Signals in tunnels and on bridges V3.02 r24031
Moderator: OpenTTD Developers
Re: New V2 signals in tunnels and on bridges V2.02 r20363
Or just follow the wiki for MinGW or Visual C++.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: New V2 signals in tunnels and on bridges V2.02 r20363
The MingW instructions are broken - that is going to be the replacement when Terkhen gets round to it.
Re: New V2 signals in tunnels and on bridges V2.02 r20363
I have already updated the MinGW tutorial. Otherwise I wouldn't link to it.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: New V2 signals in tunnels and on bridges V2.02 r20363
It would probably be a good idea if I found out who I was replying to before posting <_<.
Also the last part about TT graphics and music is still outdated .
Also the last part about TT graphics and music is still outdated .
-
- Engineer
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Re: New V2 signals in tunnels and on bridges V2.02 r20363
Hi,
works the patch with the current nightlys??
Black_Rose82
works the patch with the current nightlys??
Black_Rose82
Re: New V2 signals in tunnels and on bridges V2.02 r20363
There might be some minor conflicts to solve -> line numbers no longer corresponding, but the patch should still work with current trunk.
Have you tried?
Ifso what were the errors you were getting?
Have you tried?
Ifso what were the errors you were getting?
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
-
- Engineer
- Posts: 6
- Joined: 19 May 2011 22:19
Re: New V2 signals in tunnels and on bridges V2.02 r20363
Yes, but i have the problem, that the signals on the bridges dont work correctly.
When i build them the bridge is only one block.
Black_Rose82
When i build them the bridge is only one block.
Black_Rose82
Re: New V2 signals in tunnels and on bridges V2.02 r20363
Hmm, I applied the patch to the correct revision, bumped to trunk without conflicts and compiled without warnings ...
Still works as expected. (see attached picture.)
How long are your bridges? The gap between signals on bridges is fixed at six tiles (in the newer version from the first post).
Bridges that are shorter will always be "one block".
I have pulled a patch from my bumped source and attached it also.
Notes:
- As I have not adjusted one line, some documentation may no longer be correct (eg. bridges can be longer than 100 tiles in current trunk).
- If you build bridges with signals longer than 100 tiles you may want to ignore the colour they are displaying, the patch should function correctly despite some signals staying staying green all the time ... Hackalittlebit said he might have a looksie soonish but was rather busy living his life at the moment.
Still works as expected. (see attached picture.)
How long are your bridges? The gap between signals on bridges is fixed at six tiles (in the newer version from the first post).
Bridges that are shorter will always be "one block".
I have pulled a patch from my bumped source and attached it also.
Notes:
- As I have not adjusted one line, some documentation may no longer be correct (eg. bridges can be longer than 100 tiles in current trunk).
- If you build bridges with signals longer than 100 tiles you may want to ignore the colour they are displaying, the patch should function correctly despite some signals staying staying green all the time ... Hackalittlebit said he might have a looksie soonish but was rather busy living his life at the moment.
- Attachments
-
- Pundhead Transport, 20 Jun 1950.png (25.53 KiB) Viewed 8230 times
-
- signaltunnel_V2.02_r22489.patch
- (31.52 KiB) Downloaded 283 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
-
- Engineer
- Posts: 6
- Joined: 19 May 2011 22:19
Re: New V2 signals in tunnels and on bridges V2.02 r20363
Hi,
ok now it works. thx for help.
i think i can set the signals on every tile of the brigde or every second tile, how its describe in the wiki.
Black_Rose82
ok now it works. thx for help.
i think i can set the signals on every tile of the brigde or every second tile, how its describe in the wiki.
Black_Rose82
Re: New V2 signals in tunnels and on bridges V2.02 r20363
Glad your problem is solved.
The wiki page might be a bit outdated ...
In older versions, possibly also in the other one in the first post, the gap was configurable but this caused issues (read: crashing vehicles) when changing it while trains were present on bridges/tunnels.
ChillCore
The wiki page might be a bit outdated ...
In older versions, possibly also in the other one in the first post, the gap was configurable but this caused issues (read: crashing vehicles) when changing it while trains were present on bridges/tunnels.
ChillCore
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Re: Signals in tunnels and on bridges V2.02 r20363
I find this one of the most useful patches to date and an excellent addition. It is realistic as tunnels and bridges have signals anyway as anyone who's been stuck outside London Victoria or Charing Cross stations knows!
I had issues with compiling the code at all using MinGW and running it, but I have worked in a Unix/Linux environment for the last 20 years.
Having used this patch for quite some time and not experienced any problems with it until a couple of days ago. What is frustrating is that I cannot reproduce the problem nor can I explain it. Here is a quick screen shot that I grabbed and since cropped.
The situation was that I had converted an existing railway to 3rd rail but accidentally omitted to convert a short length of track just outside the tunnel. The first train through encountered this non electrified section, stopped, reversed slightly and was almost immediately hit by the following train. The only thing I can possibly think of is one was path signals at a junction just before the entrance to the tunnel, but again I cannot reproduce it.
