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Ability to built a building in editor

Posted: 03 Mar 2005 14:50
by SHADOW-XIII
yes I know it was before ... Csaba, you said it is too much effort to make possibile gui for building buildings :lol:

but what if I could have a tool, that would gave me random building ... no matter which one, just to force a random building in selected square ?

is it possible ?

Posted: 03 Mar 2005 15:00
by Szappy
cht:debugger :?:

Posted: 03 Mar 2005 15:43
by Csaboka
This idea would be easier to do - TTD already has a "put some random building here" function. Maybe it could be done withouth much effort with a dirty hack like "ctrl-place transmitter gives you a random house in the scenario editor".

Posted: 03 Mar 2005 16:50
by nilsi
I would love that, too.
So if it is not so much work ...

Posted: 03 Mar 2005 20:19
by Csaboka
Well, this wasn't too hard. You can place houses to the map in the scenario editor by ctrl-clicking with the rock tool if newhouses is enabled.

There are some limitations, though:
  • You need at least one town on the map before you can build individual buildings
  • Buildings appear in a random construction stage. If this is a problem for you, you can always enable the gamespeed switch and fast forward until they're fully built. (I've done this before the screenshot was made)
  • Town buildings always belong to the nearest town, and increase its population. AFAIK towns won't touch those buildings that aren't connected to the road network, so those may stay for a very long time.
  • The building that appears is random, but is always chosen acccording to the current town zone. This means that houses far from the town will always be zone 0 buildings.

Posted: 03 Mar 2005 23:03
by nilsi
Thank you so much :-)

Posted: 04 Mar 2005 02:27
by Raichase
Hey, thats a really cool feature for making towns in scenarios! Good idea Shadow, and nice work again from Csaboka!

Posted: 04 Mar 2005 03:17
by RailJade
Csaboka wrote:Well, this wasn't too hard. You can place houses to the map in the scenario editor by ctrl-clicking with the rock tool if newhouses is enabled.
Hmm, it does not work for me and I have newhouses enabled :(.

Posted: 04 Mar 2005 04:59
by Csaboka
No wonder it doesn't work - it isn't in the current alpha yet :P

I've sent the diff to Patchman yesterday, I guess it will appear in the next official alpha.

Posted: 04 Mar 2005 08:19
by SHADOW-XIII
great great great Csabooka, now map editing steps into higher level 8)
thanks a lot
Csaboka wrote:Town buildings always belong to the nearest town, and increase its population. AFAIK towns won't touch those buildings that aren't connected to the road network, so those may stay for a very long time.
ok, but I got few questions, what about if I put a building away from town and then put a town close to that building ... will it stay to the old town ? or will be taken by new one ? if new town will put road at that building (road will be property of new town_ will it be changable by that old town ? why in game TTD changes buildings that are not at roads ?

Posted: 04 Mar 2005 10:41
by Flavius
Happily, more power to scenario makers. :P

Thank you Shadow and Csaboka, cannot wait for next alpha. Please please Patchman. :shock:

Posted: 04 Mar 2005 11:38
by Csaboka
SHADOW-XIII wrote:what about if I put a building away from town and then put a town close to that building ... will it stay to the old town ? or will be taken by new one ?
It will be taken over by the new one, and town populations change accordingly. There's no owner information stored with town buildings, they just return the closest town if asked about their owner.
SHADOW-XIII wrote:why in game TTD changes buildings that are not at roads ?
Does it? I haven't noticed it...

Posted: 04 Mar 2005 12:09
by SHADOW-XIII
I noticed something I called 'walking building' ...
1) I got 1sq house at the road
2) it changes to 4sq (2x2) ... like prison
3) one of the prison's squares become a house (the one square which is not at the road)
4) that house again become 2x2, like prison
5) and so on ...

I even posted sometime ago screenie with prison in a middle of forest (middle of nowhere) :wink:

Posted: 04 Mar 2005 12:50
by Csaboka
You're right, Shadow, I remembered wrong. Every house has a chance to be replaced, or even removed during the game, no matter how far is it from the town. The faster the town grows, the bigger the chance is that this happens.

This "walking house" thing is interesting, although I don't know if it's worth fixing...

Posted: 04 Mar 2005 13:15
by SHADOW-XIII
oh, you were faster than me ...
I wanted to ask if it is possible to make a building permanent or only replaceable by better one :mrgreen:

Posted: 04 Mar 2005 14:10
by Csaboka
Well, you can make house types unremovable via GRF files, but of course you can't decide where it will be built.

The other thing is, how do you mean "better"? When can you say house type A is better than house type B?

Posted: 04 Mar 2005 14:17
by Rob
I think he means for instance houses that accept goods, so that once a station accepts goods it won't stop doing so because the town decides to replace a building that accepts goods with a building that doesn't accept goods.

Posted: 04 Mar 2005 15:04
by SHADOW-XIII
I meant beeter = more people/mail/goods producing

Posted: 05 Mar 2005 07:52
by wallyweb
This could be really interesting with Zimmlock's new buildings. Too bad about the need for random. A menu would be cool, but with all the buildings available it would be huge. Could this be integrated with the industry building tool?
Talk about aliteration ... one could call it a "Bigger Better Building Builder Button" ... Now say that ten times fast :)

Posted: 05 Mar 2005 13:30
by Geo Ghost
just wondering, but isnt this a bit like i said a while back? :?
http://www.tt-forums.net/viewtopic.php?t=13236