Wolf01's hire point - Last addition: sloped stations
Moderator: OpenTTD Developers
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)
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)
- Attachments
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- semaphores_date.diff
- updated
- (6.94 KiB) Downloaded 362 times
need help for the eyecandy patch, most for the GUI, the great part is already done (thanks a lot Frostregen
)
the patch (for miniIN because i have more chance to have it included there) is here, and a picture of a test follows it

the patch (for miniIN because i have more chance to have it included there) is here, and a picture of a test follows it
- Attachments
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- eyecandy_miniIN.diff
- (9.8 KiB) Downloaded 342 times
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- eyecandy.png (65.44 KiB) Viewed 1644 times
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
here is the patch against r7469M (it should merge without conflicts also in newer revisions)
thanks

- Attachments
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- transparency_options_against_trunk_7469M.diff
- (17.22 KiB) Downloaded 282 times
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
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
- Attachments
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- terraform_gui_trees_fix.diff
- (377 Bytes) Downloaded 285 times
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- Traffic Manager
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- Joined: 27 Dec 2004 19:37
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Cannot download this file ( F2 ) and cannot find it on your website
http://wolf01.game-host.org/OTTD_relate ... imate.diff
http://wolf01.game-host.org/OTTD_relate ... imate.diff
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
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
Re: Wolf01's hire point
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
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
Re: Wolf01's hire point
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.

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.
Re: Wolf01's hire point
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 
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
VII: technical questions/suggestions to come

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

VII: technical questions/suggestions to come

- athanasios
- Tycoon
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Re: Wolf01's hire point
Good luck then! 

http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: Wolf01's hire point - Now working: User Configurable Hotkeys
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
- 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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