Page 7 of 12
Posted: 02 Feb 2007 16:34
by skidd13
Born Acorn wrote:All we need now is this *in* trunk.

Agreed!
What is the opinion of the devs?
Posted: 02 Feb 2007 18:06
by Chicago Rail Authority
Couple of quick notes... 1) first time posting an image, so please provide 'constructive criticism' if I've done something incorrectly... I used *.png, etc... hopefully that will keep everyone happy?

2) I'm throwing in another idea/question, which is why I'm posting again... if a moderator thinks this should have been in the form of an edit instead of another post, please PM me and I'll be sure to adhere to whatever guidelines you'd prefer be followed...
That said... lets talk about drive through waypoints

In the screenshot, I have a 6x1 series of drive through roadstops... Although I'm in hopes of having the ability to 'overtake' loading vehicles someday - a more immediate solution (and fun addition, IMO) would be drive through waypoints... If two 'waypoints' were placed at the positions marked by the green arrows, then one could instruct the vehicles to approach the station from one side or the other - giving 12 available slots instead of a random amount determined by whatever path the vehicles take to the station...
Conceptually, this would allow for greater efficiency in tighter areas, as you could instruct 'drop off' trucks to approach from one side (keeping traffic flowing in that direction) and pick up trucks could approach from another. Other possible uses would be somewhat 'forced' one-way roads (if you create a series of waypoints, etc.)...
Would anyone else be interested in this kind of feature with this patch?
PS - As far as I know, all of the grfs shown are available for public use, etc... If someone sees something that they're upset about, kindly PM me and we'll discuss.
[EDIT] Fixed the config for the USSet after posting the image... had the crossings from that set overriding the USRoads crossings.... Long story short, lost all my files at one point and have only recently rebuilt my collection - haven't finished resetting all the parameters as they should be, as I just wanted to start playing again and to test out the drive through road stops!!
[/EDIT]
Posted: 02 Feb 2007 18:27
by Sacro
Hmm, could you place a drive through stop, with it set to non-stop, and TTDPatch Compatible non-stop handling switched on?
Posted: 02 Feb 2007 18:29
by Chicago Rail Authority
I have the TTDPatch non-stop handling enabled... but the 'non-stop' order only shows in the train instruction sets.... unless I'm missing something / have something setup incorrectly? <-- Always a possibility
[EDIT] Your point, though, is exactly what I'm hoping we can generate some interest in... either 1) extra sprites that we can place that look like some kind of drive through waypoint (gfx TBD) or 2) modify the drive through station code to allow for non-stop handling. Personally, I'd love to have more sprites to customize layouts, etc. Thoughts??? [/EDIT]
Posted: 02 Feb 2007 21:33
by Quark
Chicago Rail Authority wrote:Couple of quick notes... 1) first time posting an image, so please provide 'constructive criticism' if I've done something incorrectly... I used *.png, etc... hopefully that will keep everyone happy?

2
If you want criticism, then just compare size of my attachment with yours

Don't get it serious though.
Posted: 02 Feb 2007 21:46
by White Rabbit
Also, US roads needs a higher priority than the US Set, or you will get those kind of conflicting road crossings in your screenshot.
Posted: 02 Feb 2007 23:30
by mart3p
Chicago Rail Authority wrote:That said... lets talk about drive through waypoints

In the screenshot, I have a 6x1 series of drive through roadstops... Although I'm in hopes of having the ability to 'overtake' loading vehicles someday - a more immediate solution (and fun addition, IMO) would be drive through waypoints...
I like the waypoints idea, it wouldn't be too difficult to code. The existing drive-though code would work fine for a waypoint with just the addition of a flag, telling the vehicle not to stop. Has anyone got any ideas for suitable graphics?
Sacro wrote:Hmm, could you place a drive through stop, with it set to non-stop, and TTDPatch Compatible non-stop handling switched on?
I don't think non-stop orders are available for road vehicles.
Edit: sorry, just realised that Chicago Rail Authority has already pointed this out.
Posted: 03 Feb 2007 01:37
by WWTBAM
this is not me saying you must do it like the patch. the patch made it so if you built a patch waypoint and then connected a drive through stop to it, the rv stop would get patch waypoint capabilities.
Posted: 03 Feb 2007 14:03
by Chicago Rail Authority
In terms of graphics suggestions - if we're still (for the time being

