Re: New map features
Posted: 16 Feb 2018 15:31
You already made NewStations, that's too muchmichael blunck wrote:This looks very interesting.
Would it eventually lead to "newharbours"?
regards
Michael

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You already made NewStations, that's too muchmichael blunck wrote:This looks very interesting.
Would it eventually lead to "newharbours"?
regards
Michael
Here is the Win 32 binary:HackaLittleBit wrote:Another bug squash.
When ship went for service dock reservation was not released.
Just put on top of previous patches.
And a save game with easier to find GRFsWallyweb to make your channels.grf work I needed to create a folder _Mystuff and inside that a folder Dev and inside that folder I had to put your grf.
So I did a little test.HackaLittleBit wrote:now I realize what Cirdan s intending to do with his dockbuoy.
You do not need a very static state machine.
The solution is very simple.
You make with objects or stations your dock environment.
Then in the places (water) where you would like to load/unload you make a DockBuoy.
E voila things would work.(me stupid by not seeing this)
Yes. We need our mooring buoys to work with docking (station) buoys.So I only need to change some things in my patch to make this work.
I need some time to contemplate, but I think it is the right approach.
1. Considered cheating.wallyweb wrote: Observations:
1. Stations cannot be joined to oil rigs.
2. Building a docking (station) buoy next to the oil rig overcomes #1.
3. Joining a mooring buoy to a docking buoy does not work. The mooring buoy remains a docking buoy, merely extending the station coverage.
4. This is also the case when servicing an oil refinery.
Here is the Windows 32 bit binary:HackaLittleBit wrote:Hopefully final release.
I consider this a stable version.
Forget it, it is to much fun.HackaLittleBit wrote:michael blunck I think this is very close. Could you send me a save game with such a beautiful harbour pls.
FIX THEM ! PLEASE ! MariCo's the best NewObject set !michael blunck wrote:BTW, there are two (reported) bugs in your version of MariCo, which will be fixed in the next version. Thanks for reminding me.
w.png
regards
Michael
acs121 wrote:FIX THEM ! PLEASE ! MariCo's the best NewObject set !
michael blunck wrote:... which will be fixed in the next version.
Sorry for the delay ... Here is latest windows 32 bit binary with the free-bridge patch:notafrog wrote:I'm afraid my attempts at patching have never been successful.cirdan wrote:The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.notafrog wrote:bla bla grump grump stations over standard station platforms only.
To be honest none of the versions since that patch seem to address any issues that affect my style of playing, so I'll just go back to using the old one.
Can't say for sure, but cirdan may be working on that protruding issue.Having said that, is there any reason it wasn't made a permanent feature? I've been using that patch for nearly two years and it works just great.
Sometimes bits of certain stations protrude through but that's an in-game engineering challenge.
Thanks but.... ==>> redirect to CirdanTrueSatan wrote: Edit: Yay it works. Nicely done hack![]()
Oops, yes, I should post a version with this fixed.xarick wrote:also it has the right click scrolling issue.
As you noticed, there are glitches if we lift all restrictions on bridges over stations. I have some ideas to fix this, but they are still work in progress.notafrog wrote:Having said that, is there any reason it wasn't made a permanent feature? I've been using that patch for nearly two years and it works just great.cirdan wrote:The code did not change as such. My master branch only ever allowed bridges over the standard stations, but at some time I did post this patch that would lift this restriction and allow bridges also over custom stations. Perhaps you were playing with a version that had this patch applied? The patch should still apply cleanly, but ping me if it does not.
Sometimes bits of certain stations protrude through but that's an in-game engineering challenge.
Thank you for the bug report, I will look into it.HackaLittleBit wrote:Cirdan I get a crash when loading openttdcoop game with a clean compile
PublicServerGame_122_Final.sav
Why, thank you, sir. You are a true knight.wallyweb wrote:Sorry for the delay ... Here is latest windows 32 bit binary with the free-bridge patch