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How to use Adjacent stations/remote join.

Posted: 07 Nov 2006 05:26
by WWTBAM
How do I use the new Adjacent stations/remote join. I have iregular stations on and am trying to do it with a train station.

Posted: 07 Nov 2006 07:19
by JGR
You must hold the control key down when you click the spot where you want the station built.
A window will then appear which provides options as to how exactly it is built.
This feature is not fully tested, so if there any problems/bugs, please report them.

Posted: 07 Nov 2006 07:29
by WWTBAM
thanck you

Posted: 07 Nov 2006 16:58
by Rob
I have a problem with this, it doesn't work. :P

The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.

In the image there is a waypoint station that I wanted to replace by another station (OTTD Gantry) which is connected to a dock. ( I already use all available station slots and I wanted to free up some so I could increase my network a bit.)
I replaced the waypoint station, Middelburg Halt with the other station but the passing oiltrain doesn't know it passed the station.

[edit] Update: rebuilding the station without actually touching the other station does work. [/edit]

Posted: 07 Nov 2006 17:21
by JGR
Rob: can you post a savegame with the problem in effect, as I could not reproduce this problem.
Thanks.

EDIT: Don't bother, I managed to reproduce it, and I will have a look at it.
Thanks for reporting the bug.

JGR

Posted: 07 Nov 2006 18:44
by Patchman
I'm not sure how this patch works, but make sure to set the L2 of existing tiles correctly.

Posted: 07 Nov 2006 18:55
by JGR
The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.

The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.

Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.

Posted: 09 Nov 2006 08:41
by WWTBAM
I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.

Posted: 09 Nov 2006 10:25
by Dave
JGR wrote:The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.

The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.

Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
Hold on - does this mean you've created the holy grail of network builders in seperate platforms for stations? And waypoints next to each other so they don't take up boatloads of space?

I think I'm all for giving JGR a big kiss - but that might be a bit gay. So I won't. Cookies all round tho!

Posted: 09 Nov 2006 12:02
by Aegir
JGR! You're a crazy b******! What are you going to come up with next???

Jeeze, every time I start to think that OpenTTD is getting to the point where it can start competing with TTDpatch for my next game, you bring out a new feature that keeps me hooked!

You're like a pimp keeping his herd hooked on crack!

But in all seriousness, well done with the patch, it's possibilities are positively mind boggling!

Posted: 09 Nov 2006 14:38
by Zero
How do I activate the switch?
I could not find anything in the manual and my experiments in TTDpatch.cfg didn't work either. :(
Sorry for such a nooby question.

Posted: 09 Nov 2006 14:50
by Dropzone
Add

Code: Select all

adjacentstation on
to your ttdpatch.cfg.

Posted: 09 Nov 2006 17:24
by Zero
Thank you, it works. Great feature!

Posted: 09 Nov 2006 17:58
by wallyweb
Which build of ttdpatch does it appear in?

Posted: 09 Nov 2006 18:08
by The Irish
Moooaaaah, another great feature from our beloved patch team.

great stuff. I'm gonna test this out now.

Thank you very much.

Posted: 09 Nov 2006 18:10
by DaleStan
Wallyweb: r1178 or later.

Posted: 09 Nov 2006 18:13
by wallyweb
DaleStan wrote:Wallyweb: r1178 or later.
BetaWallyweb downloads latest Alpha. Thanks :D

Posted: 09 Nov 2006 21:07
by JGR
robotboy wrote:I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.
This should be fixed in the next nightly, caused by a minor incompatability between the adjacent stations and drive-through stops code.

Thanks for spotting the bug.

EDIT
Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.
In case anyone is interested the problem is in: Class5VehEnterLeave

Posted: 09 Nov 2006 22:53
by Lakie
Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?

~ Lakie

Posted: 10 Nov 2006 21:42
by JGR
Lakie wrote:Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?

~ Lakie
Fixed in next nightly.
JGR wrote:
Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.
This is also fixed in the next nightly.

JGR