Rail usage overlay
Moderator: OpenTTD Developers
Rail usage overlay
Hi,
I have a suggestion to OpenTTD. I remember I was once playing an old PC game called 'Pharaoh' (classic empire-building strategy); there was an option to show a colorful overlay (atop roads), showing how frequently are individual road segments used. So, when in this mode, all roads were displayed in various shades of red: the more frequently used, the darker was the color.
In my opinion, this would be a valuable add-on to OpenTTD, allowing thorough analysis of your tracks & route optimalization. This - of course - increases memory requirements, as train passes for each track must be measured. However, this can be compensated by gathering these stats only in 'gathering' mode (people with fast PCs will always turn this on, people with older machines might disable and revert to original performance).
What do you think? Is this a completely idiotic suggestion? Or does it have some good points? I would love to help with implementation, but I have zero knowledge of OTTD's code and I am no c++ guru :/
I have a suggestion to OpenTTD. I remember I was once playing an old PC game called 'Pharaoh' (classic empire-building strategy); there was an option to show a colorful overlay (atop roads), showing how frequently are individual road segments used. So, when in this mode, all roads were displayed in various shades of red: the more frequently used, the darker was the color.
In my opinion, this would be a valuable add-on to OpenTTD, allowing thorough analysis of your tracks & route optimalization. This - of course - increases memory requirements, as train passes for each track must be measured. However, this can be compensated by gathering these stats only in 'gathering' mode (people with fast PCs will always turn this on, people with older machines might disable and revert to original performance).
What do you think? Is this a completely idiotic suggestion? Or does it have some good points? I would love to help with implementation, but I have zero knowledge of OTTD's code and I am no c++ guru :/
-
- Tycoon
- Posts: 11501
- Joined: 20 Sep 2004 22:45
It's waiting for someone kind to put all the graphics into one sprite sheet.
http://www.tt-forums.net/viewtopic.php?p=569220#569220
http://www.tt-forums.net/viewtopic.php?p=569220#569220
-
- Tycoon
- Posts: 1534
- Joined: 14 Mar 2006 12:46
- Location: Netherlands
Re: Rail usage overlay
didn't someone make the waypoints count trains?.... im quite sure ive seen a patch where the waypoints measure the ammount of trains/time.....ondras wrote:Hi,
I have a suggestion to OpenTTD. I remember I was once playing an old PC game called 'Pharaoh' (classic empire-building strategy); there was an option to show a colorful overlay (atop roads), showing how frequently are individual road segments used. So, when in this mode, all roads were displayed in various shades of red: the more frequently used, the darker was the color.
In my opinion, this would be a valuable add-on to OpenTTD, allowing thorough analysis of your tracks & route optimalization. This - of course - increases memory requirements, as train passes for each track must be measured. However, this can be compensated by gathering these stats only in 'gathering' mode (people with fast PCs will always turn this on, people with older machines might disable and revert to original performance).
What do you think? Is this a completely idiotic suggestion? Or does it have some good points? I would love to help with implementation, but I have zero knowledge of OTTD's code and I am no c++ guru :/
- Marqhuinos
- Engineer
- Posts: 28
- Joined: 19 Apr 2006 15:57
- Location: Deventer, the Netherlands
- Contact:
I Like this a lot!ondras wrote:In my opinion, this would be a valuable add-on to OpenTTD, allowing thorough analysis of your tracks & route optimalization. This - of course - increases memory requirements, as train passes for each track must be measured. However, this can be compensated by gathering these stats only in 'gathering' mode (people with fast PCs will always turn this on, people with older machines might disable and revert to original performance).
Maybe in combination with the deteriating rails, but not necciserally
I think ondras his idea would word way better than counting waypoints. This way you could annalise your network in a much more efficient way and optimize accordingly.ZxBiohazardZx wrote:didn't someone make the waypoints count trains?.... im quite sure ive seen a patch where the waypoints measure the ammount of trains/time.....
