City growth
Moderator: OpenTTD Developers
Can I exept to have this patch or an another similar in a nightlbuild?
If we can switch it on/off, it's no longer a problèm, no?. thanks
P.S. Please, don't considere this as spamming, but, can anyone update it to the latest revison? Or I will try, but I don't exept to have the capacity...I don't know coding in C.
Sorry for my English
If we can switch it on/off, it's no longer a problèm, no?. thanks
P.S. Please, don't considere this as spamming, but, can anyone update it to the latest revison? Or I will try, but I don't exept to have the capacity...I don't know coding in C.
Sorry for my English
Development will now focus for the next few days/week on adding a revised map-array. This will most likely not add any new features to the game (eg. turning-tunnels, bridges over bridges), but will make it easier to extend it, and certainly easier to code.
After that I might give it a try. The last time I checked it still needed some refining.
After that I might give it a try. The last time I checked it still needed some refining.
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Hi!
Just made the growtown patch working with the latest nightly build and 0.3.4.
You can download it from here :
http://steveetm.homeip.net/~steveetm/tt ... town.patch
A cannot test it so long yet, just tried to build the game and start it, so I cannot guarantee that its working as you expect.
pls notice that I'm not a c expert, and my site isnt accesible all time. (but when it is, you can download it.)
I hope you find it useful.
Just made the growtown patch working with the latest nightly build and 0.3.4.
You can download it from here :
http://steveetm.homeip.net/~steveetm/tt ... town.patch
A cannot test it so long yet, just tried to build the game and start it, so I cannot guarantee that its working as you expect.
pls notice that I'm not a c expert, and my site isnt accesible all time. (but when it is, you can download it.)
I hope you find it useful.
Sorry, I didn't use very offen subversion...when I try to apply a patch, it said to me : "the line "Index : was not found!"
So I try to add "Index: town_cmd.c" at the begining, but it don't work either.
I try to patch the file town_cmd.c instead of the directory, but subversion don't offer that possibility.
Is it me or the the patch?
I'm running under winXP Sp2.
Thanks
Sorry for my english
So I try to add "Index: town_cmd.c" at the begining, but it don't work either.
I try to patch the file town_cmd.c instead of the directory, but subversion don't offer that possibility.
Is it me or the the patch?
I'm running under winXP Sp2.
Thanks
Sorry for my english
If someone could tell the "cities" to build roads in a more logical way, for example, no two roads run alongside each other, as it takes up valuble real estate. I try to make sure the cities have either 2x2, 2x3 or 2x4 building plots, it looks much better that way, and the density of population will be much higher (apart from my statue!).
I have to say that Locomotion seems to have that sort of thing incorporated, and it would be great to have that in OTTD.
I have to say that Locomotion seems to have that sort of thing incorporated, and it would be great to have that in OTTD.
I was playing around with the town growth code and i modified it its pretty unclean and crappy code but its realy just showing how i think growth should be done... by changing the growth rate to depend on how much passangers mail and goods are transported... but its not as simple as that
nothing ever is...
becasue as the city expands early on fast to around 2000-3000 residents it starts to slow down what you need todo to get huge towns is keep the number of accepted items as high as possible and the town population will increase faster
accepted items isnt saved i didnt get that far

becasue as the city expands early on fast to around 2000-3000 residents it starts to slow down what you need todo to get huge towns is keep the number of accepted items as high as possible and the town population will increase faster

accepted items isnt saved i didnt get that far
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