Page 2 of 2

Re: Underground Stations/Switches/Signals

Posted: 08 Apr 2013 14:12
by TinyMusic
Shoot! Better tell Vaulter about this to add it to HardPatchPack. :)

Re: Underground Stations/Switches/Signals

Posted: 08 Apr 2013 21:17
by prissi
The underground mode GUI is surely not the showstopper. Simutrans has one for quite some time. Fdr ramps and building, a sliced mode (only stuff on this heightlevel, like the russian patch) did qork quite well.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 04:35
by TinyMusic
I compiled & tried it myself.
Then send me a binary please.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 05:00
by DC-1
UseYourIllusion wrote:
I compiled & tried it myself.
Then send me a binary please.
I'm using Linux, and the compiling process is very easy. But your favor now I've compiled for win32, but never tested. No warranty. :->

OpenTTD 1.2.3-underground Linux i686
OpenTTD 1.2.3-underground Win32

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 06:25
by kamnet
Windows binary doesn't work. If you can link me directly to the files I can try to compile it.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 06:29
by DC-1
kamnet wrote:Windows binary doesn't work. If you can link me directly to the files I can try to compile it.
:-/

I've already linked the russian forum, but here a direct link for the patch:
http://forums.ttdrussia.net/download/file.php?id=7795

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 06:39
by kamnet
Bah, looks like it was written in visual c, don't think I can use that. :-

Here's a crash log and sav, if that helps.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 07:18
by DC-1
kamnet wrote:Bah, looks like it was written in visual c, don't think I can use that. :-

Here's a crash log and sav, if that helps.
Overwrite the baseset directory from a stock 1.3.0 (!) openttd! If it works, I'll replace the zipped binaries.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 07:33
by planetmaker
ipsirc wrote:
kamnet wrote:Bah, looks like it was written in visual c, don't think I can use that. :-

Here's a crash log and sav, if that helps.
Overwrite the baseset directory from a stock 1.3.0 (!) openttd! If it works, I'll replace the zipped binaries.
Please use 'make bundle' also on linux and include all files from that directoy. Your archive misses COPYING. Or simply use like 'make bundle_gzip' for a ready-packaged archive, 'make help' for a list of bundle options.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 07:39
by DC-1
planetmaker wrote:
ipsirc wrote:
kamnet wrote:Bah, looks like it was written in visual c, don't think I can use that. :-

Here's a crash log and sav, if that helps.
Overwrite the baseset directory from a stock 1.3.0 (!) openttd! If it works, I'll replace the zipped binaries.
Please use 'make bundle' also on linux and include all files from that directoy. Your archive misses COPYING. Or simply use like 'make bundle_gzip' for a ready-packaged archive, 'make help' for a list of bundle options.
I'm always using 'make bundle'. Also today I did. This may be an incompatibility with the patch and the old grf files. It's only a trying, and already a bundle in the zip. There are no missing files. If something is missing, then the error message is other.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 07:50
by Supercheese
planetmaker wrote:Your archive misses COPYING.
The Windows binary archive has COPYING.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 07:55
by planetmaker
Supercheese wrote:
planetmaker wrote:Your archive misses COPYING.
The Windows binary archive has COPYING.
I know. And that's why I talked about how to create a bundle on linux.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 08:13
by DC-1
planetmaker wrote:
Supercheese wrote:
planetmaker wrote:Your archive misses COPYING.
The Windows binary archive has COPYING.
I know. And that's why I talked about how to create a bundle on linux.
I'm using linux, and all 2 bundles were created on linux. I have no idea what do you talking about.

But!

I've replaced the baseset dir, and it works! (tested in virtualbox ;) Now you can try again.

