New map features

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cirdan
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Re: New map features

Post by cirdan »

te_lanus wrote:oops sorry,seems the forum ate my linky :D
[patch] Terminus Airports v1.44 (r27460)
That patch looks promising, but it does not look stable enough yet. For instance, unless I am mistaken, it is not multiplayer-safe (yet), which is a big no-no.
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Re: New map features

Post by TrueSatan »

And the Ubtuntu 14.04 64bit version.
Thanks for fixing it JGR :)
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openttd-custom-ge6310d07-tracerestrict-cirdan-UNIX.tar.xz
Version: ge6310d07-tracerestrict
Ubunt 14.04 64bit
(4.65 MiB) Downloaded 102 times
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Re: New map features

Post by cirdan »

I have just pushed an update to the repository, with over three months' worth of commits. There are, however, only two user-visible changes:
  • Trains in a tunnel with a path signal at the far end will now not reserve a path out of the tunnel soon after entering; instead, they will wait to do so until they are about to exit (as with any other path signal).
  • A pathfinder bug involving road vehicles manually told to go to the nearest depot while turning around on a tile lacking the opposite road piece has been fixed.
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:I have just pushed an update to the repository, ...
:bow:
... and we have the unguaranteed Win32 binary:
OpenTTD-REBASED-r27339-g2505861b-Win32.7z
(5.46 MiB) Downloaded 91 times
... and have added JGR's tracerestrict version:
OpenTTD-g06020f91-tracerestrict-cirdan-Win32.7z
JGR's tracerestrict-cirdan branch
(5.48 MiB) Downloaded 105 times
Enjoy! :D
Last edited by wallyweb on 21 Feb 2016 05:52, edited 2 times in total.
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Re: New map features

Post by TrueSatan »

Thanks Cirdan for the updates :)
Here is the usual Ubuntu version and l8er the pending JGR modified version. the tracerestricted version from JGR.
Thanks JGR as well.

Cheers
Attachments
openttd-custom-g2505861b-UNIX.tar.xz
Ubuntu 14.04 64bit
Version:g2505861b
(4.63 MiB) Downloaded 94 times
openttd-custom-g06020f91-tracerestrict-cirdan-UNIX.tar.xz
Untuntu 14.04 64bit
Version:g06020f91-tracerestrict
(4.65 MiB) Downloaded 107 times
Last edited by TrueSatan on 21 Feb 2016 22:57, edited 1 time in total.
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JGR
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Re: New map features

Post by JGR »

I've updated my branch with these new changes.
cirdan wrote:I have just pushed an update to the repository, with over three months' worth of commits. There are, however, only two user-visible changes:
  • Trains in a tunnel with a path signal at the far end will now not reserve a path out of the tunnel soon after entering; instead, they will wait to do so until they are about to exit (as with any other path signal).
  • A pathfinder bug involving road vehicles manually told to go to the nearest depot while turning around on a tile lacking the opposite road piece has been fixed.
Why wait so long before pushing your work to the repo?
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wallyweb
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Re: New map features

Post by wallyweb »

JGR wrote:I've updated my branch with these new changes.
:bow:
and I have added the Win32 binary here. :D
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cirdan
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Re: New map features

Post by cirdan »

JGR wrote:Why wait so long before pushing your work to the repo?
Mainly for two reasons. The first one is that, when I update the repo, wallyweb and TrueSatan post new binaries here, which is very nice of them (thanks!), and I do not want to feel that I am pushing them with changes every few days when those changes have no or very little impact on gameplay. The second reason is that updating the repo less often has certain advantages when dealing with bugs, as it allows me to rewrite the branch history without worrying that somebody else may have already got a copy of it. For instance, a commit that I made in december introduced a bug that did not show up until a few weeks ago. Keeping the branch unpublished allowed me to amend that commit and rewrite the branch history to keep it cleaner.
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Re: New map features

Post by TrueSatan »

Haha Cirdan, you can if you want update the repo daily.
I made a script that checks for updates and generates a new binary :)
I run the script nearly every evening to see if you changed something.

So go ahead.

