Brigde over bridge
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- Sir A. Boey
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Brigde over bridge
Hello,
Couldn't it be possible to build a bridge over a brigde?
for example a bridge comming from the North to the South and
a bridge crossing over that bridge to go from the West to the East?
It's allready possible to build over a tunnel exit (as shown in the attachement)...
Couldn't it be possible to build a bridge over a brigde?
for example a bridge comming from the North to the South and
a bridge crossing over that bridge to go from the West to the East?
It's allready possible to build over a tunnel exit (as shown in the attachement)...
- Attachments
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- Bridge over tunnel.PNG (72.4 KiB) Viewed 3006 times
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I remember a patch which did this from the end of last year, (or my memory might be going mad). Well, maybe not this exactly, but it let bridges cross each other I'm sure.
With this idea you've suggested, would you envisage a more detailed bridge designer tool? (slope up, horizontal, slope down) so that you can get higher bridges by using more slopes, or just as it stands currently, and you have to start and end the bridge on a higher plane?
With this idea you've suggested, would you envisage a more detailed bridge designer tool? (slope up, horizontal, slope down) so that you can get higher bridges by using more slopes, or just as it stands currently, and you have to start and end the bridge on a higher plane?
- Sir A. Boey
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I'd like to see both options aplied them seem realy nice
_____________# If you believe in it, you can achieve it" # ____________
__________________# Check out My Closed Platform #___________________
This would be nice top have multilevel bridges, however the map may get a bit too messy with overusage of this feature and there may be some problems with correctly displaying the bridges (as they have pillars under them, someone will have to modify the graphics)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
- Sir A. Boey
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- Posts: 299
- Joined: 17 Nov 2006 17:40
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I agree but as you can see by the votes made so far I'm not the only one who would like this feature to exist and see it implemented.
This problem your talking about also occured when one decided to build a bridge over a tunnel and then tried to make the best of it.
As for your point that the map may get to messy well this is up to the player I guess, now you to could make a very very very messy game!!
Let's hear what a coder has to say about this (I don't know If you are one, if so I'm sorry)
greetz
This problem your talking about also occured when one decided to build a bridge over a tunnel and then tried to make the best of it.
As for your point that the map may get to messy well this is up to the player I guess, now you to could make a very very very messy game!!
Let's hear what a coder has to say about this (I don't know If you are one, if so I'm sorry)
greetz
_____________# If you believe in it, you can achieve it" # ____________
__________________# Check out My Closed Platform #___________________
That reminded me of one design I saw in some openttdcoop savegame. Basically place in which you can stash trains in four layers, even without multilevel bridges (See pic in attachmentSir A. Boey wrote:I agree but as you can see by the votes made so far I'm not the only one who would like this feature to exist and see it implemented.
This problem your talking about also occured when one decided to build a bridge over a tunnel and then tried to make the best of it.
As for your point that the map may get to messy well this is up to the player I guess, now you to could make a very very very messy game!!
Let's hear what a coder has to say about this (I don't know If you are one, if so I'm sorry)
greetz

Maps can be made messy even without this feature

Maybe worst will be coding the graphics, so the bridges won't visually cut thru each other (pilars of one bridge between second one tracks
- Attachments
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- 4 floor train stash
- 4-floor-stash.png (49.5 KiB) Viewed 798 times
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
There are no diagonal bridge sprites yet. So this would involve lots of gfx work. For relatively little benefit, imho.0004tom wrote:how about bridges with turns ?
Plus once we start going that route, why not allow junctions on bridges? Depots? Stations? That was one of the things that turned me off of Locomotion. Instead of having to allocate land to build a city station, you could just float a huge station downtown over tops of buildings.
The basic idea of bridges-over-bridges is a good one though.
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- Director
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I've thought about that. Having a group of slope buttons like in Locomotion. But with TTD's drag and drop style. There could probably be some kind of patch to make bridges be constructed like normal track. The bridge button could probably be combined with the other track buttons or something, with respect to the slope button settings. I don't think the devs would do that, it seems like really hefty work, and a patch to do all that would be gigantic.0004tom wrote:how about bridges with turns ?
Yeah! I've been credited! (Thanks, Jezulkim)Jezulkim wrote:Credits:
- Johnny B Goode, for digging this thread up and giving me an idea for this update.
- Mr. Owen Rudge, for his TT website where I grabbed the names.
Winner of Most Annoying Member Award 2007 - Runner-up for Biggest Spammer 2007
My blog - Diary Of A Madman
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- Tycoon
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"Baby steps" as the devs say. It took years just to get bridges going over signals/diagnol track!0004tom wrote:how about bridges with turns ?
I don't think it would be little at all. And anyway, all the graphics have to be re-made for 32bit. It'll give them something else to draw.For relatively little benefit, imho.

Not according to the dev blog: http://blog.openttd.org/?p=15Moriarty wrote:all the graphics have to be re-made for 32bit.
8bpp is the core of OpenTTD, and it will remain that way. No way 32bpp will remove the need for 8bpp graphics.
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Ok, "Have" was a bad choice, "should be" or even "will be".benc wrote:Not according to the dev blog: http://blog.openttd.org/?p=15Moriarty wrote:all the graphics have to be re-made for 32bit.8bpp is the core of OpenTTD, and it will remain that way. No way 32bpp will remove the need for 8bpp graphics.
- athanasios
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Yeah, we 've all the 32bpp sprites for 64 tile width, ready and coded ... so it is just nothing to draw these also in a snap.Moriarty wrote:And anyway, all the graphics have to be re-made for 32bit. It'll give them something else to draw.



Just consider what is the rate of new replacenment 32bpp sprites/day and yes, maybe after 10 years...
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I prefer to be contacted through PMs. Thanks.
Converting 32bit graphics to 8bit is trivial (yes, there is some quality loss due to less colors, but still, it is trivialbenc wrote:Not according to the dev blog: http://blog.openttd.org/?p=15Moriarty wrote:all the graphics have to be re-made for 32bit.8bpp is the core of OpenTTD, and it will remain that way. No way 32bpp will remove the need for 8bpp graphics.

If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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