OpenTTD 1.2.3-underground Linux i686 (bundle with COPYING)
OpenTTD 1.2.3-underground win32 (bundle with COPYING)

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 10:37
by kamnet
Thanks for the updated build! Some of my own observations from the few minutes I've tested it:

1) Despite showing Underground (-1) through (-3), it appears to me that there is only actually one underground level.
2) There are absolutely no landmarks on the underground level to guide you. You are best off starting on the surface level, using the "Special Construction" menu to build an "elevator" (which right now just looks like a default rail station tile). After that you can expand and modify the station tiles on each level as you choose with a NewGRF station tile, this won't affect or break anything (as far as I can tell, so far).
3) There is no "physical" connectivity between the surface and underground layers. So no subways that reach the surface and vice-versa. Still, this gives you PLENTY of unrestricted room underground to build what you need. None of your underground routes have to match anything on the surface. No hills, valleys, rivers, water features, etc. to route around.
4) The underground layer is also restricted to just one level. No building bridges or tunnels, no raising or lowering ground.
5) You can build rail, road and tram lines. No airports or water. NewObjects can also be built.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 12:14
by TinyMusic
For some reason, this patch cannot open scenarios. It says, "Broken savegame - Invalid chunk size." Also, the background opening menu shows an underground mode instead of the typical menu background.

Re: Underground Stations/Switches/Signals

Posted: 09 Apr 2013 13:02
by DC-1
kamnet wrote:Thanks for the updated build! Some of my own observations from the few minutes I've tested it:

1) Despite showing Underground (-1) through (-3), it appears to me that there is only actually one underground level.
In the generate world menu you can choose 4 levels. Default is 2. (8 means crash ;] )
kamnet wrote:2) There are absolutely no landmarks on the underground level to guide you. You are best off starting on the surface level, using the "Special Construction" menu to build an "elevator" (which right now just looks like a default rail station tile). After that you can expand and modify the station tiles on each level as you choose with a NewGRF station tile, this won't affect or break anything (as far as I can tell, so far).
3) There is no "physical" connectivity between the surface and underground layers. So no subways that reach the surface and vice-versa. Still, this gives you PLENTY of unrestricted room underground to build what you need. None of your underground routes have to match anything on the surface. No hills, valleys, rivers, water features, etc. to route around.
4) The underground layer is also restricted to just one level. No building bridges or tunnels, no raising or lowering ground.
These are forbidden by a few lines in patch. I think this is a feature. ;]
kamnet wrote:5) You can build rail, road and tram lines. No airports or water. NewObjects can also be built.
Disallow airports+water also 4 lines of code. I think it seems to be very stupid when we can build airports at underground...or ships in caves. ;]

This was the first (and the last ;-/ ] release of the patch. I've read the whole russian topic, and someone mentioned the author that it can be combined with teleport bridges patch, which can make connectivity between surface and underground.

So I think it's quite good for the first very-very alpha release.


and my 5. point: you'd better to turn off smooth scrolling when changing between layers.

Re: Underground Stations/Switches/Signals

Posted: 18 Apr 2013 17:32
by aantono
I've reached out to the developer on the Russian forum and he is still interested in developing this idea, but not as an always-getting-stale patch. His thoughts are to make incremental changes to the official trunk that would enable the base foundation to create multi-layered maps with transition points between layers which can then be used to build whatever other features needed. He is willig to do bulk of the coding work, but needs help with drawing graphics, GUI and shepherding the inclusion of the changes into the official release.

If there is interest to start making this happen and people could help, then I can help connecting the dots. :)

Re: Underground Stations/Switches/Signals

Posted: 18 Apr 2013 19:54
by kamnet
What graphics does he want designed? I think the GUI is okay, it could use a little polishing but it's pretty usable right now.

Re: Underground Stations/Switches/Signals

Posted: 18 Apr 2013 19:58
by aantono
kamnet wrote:What graphics does he want designed? I think the GUI is okay, it could use a little polishing but it's pretty usable right now.
Not sure about the exact details, but I think in the forum there was mention of drawing cross-layer passage tunnels/crossings, probably better sprites for rendering switching layer menus, and some others, I'd imagine. :)