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Adjacent stations, again
Posted: 13 May 2007 08:06
by Wolf01
ok, this time is better than ever
what you can do, and what you can't:
- Build adjacent stations, also adjacent to competitors' stations (with CTRL)
- Customise every tile, no more limited to non-adjacent tiles
- Use them as waypoints directly on the other station entrance
- You can't join at distance
- You can't extend a station to adjoin 2 stations, you have to rebuild the one you want to extend to do this, maybe i'll work on it but don't expect it soon
- Multiplayer safe
Posted: 13 May 2007 08:45
by CMircea
Executable coming soon.
EDIT: It doesn't build the exe. Oh well...
Posted: 13 May 2007 13:50
by Ben_K
Never mind Desolator, Wolf01 has added one
Wolf, when you use these as waypoints, does it treatthe 2 stations on the same platform as if they were one? As in, if you have a waypoint on a 3 tile station, making a 4 tile platform, would a 4 tile train unload at normal rates, or as if it was at a 3 tile platform?
Posted: 13 May 2007 13:53
by Maedhros
No, it'll just use the length of the platform it's unloading at, so 3 tiles long.
Posted: 13 May 2007 13:59
by Wolf01
what do you think maedhros? is what you wanted to do? or you still need the fully adjoin behaviour (the ability to extend the stations in the adjoined area, chosing the station you want to extend between the two)?
Posted: 13 May 2007 14:11
by XeryusTC
I think I'd rather see waypoints being able to be build over multiple lines than using adjacent stations. I usually like the waypoint graphics more for a waypoint than the station graphics.
Posted: 13 May 2007 14:14
by Wolf01
XeryusTC wrote:I think I'd rather see waypoints being able to be build over multiple lines than using adjacent stations. I usually like the waypoint graphics more for a waypoint than the station graphics.
i asked for this, i was answered to use stations, so i started to develope the patch
you can always draw a waypoint graphics for newstations

Posted: 13 May 2007 14:19
by XeryusTC
Wolf01 wrote:XeryusTC wrote:I think I'd rather see waypoints being able to be build over multiple lines than using adjacent stations. I usually like the waypoint graphics more for a waypoint than the station graphics.
i asked for this, i was answered to use stations, so i started to develope the patch
you can always draw a waypoint graphics for newstations

The waypoints for newstations use "WAYP" as station class (prop 0x08), which makes them unable to accept/generate cargo and disallows trains from stopping at them in TTDPatch. Additionally they will appear in the waypoint build menu in OpenTTD and are thus not buildable as normal stations.
This way it is not possible to build "true" waypoints as multi lane waypoints in OTTD. That's why I would rather see that the waypoints are going to be fixed.
Posted: 13 May 2007 14:22
by peter1138
Hehe, you can always make waypoints appear in the station list. Just replace '1 << STAT_CLASS_WAYP' with '0' at src/rail_gui.cpp:883... They will behave just like normal stations, though.
Posted: 13 May 2007 14:28
by Ben_K
Maedhros wrote:No, it'll just use the length of the platform it's unloading at, so 3 tiles long.
Will it ever be possible to do this?
Posted: 13 May 2007 17:41
by Wolf01
here's another version, i extended this behaviour (the adjoin only) to all the stations types, so you are able to build 2 airports adjacent and roadstops too (very usefull in cities when there is enough space and the only suitable site is near an opponent)
Posted: 13 May 2007 18:39
by XeryusTC
peter1138 wrote:Hehe, you can always make waypoints appear in the station list. Just replace '1 << STAT_CLASS_WAYP' with '0' at src/rail_gui.cpp:883... They will behave just like normal stations, though.
It doesn't work properly when using the original non-stop...

Posted: 13 May 2007 19:59
by SyncViews
...and roadstops too...
Since when were we not able to build bus/lorry stations next to eac hother anyway?
Every build of ottd ive played has let me do that.
Posted: 13 May 2007 20:08
by XeryusTC
SyncViews wrote:...and roadstops too...
Since when were we not able to build bus/lorry stations next to eac hother anyway?
Every build of ottd ive played has let me do that.
The point is that they're two different stations.
Posted: 13 May 2007 20:08
by Ben_K
I *think* he means next to opponents ones in this case.
Posted: 14 May 2007 17:10
by Wolf01
Ben_K wrote:I *think* he means next to opponents ones in this case.
your ones too

Posted: 14 May 2007 17:29
by MJS
Why has the distant-join been removed? It's a ttdpatch feature that I miss a lot (and without it, I wouldn't want to switch to OTTD, no matter how promising the passenger destinations are...)
Posted: 14 May 2007 19:22
by Wolf01
MJS wrote:Why has the distant-join been removed? It's a ttdpatch feature that I miss a lot (and without it, I wouldn't want to switch to OTTD, no matter how promising the passenger destinations are...)
this is a totally new rewrite, i think is better to keep both the patches separate, so the chance to get it in trunk is higher
Posted: 16 May 2007 19:58
by Wolf01
so, there is somebody interested (Maedhros apart) on this patch? should I continue to develop it?
Posted: 16 May 2007 21:33
by RainierWatcher
It sounds good to me, I never understood why you can't build something next to another station anyway. Useful when space is cramped near a big production factory.