) limited to the city road tile (sidewalks, double-solid yellow, etc.) - it would be nice if we could play that up a bit... I think something subtle and eye-candy(ish) would be the way to go... Perhaps a billboard with (random?) adverts on it on one side of the road and a small city trashcan or something on the other side?
The background of the billboard could be one of the 2CCs, and the trashcan could be the other CC... allowing easy identification of ownership, but also keeping it subtle enough to just look like random city advertising and not be too obtrusive.
robotboy - Admittedly, I don't play patch all that often... for what you propose, is it simply a matter of having a rail waypoint adjoining a drive through road stop? If that's the case, I would agree that it serves the purpose of allowing for a road waypoint, but I think a more flexible approach would be to not require this type of dependency... so my vote would probably still go with drive through waypoints as a separate object type.
Posted: 03 Feb 2007 21:35
by CMircea
Works excellent on RC5, I don't see any changes. I bet many people want this in the 0.5 final version.
Posted: 03 Feb 2007 22:01
by Maedhros
0.5 isn't going to get any major new features added to it. All new features go into trunk, which will become 0.6 at some point.
Posted: 03 Feb 2007 22:13
by CMircea
This doesn't seem major to me, it will make road vehicles more useful.
Posted: 03 Feb 2007 22:49
by WWTBAM
Major is any new feature.
Posted: 03 Feb 2007 23:09
by richk67
LOL - so this fixes the bug where you cant place busstops on town roads

Posted: 03 Feb 2007 23:15
by Tomsomethingcon
Maedhros wrote:0.5 isn't going to get any major new features added to it. All new features go into trunk, which will become 0.6 at some point.
well how many RC's is there going to be before we 0.6 ?
because this patch is fantastic i think, and would love this to be added to openttd for everyone to use
Posted: 03 Feb 2007 23:27
by Born Acorn
0.5.0 was branched off from the trunk ages back. Trunk gets the new features and bug fixes, the 0.5.0 branch gets the just the bug fixes.
This way, new features won't bring new bugs to fix in the 0.5.0
stable.
well how many RC's is there going to be before we 0.6 ?
However many it takes to quash all the bugs. However, there'll first be a large gap of time before we even see RC1 of this.
However, if/when this patch goes to trunk, it'll be in the nightlies.
Posted: 03 Feb 2007 23:37
by mart3p
richk67 wrote:LOL - so this fixes the bug where you cant place busstops on town roads

It wasn't a bug richk67, it was 'lack of a feature'

It will be in the next release of my patch, coming soon...
Thanks everyone for the appreciation, but as Maedhros says, it isn't going to be in 0.5.0. I'm still developing it anyway...

Posted: 04 Feb 2007 00:02
by richk67
mart3p wrote:It wasn't a bug richk67, it was 'lack of a feature'

I was joking - since only bugfixes will go in RCn+1, lets reclassify lack of this as a bug in the original

Posted: 04 Feb 2007 00:23
by mart3p
Well I knew you were joking, but it seems I didn‘t get the joke... Oh well, I’m off to download your RouteMarkers ‘bugfix’.

Posted: 08 Feb 2007 21:09
by mart3p
I hate to double post, but; the first reply to this thread:
Graphite wrote:One of the first things I tried to do was to place the bus-stop on an existing road-tile of the town. I was a bit surprised that that wasn't possible. I hope that's a feature in the making, since it would make adding buses to an existing town so much easier and less "invasive" for the town.
Well, at last I have added this feature.
The new version of my patch (available in the first post) contains the following updates:
- 1. New Feature: Drive-through road stops can now be built on town-owned roads. This can be enabled by the patch option in ‘Configure patches/Stations’. A drive-through road stop on a town-owned road cannot be cleared with the 'Dynamite' tool. It can be removed with the ‘Remove’ tool, in which case the road will remain in place and will revert to town ownership.
2. New Feature: Vehicles can now turn around at the exit of a drive-through road stop. It is no longer required to have the exit road connected to a drive-through road stop (although it is recommended).
3. Improvement to operation of in-line stops. The bay-occupied bit was being reset by any vehicle leaving the stop, even one that wasn't stopping.
4. I had to do a savegame bump due to the new patch option. This also means it's able to load and update savegames from my previous release. The latest version should also load trunk savegames and 0.5.0-RC5 and earlier.
A new win32 exe will follow (sometime...

).