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Re: Improved Town Layouts

Posted: 15 Apr 2021 10:44
by 2TallTyler
Which shopping mall? The 2x2 tile one with the glass roof? I am able to bulldoze any building, and don't think it's even possible to block the magic bulldozer.

Re: Improved Town Layouts

Posted: 19 Apr 2021 22:36
by 2TallTyler
itl_subtropic_small.png
itl_subtropic_small.png (311.49 KiB) Viewed 7057 times
A large city (too large a screenshot to embed):
subtropic.png
(678.15 KiB) Not downloaded yet
1.4.0 beta 1 is out, with subtropic houses! I've completely reworked how houses are chosen from the Temperate climate (and will probably go back and redo that once I'm happy with subtropic), now calculating the land value of each tile based on a variety of properties and choosing the house accordingly. Like the Temperate climate, there are features for larger suburbs, improved downtowns, and better landmarks which persist through the life of a town. For more information, see the Readme on GitHub.

Please let me know any questions, concerns, or suggestions.

Re: Improved Town Layouts

Posted: 16 May 2021 03:45
by Tsylatac
Found a weird regression in 1.4.0 beta 1 (or possibly 1.3.4; 1.3.3 is fine) - the low density Shop seems to have disappeared. Started a new 1700s game and can't find anywhere to take food. I don't see it in the scenario editor, either. The people hunger!

Re: Improved Town Layouts

Posted: 17 May 2021 10:02
by 2TallTyler
Thanks for the report. I believe I broke it in the 1.4.0 beta when I added subtropic houses. I’m in the middle of moving but will try to fix and release perhaps this coming weekend.

Re: Improved Town Layouts

Posted: 22 May 2021 14:36
by 2TallTyler
1.4.0 beta 2 is now on BaNaNaS, and shops work properly now. I had accidentally overridden the temperate shop with the subtropic one.

Re: Improved Town Layouts

Posted: 22 May 2021 21:39
by Tsylatac
Yay, thank you! Though I look forward to trying out the subtropical goodies too..

Re: Improved Town Layouts

Posted: 24 May 2021 08:50
by gravelpit
does it have an effect for "town zones" in custom settings? i mean can i play in JGRPP paths?

Re: Improved Town Layouts

Posted: 24 May 2021 12:41
by 2TallTyler
Despite the name, this is just a house set. It should work fine with custom town zone sizes in JGRPP.

Re: Improved Town Layouts

Posted: 25 May 2021 08:32
by Aegir
gravelpit wrote: 24 May 2021 08:50 does it have an effect for "town zones" in custom settings? i mean can i play in JGRPP paths?
Disabling town zone 0 (Outer most suburbs) will pretty well kill town growth irrespective of anything else.

Town zone bands are determined purely as a function of the city size and exist before each town building gets placed.

If the town buildings have restrictions on where they are placed based on town zones, then they will be affected by the JGR town zone patch.

However, I suspect ITL is doing waaaaaaay more intelligent computations for where to place buildings than the rudimentary town zoning method and it may very well end up functionally ignoring what's going on with town zone bands in order to create its own little density pockets, etc.

Re: Improved Town Layouts

Posted: 21 Jul 2021 12:50
by oby
Hi,

I've played over 50 years. Started 1980. The town growth is very slow and I have gaps between office and suburbs. After that the suburbs are developing normally. I have attached a screenshot.

Version of Improved Town Layouts is 1.4.0 beta3. I've tried to build passenger stations, to see if the office buildings are spreading, but no the growth is still slow. Even when I am level the town growth to fastest.

Do you have any idea?
Capture.PNG
(1.64 MiB) Not downloaded yet

Re: Improved Town Layouts

Posted: 21 Jul 2021 16:14
by 2TallTyler
Thanks for the report. I had mis-coded the small houses used for infill to exclude TOWNZONE_CENTRE — the zone where roads have streetlamps. It has nothing to do with offices or passenger stations, although passenger service is a great way to increase land value for offices to generate. You may have noticed that buildings with a 1CC recolor palette change color based on the land value. The reason you aren't seeing more office buildings is because there's a population requirement for each, to force suburbs and a small downtown core.

1.4.0 beta 4 is now out on Bananas, fixing the infill houses. Let me know if you have any other problems or questions. :)

Re: Improved Town Layouts

Posted: 13 Aug 2021 13:30
by 2TallTyler
I haven't had any changes to the beta and adpro contributed a Czech translation, so we're out of beta and in 1.4.0! As always, thanks to all translators. :)

Re: Improved Town Layouts

Posted: 03 Jan 2024 20:58
by TTDManager689
Hi There. I did used the ITL Grf recently however I just realise the how buildings have removed or changed so quickly during gameplay, it has affecting some stations to accept goods, mail etc.

So I'm wondering Is there anything to fix this and maybe add some parameters ways to make those buildings stay longer?

Thank you for reading. :wink:

Re: Improved Town Layouts

Posted: 04 Jan 2024 12:21
by 2TallTyler
That's an issue with how buildings work in OpenTTD. Some buildings in ITL stay forever to avoid this, but not all -- otherwise the town center would never get skyscrapers and other modern buildings. There's one building in particular, the Shop, which appears in every town and never disappears on its own. It has a distinct sprite in original TTD graphics and OpenGFX2, although in OpenGFX it looks like a regular house. But it accepts Passengers, Mail, Goods, and Food, so if you can find it, it'll be a reliable destination for your deliveries.

Re: Improved Town Layouts

Posted: 04 Jan 2024 17:54
by TTDManager689
2TallTyler wrote: 04 Jan 2024 12:21 That's an issue with how buildings work in OpenTTD. Some buildings in ITL stay forever to avoid this, but not all -- otherwise the town center would never get skyscrapers and other modern buildings. There's one building in particular, the Shop, which appears in every town and never disappears on its own. It has a distinct sprite in original TTD graphics and OpenGFX2, although in OpenGFX it looks like a regular house. But it accepts Passengers, Mail, Goods, and Food, so if you can find it, it'll be a reliable destination for your deliveries.
Hi 2talltyler, I'm amazed you're still here and thank you for the answer, I'm appreciated. :) (I know you've the one for this GRF.)

I see how you meant. If it's a way the game does as in default then I understand. (And yeah I already know what is a shop looked like!) XD

I'm not sure If I'll be able to configure it with credit or the game script, would I? :?:

Re: Improved Town Layouts

Posted: 04 Jan 2024 21:23
by Argus
Personally, I made sure to add Garry's Auz Town Industry set. This is not an industrial set, but purely just houses receiving various goods. I'm not sure how much this will affect the behavior of ITL Houses though, and I'm already using version 2. :)

Re: Improved Town Layouts

Posted: 05 Jan 2024 01:31
by 2TallTyler
I don't know for sure, but I think a slower growth speed would decrease the "churn" of buildings being destroyed and replaced. You can change that in the settings, or use a town growth script like Renewed Village Growth or Villages Is Villages.

Alternatively, you can always use a different house set. I'm partial to UK Towns And Industries (TAI, and it doesn't actually provide industries) and play with that or Swedish Houses more than I use ITL. :)

Re: Improved Town Layouts

Posted: 05 Jan 2024 09:07
by Argus
I also use ITL only as a supplement. It is indeed "incompatible", but it seems to me that ITL will still do its thing there, and in addition, I have the shop and warehouse in addition to those from other sets. I set the growth extremely slow and I am satisfied. But the script is better, because from a certain size the city will simply start growing quickly anyway...