I like this most of the four. I think that 90 degree rotation graphics will be also nice, since for these airports it matters which is the long side.richk67 wrote:OK... since Type 3 was so popular, I have stopped work on it. Here is a new design, where the passengers get bussed to their aircraft like at holiday airports (eg. Mahon on Menorca), rather than the aircraft docking with a building.
This allows an interesting aircraft operation: they arrive at the terminal pad from one side - but leave to the opposite side. This way it keeps a strict path through the airport, which should avoid conflicts, or long waits.
I will need a new hangar design though, that points to the NE (if vertical is N). Any artists want to volunteer?
Comments? Worth coding? Would you use it?
Three New Airports
Moderator: OpenTTD Developers
Well, the type 3 airport isnt coded yet (and I may switch to coding the Type 4 instead). Only the first 3 airports are really ready for use, and they may have a chance of making the nightly release if people make a nice noise about it to the devs.sjabby wrote:i dont understand the compiling thingy is there another way to get this airport to work on my system?
Short answer, no, not yet.
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richk67 wrote:OK... since Type 3 was so popular, I have stopped work on it. Here is a new design, where the passengers get bussed to their aircraft like at holiday airports (eg. Mahon on Menorca), rather than the aircraft docking with a building.
This allows an interesting aircraft operation: they arrive at the terminal pad from one side - but leave to the opposite side. This way it keeps a strict path through the airport, which should avoid conflicts, or long waits.
I will need a new hangar design though, that points to the NE (if vertical is N). Any artists want to volunteer?
Comments? Worth coding? Would you use it?
Hmm, you can implement one runway (but two taxiways!) alternative for thisebik wrote:I like this most of the four. I think that 90 degree rotation graphics will be also nice, since for these airports it matters which is the long side.

Err - if you mean rotate by 90, so that the depot can be used .... great only need all new runway sprites then.ebik wrote:Hmm, you can implement one runway (but two taxiways!) alternative for this, then you can make it with current depot only...

One runway airports are very well catered for. (Small, City, Commuter). The two dual runway airports take a lot of space as a square. This is trying something different. Maybe a 3 width airport is just too restrictive.
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I like also 4b more than 4, because I use no helicopters. But I have another question, given that we somehow polish the state mashine instead of giving it away, what about defining 'actions' for airport (i.e. state machine definition in grf file - then airports will be in grf instead of patch...
). I'm not grf guru, I know grf only from user point, but I see no problem in implementing such feature.

Coding the airports into newgrf files is the next project. I just wanted to bash out a few more airports first, since I understand the current system at the moment.ebik wrote:I like also 4b more than 4, because I use no helicopters. But I have another question, given that we somehow polish the state mashine instead of giving it away, what about defining 'actions' for airport (i.e. state machine definition in grf file - then airports will be in grf instead of patch...). I'm not grf guru, I know grf only from user point, but I see no problem in implementing such feature.
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Nope. I dont really think thats possible. The airports have a whole load of pre-programmed movements for the vehicles (unlike railway stations/bus stations), and you would need a way for one location to have multiple state machines and movement data. This would be a major rewrite - just not possible in the foreseeable future.CopperCAT wrote:Could you also make it possible to "attach" multiple airports to each other like we can do now with bus stations? That would come in very handy when expanding existing airports.
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Ive updated this patch to include 3 further airports. (see the 6 new airports thread).Dune wrote:Hi
These airports looks awsome!!
Can someone tell me EXACTLY what to do to implement this to my openttd folder? Ive never done this kind of thing before so it would be nice if some of you tell me step by step in newbie-form
and richk67: Awsome work!
To install it, you will need to download the current source code, install a C compiler, apply the patch, and then compile. The wiki can help with all of these depending on your platform.
For Windows users, I personally use TortoiseSVN to download the source code & to install the patch. I use MingW32 as the C compiler.
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Sorry to resurrect this thread.richk67 wrote:OK, found that one. There is a new feature which assumes that if a station tile has not been assigned (which for an existing game it wont have been), that it is a Buoy tile. I now explicitly check for a Buoy, and if not, return an AIRPORT tile. Not great, but then, the new code aggressively assumes the data state.richk67 wrote:OK... another thing to huntI will check whether this is a savegame issue for trunk or whether it is just the airports patch that suffers.
Anyway ....
FINISHED! The airport now selects the nearest terminal group, so aircraft landing at left dont now taxi all around the airport to terminal 1. I have run this for 20+ game years, with 40 aircraft, and no visible collisions/hangs/etc.
New patch posted in original thread.
richk67, this assertion failure is happening in a recent nightly (r5463).
Is this unexpected or have I logged a bug that is already known?
http://bugs.openttd.org/task/241
Good report.badut78 wrote:Sorry to resurrect this thread.
richk67, this assertion failure is happening in a recent nightly (r5463).
Is this unexpected or have I logged a bug that is already known?
http://bugs.openttd.org/task/241
The second is a known problem, with a known solution. I just need to implement it.
I suspect your first may also be related to it.mart3p wrote:To reproduce this bug, select the "Query" tool and click on the wind sack of an Intercontinental airport. Keep clicking (you have to hit the last frame of the animation) and you will get an assert "IsBuoy_(t)"
The problem is in station_map.h. The enum for new graphics has the code:
Code:
GFX_WINDSACK_INTERCON_LAST = 167,
GFX_BASE_END = 167
GFX_BASE_END should be 168
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Good. Problem should be fixed by a commit yesterday by Truelight.Hazelrah wrote:I'm pretty sure they are the same bug. I was running the debugger yesterday while working on a patch and decided to check this out. They look the same to me at the break point.
-Hazelrah
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Err... had to check... yes. Im afraid Im not much help. I dont know a thing about the internals of how original TTD or Patch handle the states. Most of your PM went way over my head!!Lord wrote:richk67, got my pm?

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Hmm, wouldn´t something like this fix the ´aircraft are to easy´ problem. Because if you could compose your own airport like you can with your train stations, you can make things fair again.Hairysteed wrote:Better yet, have the ability to compose your own airport out of existing tiles, si that every airport could be made different according to their needs.
On the other hand, it would probable be rather difficult. Well just brainstorming here as well

Snuk the Great
Snuk,
I did think simmilarly too. My mistake:
http://www.tt-forums.net/viewtopic.php?p=465311#465311
-Hazelrah
I did think simmilarly too. My mistake:
http://www.tt-forums.net/viewtopic.php?p=465311#465311
-Hazelrah
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