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Diagonal road
Posted: 19 Nov 2008 17:20
by INFINITI
I want an in diagonal road game, because it is much easier to build than the diagonal zig-Zag, I want your opinions. Excuse my English, are beginner. I live in Romania. Please I want an in diagonal road
Re: Diagonal road
Posted: 19 Nov 2008 17:58
by Badger
Its been done somewhere on these forums already. Use the "search".
Re: Diagonal road
Posted: 19 Nov 2008 18:18
by INFINITI
we have not found anything similar
Re: Diagonal road
Posted: 19 Nov 2008 18:32
by DaleStan
For what did you search? I just found 59 topics with "diagonal" *in the title*. Are you honestly going to tell me that none of them are similar to this topic?
Especially the topic on "Diagonal roads"?
Re: Diagonal road
Posted: 19 Nov 2008 20:39
by B-b0y
there so many things we want..
Re: Diagonal road
Posted: 20 Nov 2008 06:51
by Sande
I'd rather want to see diagonal railroad tunnels. And bridges maybe.
Re: Diagonal road
Posted: 20 Nov 2008 07:50
by DaleStan
How about you join Infiniti in learning about that whole searching thing we were just discussing?
Re: Diagonal road
Posted: 20 Nov 2008 18:37
by Batti5
diagonal road are already under development, [To Infinity!] by the way am from Romania too, you wouldent be interested in helping at the romanian train set for OpenTTD/TTDPatch here
http://www.tt-forums.net/viewtopic.php?f=26&t=40396
Re: Diagonal road
Posted: 20 Nov 2008 21:48
by Roujin
Batti5 wrote:diagonal road are already under development[...]
How about some proof for that statement?
Re: Diagonal road
Posted: 20 Nov 2008 22:18
by rbn2903
Roujin wrote:Batti5 wrote:diagonal road are already under development[...]
How about some proof for that statement?
[sarcasm and irony]I guess, someone wrote this somewhere sometime in the wiki and that would of course mean that it is actually under developement.[/sarcasm and irony]

Re: Diagonal road
Posted: 20 Nov 2008 22:37
by Roujin
I get what you're saying but.. actually I just looked at that wiki page (you know..) and diagonal roads is mentioned there (of course, it has been suggested more than once) with a link to the discussion thread and progress == 0%.
But I wonder why in your post here you said it's in development, batti5, if on the wiki page you're constantly doctoring at it says 0%?
Re: Diagonal road
Posted: 21 Nov 2008 12:55
by Wolf01
Roujin wrote:Batti5 wrote:diagonal road are already under development[...]
How about some proof for that statement?
Maybe he read about my intention to continue the work of tmesisbob, but I have not enough will to do it because trunk is changed too much since about 4 years ago (and tmesisbob lost the first patch, if he ever made one)

Re: Diagonal road
Posted: 09 Jan 2010 19:05
by JacobD88
Hi, Sorry to dig, but after a search i found this thread and instead of starting yet another...
As well as the slow paced work on Depot/Service Stations I'm thinking of looking at the possibility of creating diagonal roads for OTTD, but before i get ahead of myself i need someone with "the knowledge" to list the main issues with creating a patch to do this in OTTD... Sprites, Path-finding, Map Array etc. Basically all the stuff that has thus far hindered a patch being here on the forums already
I'm not to bothered about sprites at the moment, I'm more interested in working out what needs to be done and how any foreseeable problems can be resolved before i commit myself to working on this.
Many thanks
Jacob
Re: Diagonal road
Posted: 09 Jan 2010 19:17
by Rubidium
The main issue would be the vehicle movement. Pathfinding can probably be relatively easy be adapted to be like trains that allow 90 degree turns, (bad looking!) sprites can be made by anyone and the map array has some space reserved for more road/tram types, but you can use that.
Re: Diagonal road
Posted: 10 Jan 2010 02:41
by Zephyris
In addition to the technical problems you have to think about the "intuative" use of diagonal roads to let users understand them, roads will never behave exactly like rail; you can never get a road junction where (with the current style of road building) you can
only turn left, etc. This minor in comparison to the vehicle code though, as far as I understand, and supporting Rubidium, road vehicle movement will be a pain to get moving correctly.
As for sprites those are the easiest bit, depending on the implementation of junctions there can be as few as 12 extra sprites per climate... If you start work on this just pm me and I will guarantee you original base graphics and OpenGFX-compatible diagonal road sprites

Re: Diagonal road
Posted: 10 Jan 2010 19:17
by JacobD88
Many thanks for the answers guys, i will look into the specifics of road-vehicle movement over the next week or so and get back if i can think of a plan-of-action to resolve the issues and find a way to implement road movement diagonally between tiles in as trunk friendly manner as possible
As to the sprites offer, many thanks this will save some time further down the line, and free up more time for my sprite drawing for the Service Stations Set. I will definitely PM you if and when i get some diagonal road code to test with them
Jacob
Re: Diagonal road
Posted: 10 Jan 2010 23:04
by Eddi
weird thought: the airports branch introduces state machines for plane movement on airports, and those are thought to become useful for road stations as well. you might want to look into using these for arbitrary road tiles instead of hacking around the existing fixed road movement patterns.
Re: Diagonal road
Posted: 13 Jan 2010 12:18
by JacobD88
Thanks Eddi, that looks like a good idea to try first, i would never have thought to look there
Re: Diagonal road
Posted: 13 Jan 2010 20:14
by Yexo
Eddi wrote:weird thought: the airports branch introduces state machines for plane movement on airports, and those are thought to become useful for road stations as well. you might want to look into using these for arbitrary road tiles instead of hacking around the existing fixed road movement patterns.
That was indeed the plan of richk67 for the original newgrf ports branch. Currently however I have absolutely no idea how a custom statemachine could work for articulated road vehicles. Planes and ships are a lot easier because there is just a single vehicle, not a few linked parts.
Re: Diagonal road
Posted: 13 Jan 2010 20:18
by oberhümer
in my opinion, do it like Simutrans: road vehicles just cut corners there to go diagonal.