I'd like to see this idea put to good use.
Regards,
Either way, I have been slowly working on degradation of rails (and have a mostly working temperate climate, however I am having awful problems putting all the png's in to one pcx file with the correct palette and aligning all the sprites correctly. I can work on the alignment if needed however would greatly appreciate someone creating the pcx.
For a coloured overlay, it would be as simple as replacing the aging rail with different coloured rail.
For a coloured overlay, it would be as simple as replacing the aging rail with different coloured rail.
- Attachments
-
- NOT a mockup
- Usage Test.png (12.32 KiB) Viewed 6371 times
Not possible, unfortunately. NFO does not yet provide for variable track graphics, except for the different land types. (bare/grass/snow/desert)
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
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I was just trying to think of the best way to limit the amount of recourses used with a system like this and i believe the best option would be to implement a new signaling system where each rail intersection it would monitor where each train came from and goes to. From this it would be able to create the overlay for each section of track.
DaleStan is right in that NFO doesn't provide for changing track graphics, so instead it is just another "compulsory" grf that OTTD loads at startup.
As for memory usage, I believe I'm currently consuming an extra 3 bytes per tile (4 bits per direction per tile which shouldn't be too much of a problem for modern PC's), however this will allow for up to 16 different stages of usage (be it colour or rust).
As for memory usage, I believe I'm currently consuming an extra 3 bytes per tile (4 bits per direction per tile which shouldn't be too much of a problem for modern PC's), however this will allow for up to 16 different stages of usage (be it colour or rust).
Yes - that's how I've planned it. I've reviewed the source changes and its actually using 4 bytes extra per tile.
Someone else has contacted me so-far who might be able to put all the graphics into a single pcx file. After I get this and tidy up the source a little, I might release a diff.
Someone else has contacted me so-far who might be able to put all the graphics into a single pcx file. After I get this and tidy up the source a little, I might release a diff.
- Attachments
-
- Ignore the mis-alignment
- some junctions.png (16.48 KiB) Viewed 6316 times
-
- Tycoon
- Posts: 11501
- Joined: 20 Sep 2004 22:45
- Marqhuinos
- Engineer
- Posts: 28
- Joined: 19 Apr 2006 15:57
- Location: Deventer, the Netherlands
- Contact:
Like in real life rails would ALWAYS corrode, unless you have a whole lot of trains running over them.. But if you want them to "un-corrode" (or "de-rust") it would take like a half year of full usage before the rust would grind off.Mr. X wrote:I guess not at an instant, you have to drive trains over them in regular use IMO, that would seem more realistic.jpmaster wrote:So then, with the normal tracks and the rusty tracks.
If i had rusty tracks somewhere, and i sent a train down them. Would they suddenly turn back to normal tracks?
(Maybe it would be a nice idea to have special service trains. (Just my mind rumbling))
Regards,
If I remember right from Saints thread, that is what he would like - multiple stages that change with usage. I guess the problem lies in making it in the game.
Personally, Id be happy with just the 2 stage to start with and aim for the multi stage later as I tend to leave old track around when its disused to keep it a bit more realistic..
Personally, Id be happy with just the 2 stage to start with and aim for the multi stage later as I tend to leave old track around when its disused to keep it a bit more realistic..

- Marqhuinos
- Engineer
- Posts: 28
- Joined: 19 Apr 2006 15:57
- Location: Deventer, the Netherlands
- Contact:
2 stages would seem a good idea to start with. If it works (properly) there might be a possibility to create multiple stages..Ben_K wrote:If I remember right from Saints thread, that is what he would like - multiple stages that change with usage. I guess the problem lies in making it in the game.
Personally, Id be happy with just the 2 stage to start with and aim for the multi stage later as I tend to leave old track around when its disused to keep it a bit more realistic..
Regards,
Who is online
Users browsing this forum: No registered users and 8 guests