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Re: NewGRF Airports, try 2
Posted: 01 Nov 2009 17:41
by petert
Zuu wrote:Also you need to place it on the shore. If the problem was to find some where to place it. In north rotation the top left row should be on the shore and the other tiles should be on water. (from what I know and have tested)
Actually, when I have water airport loaded, it says "undefined string". But I did try that, and it works. More screenshots.
Yexo wrote:Exactly the same as other airports, only there isn't a newgrf that provides a water airport yet.
There isn't? Did you mean to say that there isn't a water plane yet?
Re: NewGRF Airports, try 2
Posted: 01 Nov 2009 17:44
by Yexo
petert wrote:Actually, when I have water airport loaded, it says "undefined string".
Hmm, a small bug in that newgrf then.
Yexo wrote:Exactly the same as other airports, only there isn't a newgrf that provides a water airport yet.
There isn't? Did you mean to say that there isn't a water plane yet?
Oops, indeed.
Re: NewGRF Airports, try 2
Posted: 01 Nov 2009 17:50
by petert
Ok, now that's cleared up, I will wait for some professional GRF makers to code some airports.

Re: NewGRF Airports, try 2
Posted: 01 Nov 2009 20:55
by Dimme
Why are the new airports NAMED heliports? Is that a bug in those grfs? (See the previous picture by petert)
Re: NewGRF Airports, try 2
Posted: 01 Nov 2009 20:58
by Yexo
Dimme wrote:Why are the new airports NAMED heliports? Is that a bug in those grfs? (See the previous picture by petert)
Hmm, good point. The NewGRF has no influence on the name of the airport (at least that part of the spec isn't implemented yet) so it's a bug in the code. Nicely spotted.
Re: NewGRF Airports, try 2
Posted: 02 Nov 2009 18:07
by Dimme
I've started making an airport (my first newGRF, so it's a bit of a mess). I try to run it through nforenum (hoped it would help me a little, had to change feature 10 to 09 to avoid fatal errors (0D does not crash the thing though)). It comments away the action 8 without any error comments. Does anyone know what is wrong?
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 11 00 00 00 <--this line was added by nforenum
//-1 * 0 08 07 01 01 "JV" "Bardufoss Snowman Airport" 00 "By Dimme" 00
^--this comment was added by nforenum
// ===================================================================================================================
// Tiles
//!!Error (68): An action 8 must preceed action 0. <--this line was added by nforenum
1 * 8 00 09 01 02 00
08 21 00 //replacement tile 21 00, don't know what this means..
How does nforenum work with airports for you (I know it doesn't support it)?
Re: NewGRF Airports, try 2
Posted: 02 Nov 2009 20:40
by Yexo
Dimme wrote:How does nforenum work with airports for you (I know it doesn't support it)?
If you replace the nforenum data files (if you're using windows they are by default in C:\Documents and Settings\<username>\.renum) with the contents of the zip I've uploaded in the first post nforenum will support all currently implemented airport features. Thanks to Dalestan for helping me figure out the nforenum data layout.
Re: NewGRF Airports, try 2
Posted: 02 Nov 2009 20:55
by Dimme
Yexo wrote:Dimme wrote:How does nforenum work with airports for you (I know it doesn't support it)?
If you replace the nforenum data files (if you're using windows they are by default in C:\Documents and Settings\<username>\.renum) with the contents of the zip I've uploaded in the first post nforenum will support all currently implemented airport features. Thanks to Dalestan for helping me figure out the nforenum data layout.
Thank you so much! With this support I'll be spamming airports at you sooner than I had hoped for

Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 06:49
by PikkaBird
Yexo et al,
I've added a bit on
Public Airports to the spec, what do you think?
I realise that the overbuilding of public airports is prone to griefing by players overbuilding several times and moving the airport away from the town as they do so, but it's hard to see how I can make the system both flexible for the airport owner and grief-proof. Any suggestions?
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 08:11
by Dimme
Looks interesting

Espescially that players place the airports, not towns.
Limits:
There is a huge limit between having a number of aircraft flying a short distance, and those flying far, but I guess it is hard to take that into account.
Overbuilding:
If the grf author is smart, he/she will allow overbuilding with larger airports only. That way, you cannot overbuild many times (avoid loops), which solves much. I guess these airports also need property 30 set?
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 08:39
by PikkaBird
Dimme wrote:Overbuilding:
If the grf author is smart, he/she will allow overbuilding with larger airports only. That way, you cannot overbuild many times (avoid loops), which solves much.
I guess so. I'd imagined that grf authors would make airports overbuildable by themselves, but there's no reason why they should.
I guess these airports also need property 30 set?
Property 31 only applies if property 30 is also set; if the airport doesn't have property 30 set and thus is a private airport, there's no limits on overbuilding. Overbuilding private airports is just a quicker and easier method of replacing an airport than the current demolish and rebuild.
Edit: oh, you mean the overbuilt airports? Well, there need be no restriction in code, but it doesn't make much sense to allow a public airport to be overbuilt by a private one.

Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 16:51
by maquinista
A variable with the type of terrain would be interesting, because a airport in desert with grass looks strange, or a airport without snow over the snow line, some snow over the roofs or borders would look great.
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 17:25
by Yexo
maquinista wrote:A variable with the type of terrain would be interesting, because a airport in desert with grass looks strange, or a airport without snow over the snow line, some snow over the roofs or borders would look great.
Like the already implemented var 41?
41 B Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline
Btw, if you have an use a (partly) empty ground tile the normal ground (grass/desert/rainforest/snow) will show under it.
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 20:04
by maquinista
Yexo wrote:maquinista wrote:A variable with the type of terrain would be interesting, because a airport in desert with grass looks strange, or a airport without snow over the snow line, some snow over the roofs or borders would look great.
Like the already implemented var 41?
41 B Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline
Btw, if you have an use a (partly) empty ground tile the normal ground (grass/desert/rainforest/snow) will show under it.
Thanks.
I would make a GRF with some airports with long runways and two grass tiles at the end of them, to prevent the "abuse" of planes. Also, It could be interesting a switch to disable the original airports. The two or three grass tiles would prevent the buildings placed at the end of the runway.
I will read the specification, to know if I can write the code of this project.
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 21:11
by frosch
PikkaBird wrote:Yexo et al,
I've added a bit on
Public Airports to the spec, what do you think?
I realise that the overbuilding of public airports is prone to griefing by players overbuilding several times and moving the airport away from the town as they do so, but it's hard to see how I can make the system both flexible for the airport owner and grief-proof. Any suggestions?
I've added a counter-proposal to the wiki. IMO public stuff overlaps quite a lot with oilrig-like airports. Sharing usual airports is IMO more a topic to infrastructure sharing, which should IMO be independent from newgrfs.
Re: NewGRF Airports, try 2
Posted: 03 Nov 2009 22:45
by planetmaker
+1 @ frosch's proposal.
Great to see so much activity in this branch

Re: NewGRF Airports, try 2
Posted: 04 Nov 2009 07:42
by andythenorth
frosch wrote:I've added a counter-proposal to the wiki. IMO public stuff overlaps quite a lot with oilrig-like airports. Sharing usual airports is IMO more a topic to infrastructure sharing, which should IMO be independent from newgrfs.
For various reasons, which I have to admit relate more to my own ends with FIRS, I prefer the proposal by Frosch.
Re: NewGRF Airports, try 2
Posted: 04 Nov 2009 07:48
by PikkaBird
frosch wrote:Sharing usual airports is IMO more a topic to infrastructure sharing
What is "infrastructure sharing"? If you mean shared rails, what does that have to do with airports?
Perhaps we should make it so road vehicles can't use roads other players have built, because it is "IMO more a topic to infrastructure sharing".
which should IMO be independent from newgrfs.
So your industries+airports are defined how, exactly, if not in newgrfs?
FWIW, I had imagined almost all large airports in av8ports being public ones - after all, how many cities would let you build a massive international airport and then keep it all to yourself? If you want public airports that pop up on their own, may I suggest an airport-building AI as a better option than the industry system?
Re: NewGRF Airports, try 2
Posted: 04 Nov 2009 08:00
by Dimme
I don't see why one proposal cancels the other. I really like both ideas, for different reasons. Agree that Pikkas proposal has to do with infrastructure sharing, so maybe it can be used for something in that context? I think it is a little more like station sharing though, which is not so easy to abuse. Unless IS reaches trunk, i'd say this is a good alternative.
Re: NewGRF Airports, try 2
Posted: 04 Nov 2009 08:29
by planetmaker
@Pikka:
Infrastructure sharing does refer to - as the name implies - all kind of transports, not just rail. So it has to do everything with airports, too. Implementing that via the source code of the game offers the better flexibility in a sense to be more future-extensible (and the option to turn it on/off on a per-player and per game basis, charge fees for usage, etc). It also allows to use that for existing airport newgrfs without any modification to existing newgrfs - which is IMO an important argument as sharing is a general thing, not something limited to a certain style (newgrf) of airports. Just like stations are. But unlike abilities of industries or vehicles.
IMO implementing how things, vehicles, stations look like and how they work: a clear newgrf thing
implementing how players interact with eachother: a clear programme thing (and sharing is exactly that).
The argument to have public airports rather as an industry (part) makes to me more sense, too:
An industry is a thing open to all companies since TTO. The only thing you, as company, may do is fund an industry and doing so decide upon a place, but then your control is gone. And we have those public heliports, they're just called oil rigs.
A station (and an airport is one) is a company-owned and controlled thing since TTO.