Thanks and cheers
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Re: New map features

Post by wallyweb »

Due to a lack of ISP competition resulting in Canada having some of the highest internet access fees on the planet, I don't mind the longer intervals between pushes. It all helps to keep my bandwidth usage within my monthly allotment, especially if I stumble upon several particularly long YouTube videos that absolutely must be viewed. :roll:
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Re: New map features

Post by Streckenläufer »

wallyweb wrote:Due to a lack of ISP competition resulting in Canada having some of the highest internet access fees on the planet, I don't mind the longer intervals between pushes. It all helps to keep my bandwidth usage within my monthly allotment, especially if I stumble upon several particularly long YouTube videos that absolutely must be viewed. :roll:
Why do not you via satellite into the net? Keywords: SmartTV or Playstation
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!Sorry for my google English translator!
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Re: New map features

Post by wallyweb »

Streckenläufer wrote:Why do not you via satellite into the net? Keywords: SmartTV or Playstation
Excellent question. In Canada satellite internet is more expensve than cable or fibre. Weather interferance (ice on dish) is an issue. The building where I live does not have a good line of sight. :roll:
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Re: New map features

Post by cirdan »

I am working on something...

Any testing is welcome. I have only smoke-tested it myself, so use with caution.
Attachments
station-bridge.diff
Patch; apply with -p1
(8.75 KiB) Downloaded 104 times
station-bridge.png
station-bridge.png (116.74 KiB) Viewed 2947 times
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:I am working on something...

Any testing is welcome. I have only smoke-tested it myself, so use with caution.
Excellent! :bow:

Two observations:
- Bridge must be at least two levels high.
- Railroad stations are not supported.

Here is the unguaranteed Win32 binary pathched to the current NMF push:
OpenTTD-NMF-bridge-test-g2505861bM-Win32.7z
(5.46 MiB) Downloaded 92 times
Enjoy :D
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cirdan
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Re: New map features

Post by cirdan »

wallyweb wrote:Two observations:
- Bridge must be at least two levels high.
- Railroad stations are not supported.
Yes, only road stops and docks are supported (for now). For docks, the bridge can be at any height above the dock. For road stops, it must be at least two levels higher, as you noticed, as otherwise there are glitches. For train stations, NewGRFs can add custom sprites, so we would need a way to know their height. For airports, it just does not make sense.
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wallyweb
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Re: New map features

Post by wallyweb »

cirdan wrote:
wallyweb wrote:Two observations:
- Bridge must be at least two levels high.
- Railroad stations are not supported.
Yes, only road stops and docks are supported (for now). For docks, the bridge can be at any height above the dock. For road stops, it must be at least two levels higher, as you noticed, as otherwise there are glitches. For train stations, NewGRFs can add custom sprites, so we would need a way to know their height. For airports, it just does not make sense.
Indeed, for the default sprites (road stops, stations and depots) the z-extent (height) is determined internally and there is no reason to do otherwise. For rail stations there is a GRF specification for setting z-extent but it is optional and there is no guaranty that custom stations authors have used this option. Turning on the "show bounding boxes" switch gives a view of the issue.

By the way, if one counts the slope above sea level, a bridge over docks is actually a minimum two levels high. :wink:
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Re: New map features

Post by HackaLittleBit »

Nice Cirdan.

Going over high station buildings (covered station) is nonsense in my opinion.
Don't forget that sometimes unpleasant smelly things fall out of the bottom of a wagon.;-)
I did not see this in real life.
However, going over a lower railway platform is fine.(no roof)
And maybe only road bridges.

I have a solution for you if you don't mind.

Use the function 'CanStationTileHavePylons'.(maybe rename it in IsRooflessStationTile)

See attached patch.(Quick and dirty)

Image
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stationbridge.patch
(748 Bytes) Downloaded 99 times
r.png
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wallyweb
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Re: New map features

Post by wallyweb »

HackaLittleBit wrote:See attached patch.(Quick and dirty)
Patching to the current NMF push I got:

Code: Select all

$ patch -p1 < stationbridge.patch
patching file src/bridge_cmd.cpp
Hunk #2 FAILED at 214.
1 out of 2 hunks FAILED -- saving rejects to file src/bridge_cmd.cpp.rej
Did you base your patch on trunk or did you base it on cirdan's current NMF push?
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Re: New map features

Post by HackaLittleBit »

The patch is just for Cirdan to see what I did.
If you want to experiment you have to apply manually.

Regards.

Patch was made with TotoiseHG on Linux.(quick and dirty was copy paste)
:)
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Re: New map features

Post by wallyweb »

HackaLittleBit wrote:The patch is just for Cirdan to see what I did.
That explains it then. I'll wait while you and Cirdan work your magic. 8)

By the way, I was about to suggest to Cirdan to allow bridges of between height levels two and three until I saw your screenshot of the arched roof and I realized that bridge pillars would be a problem graphically. Your suggestion to restrict the bridge to only over low platforms would be ideal. Hopefully you and Cirdan can make it work. :)
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