belugas wrote:... the notion of an engine pool patch is not something that happened out of nowhere? ...
I wasn't aware of it, because I don't follow everything that is discussed in the forum. It takes a lot of time. As far as OpenTTD goes, on a daily basis, I read the changelog and try to figure out what's new in the wiki. If there just were a note on top of a changed page for a few days, saying what has been changed.
rick67 wrote: ... OzTransLtd´s comprehensive posts are often phrased as a dictation of what MUST be there ...
I don't dictate anything ... I give suggestions, may be a bit too technical sometimes, compared to existing features too. It would be entirely up to Open Devs how and when they implement a suggestion, if at all ... the end result counts.
Eddi wrote: ... someone mentioned livery overrides. i think that is a real nightmare feature to build a set around ...
It is complex, but quite manageable. In the CanSet, that is the backbone; the behaviour of wagons depends on the engine, i.e. the engine company (CNR, CPR ...) or engine type (e.g. push-pull). Wagon overrides is not just the livery; the wagon length (of some of them) differs by company, plus a lot more tiny little things (everybody seems to like so much). They are all determined via an engine wagon override action-3 to start with. If the engine is not a Canadian one, the wagons won't function as intended, they are lost totally. And if a player wants to attach a wagon from another set, the Canadian engine doesn't know how to handle the situation.
You are welcome to make improvements ... I like your ideas, but let's stay focused with what we have at the moment.
Rubidium wrote: ... vehicle sets vs station sets ...
That is like comparing apples with oranges; stations, road vehicles, planes and ships are the apples and trains are the oranges. There is no problem with the apples, they are all individuals that get along quite nicely. However, the oranges need proper railtracks and not all oranges like all track systems, then they are connected with each other in many different ways, not all oranges like other oranges. It is the trains we have problems with not the apples.
And no, we do not enforce anything in regard to industries, stations, cities and roads. In fact we do everything to allow a variety of different ones to be used. From a North American point of view, if you want to play with ttrs3 and its road system you can do that and we make it possible that you can do that. You can play with ECS industries, we do support those too; sometimes with great difficulties and a lot of time, I may add.
Draakon wrote: ... Where is this new action or callback documented that disallows a certain set to be used with others sets? ...
I'm not quite sure, what you mean and what your level of expertise is in regard to NFO coding.
But, coders can use an action-E to deactivate a set; can be their own set or another one. How that can be done is documented clearly in the wiki.
BTW, it doesn't say I should leave sets, I have not created alone. I did get the message nevertheless loud and clear; that part will be changed; the CanSet will deactivate itself only (if it finds other train sets) UNLESS we can find a solution.