Wolf01's hire point - Last addition: sloped stations

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Wolf01
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Post by Wolf01 »

i worked on a new patch: build semaphores until a certain year and then signals
the year is configurable
here is the patch for miniIN r6403

EDIT: fixed a bug and made the patch setting conditional to max_version
this patch doesn't change placed signals automatically, but disable the switching between the 2 types of signals in the signal gui (unwanted, but if somebody can fix this i'll thank him)
to build the other type of signal just use the CTRL key (is simply toggled)
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semaphores_date.diff
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Post by noelc »

Wolf01 wrote:control tower here is he-666-ll which landing lane should i take?
Umm... which control tower would that be :lol:
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Post by Wolf01 »

need help for the eyecandy patch, most for the GUI, the great part is already done (thanks a lot Frostregen :D )
the patch (for miniIN because i have more chance to have it included there) is here, and a picture of a test follows it
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eyecandy_miniIN.diff
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eyecandy.png
eyecandy.png (65.44 KiB) Viewed 1644 times
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Post by Wolf01 »

i've problems synching the "more transparency options" patch with trunk, there is anybody who want to help me fixing these problems?

here is the patch against r7469M (it should merge without conflicts also in newer revisions)

thanks :)
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transparency_options_against_trunk_7469M.diff
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Post by Wolf01 »

another one of my patches:
i fixed the place trees button in the terraform gui
i have the problem to do things quickly, so i don't always look if i really pressed the "place random trees" button or a tree in the trees gui

the last time happened that i destroyed half a city to plant trees all around it by drag & drop... with dynamite
applies to 7912

i also will update the patches list on the first topic, so you can track the patches more easily
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terraform_gui_trees_fix.diff
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Post by Wolf01 »

i made another patch (see first post), with this new patch you can select "Quick New Game" from the save/load menu, so you can generate a random map quickly without exit back to the main menu

this works for the scenario editor too (generates a new terrain)
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Post by MagicBuzz »

When do your great patchs will be merged in the trunk ?

I see the semaphore patch is already in trunk. But I'd love to see the daylength patch also in trunk :)
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Post by Wolf01 »

the daylength patch is the most bugged

errr.. the only one bugged, all other patches are only gui changes

as for the semaphore patch, is not the mine the one included in trunk, but the one made by ThePizzaKing

thank you for the appreciment :)
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Post by Nickel_Plate »

Cannot download this file ( F2 ) and cannot find it on your website

http://wolf01.game-host.org/OTTD_relate ... imate.diff
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Post by Wolf01 »

thank you for the report, i'll fix it this evening
EDIT: fixed, was only a letter -> edit scenario climateS <-
you can download it again from the link in the first post
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Post by Wolf01 »

sorry for posting again, but if nobody replies is not my fault

i've added the binary Win32 version, you can download it from the first post
good game
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Post by quba »

Is there any chance to make -=<( Join Stations When Them Are 1 To X Tiles Far Away )>=- more up-to-date? I know it is in miniIN but I would love to see it in trunk :D
My programming skills are unfortunately to week to make it work with current trunk :(
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Post by Wolf01 »

yes i sync it some times, i think i'll sync it soon because of roadstops added to trunk
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Post by quba »

Wolf01 wrote:yes i sync it some times, i think i'll sync it soon because of roadstops added to trunk
Thanks a lot can't wait to it :D this will really improve usability of roadstops.
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Post by Wolf01 »

i'm still working on the adjacent patch
i plan to optimize it by removing the redundant code, but i have some troubles to move the gui code to the right place, and a little problem with the roadstops (it shouldn't really be a problem, we need only a bit, which is possible to avoid)

meanwhile i updated all the patches and the binary version
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Re: Wolf01's hire point

Post by Wolf01 »

After a long period, I resumed to write and release patches for OTTD
In the first post you can find two new patches (not so new), I have more patches to release, but I wait to fix them and make them at least playable, since they are concepts, but this will take long time, I think
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Re: Wolf01's hire point

Post by Roujin »

The second one (main menu scrolling) sounds interesting. Shame that you're not continuing it. I'll have a look at it after writing this post.:)

Hmmm the first one reminds me of what I've done in my advanced terraform patch (see signature, the raise land symbol with a +). There, I've modified the raise and lower tools to raise all tiles of the lowest altitude (or, lower all tiles of the highest altitude, respectively) found in the selected area, by one.
What you're trying to archieve, if I understand it correctly, is raise all tiles of altitudes lower than x to x (lower respectively), which is quite similar.
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

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Wolf01
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Re: Wolf01's hire point

Post by Wolf01 »

Ok, you might think I'm crazy, but I think I might want to try to develop a new useful patch... ok I'm crazy enough :D

My next patch will be "configurable hotkeys"
First) I really need various user suggestions before starting to work and revert it all because it was the wrong way (vote in the poll)
2. I might need some help since I'm mainly a Visual Basic developer
C) I will need a lot of time (I have about 1 hour at day and not every day)
* I'll try to not drop the project at least until half work is done
- I don't promise I'll succeed on this
> Wish me some luck :D
VII: technical questions/suggestions to come :P
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Re: Wolf01's hire point

Post by athanasios »

Good luck then! :mrgreen:
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


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Re: Wolf01's hire point - Now working: User Configurable Hotkeys

Post by Wolf01 »

Features:
- All the widgets (if possible) can have an hotkey
- Hotkey exclusion, when an hotkey is already assigned to a certain toolbar/window widget it can't be assigned to another one in the same toolbar
- Multiple hotkey sheets loadable like newgrfs (in a different UI)
- Hotkey to switch between hotkey sheets (like the windows' language toolbar for the keyboard layout)
- The game should come with standard hotkeys
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