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Re: Patch: Grass growth on unused tracks

Posted: 27 Jul 2009 12:05
by cirdan
DaleStan wrote:In fact, baring the corner cases where C code uses one of C++'s new reserved words, all valid C code is valid C++ code.
...for certain values of "all"

Code: Select all

int n = 0;
switch (n)
{
    int x = 3;
default:
    return 0;
}

Re: Patch: Grass growth on unused tracks

Posted: 27 Jul 2009 16:43
by DaleStan
That's valid C? I was not aware of that. (Learn something every day.)

Re: Patch: Grass growth on unused tracks

Posted: 27 Jul 2009 19:37
by drew22299
I don't see why that is funny, but yes, there are a lot of classes and support functions.
You don't need to understand everything before you can make changes, so just study the part that you are interested in.
I didn't mean it's funny how many classes there are, just suprised there are that many. Very interesting tho - how long do you think it took to actually design and program the first version of tt?

Re: Patch: Grass growth on unused tracks

Posted: 27 Jul 2009 19:56
by planetmaker
drew22299 wrote:how long do you think it took to actually design and program the first version of tt?
If you meant OpenTTD: about one year: http://en.wikipedia.org/wiki/OpenTTD#History

Re: Patch: Grass growth on unused tracks

Posted: 28 Jul 2009 02:13
by DaleStan
If you feel that OpenTTD has an excessively large number of classes, then you should consider getting into TTDPatch development instead.

:twisted:

Re: Patch: Grass growth on unused tracks

Posted: 28 Jul 2009 07:03
by boekabart
DaleStan wrote:If you feel that OpenTTD has an excessively large number of classes, then you should consider getting into TTDPatch development instead.
Hee hee, unless you don't like 'an excessively amount of lines of x86 assembler' :lol:

Re: Patch: Grass growth on unused tracks

Posted: 12 Oct 2009 18:17
by drew22299
Hi,

Can someone provide me with a step by step guide on how to add this mod? I'm guessing you have to download the source code for OTTD, change some code and then compile it?

Thanks in advance I will appreciate any information on how to add this mod :)

Re: Patch: Grass growth on unused tracks

Posted: 12 Oct 2009 18:30
by adf88

Re: Patch: Grass growth on unused tracks

Posted: 12 Oct 2009 18:44
by petert

Re: Patch: Grass growth on unused tracks

Posted: 13 Oct 2009 02:15
by petert
drew22299 wrote:Hi,

Can someone provide me with a step by step guide on how to add this mod? I'm guessing you have to download the source code for OTTD, change some code and then compile it?

Thanks in advance I will appreciate any information on how to add this mod :)
I felt generous today. ;)

Download binaries here

Re: Patch: Grass growth on unused tracks

Posted: 13 Oct 2009 07:10
by boekabart
How cool that this patch is still up-to-date, haven't touched it in so long...

Re: Patch: Grass growth on unused tracks

Posted: 13 Oct 2009 10:46
by petert
Not really, this patch is back about 1000 revisions.

Re: Patch: Grass growth on unused tracks

Posted: 15 Oct 2009 20:07
by drew22299
I felt generous today. ;)

Download binaries here
Thanks :D

Re: Patch: Grass growth on unused tracks

Posted: 15 Oct 2009 23:13
by petert
Sorry, it failed to update to trunk (something to do with rail.cpp)

Re: Patch: Grass growth on unused tracks

Posted: 16 Oct 2009 12:04
by boekabart
petert wrote:Sorry, it failed to update to trunk (something to do with rail.cpp)
Fixed.

Re: Patch: Grass growth on unused tracks

Posted: 17 Oct 2009 02:05
by petert
I finished all my schoolwork so I had time to make this:

Here

and:
GRF Here

Re: Patch: Grass growth on unused tracks

Posted: 17 Oct 2009 15:44
by bigos
Grate patch boekabart! Added it to my server pack :)
I have an idea about improving it a bit... Maybe make small speed reduction when tracks are with grass? like 1-5% speed reduction for each phase of growth? I'm not sure if its possible in easy way...

Re: Patch: Grass growth on unused tracks

Posted: 17 Oct 2009 16:05
by petert
bigos wrote:Grate patch boekabart! Added it to my server pack :)
I have an idea about improving it a bit... Maybe make small speed reduction when tracks are with grass? like 1-5% speed reduction for each phase of growth? I'm not sure if its possible in easy way...
I've been looking for your patchpack for a while, wanted to join your servers :).

Re: Patch: Grass growth on unused tracks

Posted: 27 Oct 2009 22:21
by bigos
So what do you think about adding small speed reduction caused by grass? And second thing.. If there is grass i think would be nice to have snow in arctic scenarios :) could be hard to make it depend on actual line of snow but it should be doable. Of course snow should reduce speed same or even more then grass. If someone don't like speed reduction there can be option to turn it off in advanced settings.

Re: Patch: Grass growth on unused tracks

Posted: 27 Oct 2009 23:30
by Gremnon
If there is to be a speed reduction, I for one would want it toggle-able.
And snow for arctic is good, how about also sand for the desert parts of tropic though?