I had issues with compiling the code at all using MinGW and running it, but I have worked in a Unix/Linux environment for the last 20 years.
Having used this patch for quite some time and not experienced any problems with it until a couple of days ago. What is frustrating is that I cannot reproduce the problem nor can I explain it. Here is a quick screen shot that I grabbed and since cropped.
The situation was that I had converted an existing railway to 3rd rail but accidentally omitted to convert a short length of track just outside the tunnel. The first train through encountered this non electrified section, stopped, reversed slightly and was almost immediately hit by the following train. The only thing I can possibly think of is one was path signals at a junction just before the entrance to the tunnel, but again I cannot reproduce it.
Living proof that you're never too old to play!
- HackaLittleBit
- Director
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- Location: tile 0x0000
Re: Signals in tunnels and on bridges V2.02 r20363
eastpath looking at the photo you posted I can see a tunnel entrance in the right
lower corner.(tunnel 1)
To me it seems that train passing through tunnel 1 cross the visible tracks
just before the double tunnel (tunnel 2) at the same height level.
That means trains will crash.
It is possible that this track combination is the result of one of my the earlier patches.
It shouldn't be possible to construct like that anymore.
To reproduce the crash is stop train in tunnel 1 over the double track in front of
tunnel 2 and wait.
Regards.
lower corner.(tunnel 1)
To me it seems that train passing through tunnel 1 cross the visible tracks
just before the double tunnel (tunnel 2) at the same height level.
That means trains will crash.
It is possible that this track combination is the result of one of my the earlier patches.
It shouldn't be possible to construct like that anymore.
To reproduce the crash is stop train in tunnel 1 over the double track in front of
tunnel 2 and wait.
Regards.
Re: Signals in tunnels and on bridges V2.02 r20363
Thanks very much. It really puzzled me what happened there.HackaLittleBit wrote:eastpath looking at the photo you posted I can see a tunnel entrance in the right
lower corner.(tunnel 1)
To me it seems that train passing through tunnel 1 cross the visible tracks
just before the double tunnel (tunnel 2) at the same height level.
That means trains will crash.
It is possible that this track combination is the result of one of my the earlier patches.
It shouldn't be possible to construct like that anymore.
To reproduce the crash is stop train in tunnel 1 over the double track in front of
tunnel 2 and wait.
Regards.
Living proof that you're never too old to play!
- HackaLittleBit
- Director
- Posts: 550
- Joined: 10 Dec 2008 16:08
- Location: tile 0x0000
Re: Signals in tunnels and on bridges V3.01 r24024
Update to trunk and added little feature.
Spacing between signals can be adjusted in advanced settings.
If more than 16 signals are used on bridge visual functioning of signals does not work correctly.
Stopping and starting of trains however is not affected.
See first post for patch
Have fun
Spacing between signals can be adjusted in advanced settings.
If more than 16 signals are used on bridge visual functioning of signals does not work correctly.
Stopping and starting of trains however is not affected.
See first post for patch
Have fun
- kyosuke1989
- Transport Coordinator
- Posts: 273
- Joined: 24 Mar 2008 13:04
- Location: Finland
Re: Signals in tunnels and on bridges V3.01 r24024
How close this feature is from trunk inclusion? I think this feature is very nice addon to have
http://wiki.openttd.org/Requested_features
Someone could update that table's column to current revision.
http://wiki.openttd.org/Requested_features
Someone could update that table's column to current revision.
Projects in progress: Finnish Trainset (DevZone)| Finnish Rail Infrastructure and Stations Set (DevZone)
Re: Signals in tunnels and on bridges V3.01 r24024
very far. this implementation is considered a 'hack' by most people, and requires more serious changes to the code to get it to work properly
as for the wiki, well., it's a wiki, do it yourself
as for the wiki, well., it's a wiki, do it yourself
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: Signals in tunnels and on bridges V3.01 r24024
I really like this feature, it's a very useful addition. I like to have high density lines with closely spaced signals and load balancers so it's great for short bridges too.HackaLittleBit wrote:Update to trunk and added little feature.
Spacing between signals can be adjusted in advanced settings.
One little bug which I've encountered three times since installing on Monday, which I've not been able to reproduce systematically, is the random occurence of opposing signals
See bridge nearest foreground. You can correct it by clicking on one end to change direction as needed though. It also happens on tunnels and it's harder to spot then.
As I said it just happens and you need to be on your guard for it or the first time you realise is when your train is stuck like above.
Living proof that you're never too old to play!
- HackaLittleBit
- Director
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Re: Signals in tunnels and on bridges V3.01 r24024
Thanks eastpak.eastpath wrote:One little bug
Consider it fixed!
Last signal is pure eye candy. Trains that drive in the wrong direction are reversed here.
Also modified signal positioning on bridges.
See first post for patch
Please report bugs.
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- Engineer
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Re: Signals in tunnels and on bridges V3.02 r24031
I'm sorry if the question I am about to make is silly but after I downloaded the patch present on first post how do I "install" it?
Thanks in advance
Thanks in advance
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