Distant-join-stations (in trunk)

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Ammler
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Re: Distant-join-stations (in trunk)

Post by Ammler »

I like this patch specially because of the possibility to build a new station adjacent to 2 other stations. Somehow, I think, we lost a playpart with the stationwalk, but that is something subjective. :-)

Dunno, if it is known or wanted, but why can't you join docks to stations?

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Re: Distant-join-stations (in trunk)

Post by Wolf01 »

Ammler wrote:because of the possibility to build a new station adjacent to 2 other stations.
Which was already possible also before this patch using the magic CTRL key :P
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Re: Distant-join-stations (in trunk)

Post by Timitry »

He probably means expanding one station, if another station is also adjacent to the new build part - this was not possible before :)
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Re: Distant-join-stations (in trunk)

Post by PhilSophus »

Ammler wrote:Dunno, if it is known or wanted, but why can't you join docks to stations?
That is a very good question. The answer is: YAB (Yet Another Bug) :wink: I think, there is a limitation somewhere, that a station can not have more than one ship facility, but that shouldn't prevent you from joining other stations. And I'm quite sure it worked at some time, because I remember having fixed a bug in just that code many months ago.


Edit: Fix in FS#2529
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Re: Distant-join-stations (in trunk)

Post by Wolf01 »

Timitry wrote:He probably means expanding one station, if another station is also adjacent to the new build part - this was not possible before :)
That was possible too, but for trainstations only
You simply had to drag the new part the station starting partially from an existent tile, so the new tiles belong to the station you started dragging from
Now this is possible for all the stations via the more comfortable interface :)
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Re: Distant-join-stations (in trunk)

Post by PhilSophus »

I attached a new patch to FS#2529 which fixes the following issues:
  1. Above mentioned dock bug (i.e. includes distant-join-fix-dock.patch)
  2. When disabling distant-join advanced setting, selector window and freeze could remain indefinitely under certain circumstances.
  3. Clicking on another tile while selector window was open, would check this new tile for validity, despite the station being built on the old tile. Now, it behaves as follows:
    • Click on another tile just flashes the selector window.
    • Ctrl-click on another tile relocates building to the new spot (including checking for validity)
  4. Ctrl-click was behaving very inconsistently as whether a selector window was shown or not. Now it always shows a selector window with ctrl-click even if it contains only "build separate station". This way you can probe the area (as suggested by Roujin) and the code is also a lot simpler. :wink:
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Re: Distant-join-stations (in trunk)

Post by Thief^ »

:)

Hope that patch gets trunk'd soon.
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Re: Distant-join-stations (in trunk)

Post by Roujin »

Thief^ wrote::)

Hope that patch gets trunk'd soon.
/me agrees ;)
Thanks for your effort, especially about my suggestion(s) :)

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Re: Distant-join-stations (in trunk)

Post by Iguanna »

Hope this is the right place, I just wanted to give a little feedback about this.

I just started using the ctrl-click to build the disconnected stations without doing the walking thing, and it's really nice, saving some work to do something simple.

IMHO it could be improved further if it was made to build without the popup if ctrl is pressed an there is only 1 station in range. Every time I used it, this is what I wanted it to do and having to select the station every time was just useless work. I can't think of any reason why making it work this way would be a problem. If you wanted a separate station you could build it normally. I skimmed through this topic and saw someone said they wanted it to popup always so they can see if a station would be in range. I never needed to do this, and I think most users would find not having to select the station each time more useful. If you wanted to check if a spot was in range, you still could, you would just need to remove the station afterwards. Hope this hasn't already been discussed anywhere - if so I didn't find it.

As far a OpenTTD playing experiance goes, it's these small things that I've appreciated most in the recent versions. Like how you can make orders more quickly without having to click 'goto' each time, and how the build tools can be made to stay active after using them. Making this build without the popup by default would be a similar improvement IMHO. Sure PBS is awesome too, but the little things go a long way to making it nice to play.
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Re: Distant-join-stations (in trunk)

Post by Thief^ »

Basically, it was to make it more consistent. ctrl+build station = menu, always. Without some information beforehand about whether there is actually only one station in range (and which) or not, you could end up joining to the wrong station. With a menu, that doesn't happen.
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Re: Distant-join-stations (in trunk)

Post by frosch »

It was like that in the beginning of trunkness of the patch. But it turned out as quite intransparent. You could never know, what would happen if you ctrl-click.

But if you come up with a patch that provides hotkeys and/or places the picker window in a more suitable location on the screen ...
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Re: Distant-join-stations (in trunk)

Post by Iguanna »

Thanks guys, that makes sense. Yeah, making the picker appear so you can click without moving the mouse would be the way to go hey? I'll have a look tomorrow, maybe I can hack something together to do that :)

Anyone know off the top of their head what the function to get the mouse coords is? (haven't looked yet, but will need to work that out).
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