station: no popup
-touching more than 1 station: no popup (will fail to build anyway)
-1 or more stations around, not touching any station: display popup
Bug reports and coding/style hints are welcome.
Credits to Wolf01 for the idea.
bye,
Frostregen
Look for the latest posts in this thread for the most recent version,
as i do not update this patch anymore.
ported to trunk, and ripped out "adjacent stations".
(Ok... it is nearly a whole rewrite)
Maybe this has a greater chance of moving into trunk,
as it does not change any game mechanics (like adjacent stations did).
Short introduction of usage:
CTRL not pressed: Same station-placement behavior like always.
CTRL pressed:
-no station around(station-spread radius): no popup
-touching other station: no popup
-touching more than 1 station: no popup (will fail to build anyway)
-1 or more stations around, not touching any station: display popup
Bug reports and coding/style hints are welcome.
Credits to Wolf01 for the idea.
bye,
Frostregen
Look for the latest posts in this thread for the most recent version,
as i do not update this patch anymore.
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Last edited by Frostregen on 11 Jan 2009 20:06, edited 13 times in total.
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- Tycoon
- Posts: 1829
- Joined: 10 Jul 2006 00:43
- Location: Spain
Good idea
I think that this is very useful. I have waited this patch.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Try using it in a real game.
I don't think it is disturbing.
If the stations would automatically join before (=touching borders), they will automatically join now too.
It pops up, if the station is further away than 1 tile, and within range of "patches->station_spread".
I don't think a special key is needed to activate this functionality.
(Maybe this will be a patch setting, tho)
I don't think it is disturbing.
If the stations would automatically join before (=touching borders), they will automatically join now too.
It pops up, if the station is further away than 1 tile, and within range of "patches->station_spread".
I don't think a special key is needed to activate this functionality.
(Maybe this will be a patch setting, tho)
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- Engineer
- Posts: 45
- Joined: 08 Nov 2005 12:33
- Location: Bergen
- Contact:
Wouldn't it be better if it popped up when there is another station within the catchment area of the new station?
Let's say I have a medium sized town where I want to build an extensive bus network, and the station spread was set to a relative high number e.g. 30, then this box would pop up for every single bus stop I build in this town, even if I build the bus stops at opposite ends of the town.
Let's say I have a medium sized town where I want to build an extensive bus network, and the station spread was set to a relative high number e.g. 30, then this box would pop up for every single bus stop I build in this town, even if I build the bus stops at opposite ends of the town.
It's just that the majority of the time I'd still want to build separate stations, so it's just one extra click. And it could be removed by changing it to ctrl+click.
Also, the devs don't tend to like the standard behaviour to be changed much, as could be seen with the custom face patch fiasco. I'd be surprised if they wanted to include it in the trunk without it being changed to ctrl-click. Just my 2 pence.
Also, the devs don't tend to like the standard behaviour to be changed much, as could be seen with the custom face patch fiasco. I'd be surprised if they wanted to include it in the trunk without it being changed to ctrl-click. Just my 2 pence.
The problem with that ithe savegame wouldn't be compatible anymore; when loading an old savegame you would get another 'random' face, whereas it just should have converted the old face format to the new format.Bot_40 wrote:as could be seen with the custom face patch fiasco
This is the single most important issue remaining for the patch to be merged. All other issues were already resolved.
And on-topic, I think that the more advanced features like distant joining shouldn't be turned on by default, thus when you click CTRL the window should show up. On the other hand I'm not sure whether you want to join stations over such a large distance.
Secondly from the comment Frostregen made about the distance being the station spread; the whole new station should stay within that station spread; don't know whether it checks for that though; I have not tested it though.
About FindStationsNearby, take a look at CircularTileSearch.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
I understant, but it not like version is 1.0Rubidium wrote:The problem with that ithe savegame wouldn't be compatible anymore
I mean, it's not mal to break compatibility, and it's always best to do it on version 0.5 than 1.0
Can you imagine in year 2011 (at version 1.3 ?) someone ask "wtf, why this is like that?!", someone answer "yes, it was to keep compatibility between 0.5 and 0.6 four year ago"....
If you are using windows, you are in no position to say so. I have programs, that still run using Win 3.11 interface (although a 32 Bit compiler). Same for nearly all WindowNT for Intel programs.
If you really annoy everybody by breaking compatibility, it must be a very good reason. Just a new face is certainly not.
If you really annoy everybody by breaking compatibility, it must be a very good reason. Just a new face is certainly not.
Ahh, well that opens a whole other kettle of fish. Sometimes you need to break compatibility in order to introduce features or you run the risk of ending up with reams of checking code that, as with the code in windows, introduces the potential for a great many bugs.
Brignell’s law of consensus: At times of high scientific controversy, the consensus is always wrong.
I disagree with you. Savegame compatability isn't a limiting factor for new features. We can rewrite the whole savegame format if we like, we only need to make sure that the old savegames are read properly. There is no need to write thousands of exceptions within the core code for this because all the old savegames are automatically conveerted to the current format.Archonix wrote:Ahh, well that opens a whole other kettle of fish. Sometimes you need to break compatibility in order to introduce features or you run the risk of ending up with reams of checking code that, as with the code in windows, introduces the potential for a great many bugs.
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