thetitan wrote:- Conveyor belts <<< how would you use this??
Once I make them, you will either have to place your stations adjacent to an industry to get cargo from it, or you'll have to connect the industry to the station with a conveyor belt. So basically it removes the unrealism of having a station 3 tiles away from an industry, with a bunch of houses or whatnot in between, and still getting cargo to the station.
And, I forgot something - most of the internal code will be re-worked as I go through it, because it's extremely confusing as it is. The code I posted in my side note was an example of the new re-worked code.
Screenshots!
http://invhost.com/share/main.png - Notice that the 5 construction buttons have been replaced by a big button that says "Construction". When you click it, the Construction toolbar opens, and you then click one of the 6 blue buttons to open a toolbox for each type of construction: rail, road, air, water, trees and the design/copypaste tool (that's the as yet blank button). As you can see, the 6 green buttons are the ones previously found in the Landscaping toolbar. The toolbox open in this screenshot is the railway construction one. In the top right of it, you can select the track type (railway, electrified railway, monorail, maglev, and when I add it, vacuum tube). The icons will be redone to fit the new big buttons later (ie. once I redo all the sprite stuff to use bitmap images, so you don't have to use grfcodec and pcxes every single time you want to edit sprites
).
http://invhost.com/share/others.png - This shows the road, water and trees toolboxes. Again, icons will be redone (or in some cases, just made from scratch - I didn't show the airport or design toolboxes purely because the icons don't exist so there's nothing to see). In the road toolbox, you can choose 1, 2 or 3 lanes per carraigeway (one-way roads make that 2, 4 or 6, because you can't have a single lane). 2 lpc will take a width of two tiles and 3 lpc takes three, of course. In 2 and 3 lpc roads, there will be a central res between the different direction lanes. I'm also hoping to enable you to make proper road junctions when you are dealing with 2 and 3 lpc roads - road junctions you would see in real life, the kind of junctions we currently make in TT with railways.
Nothing really to see in the water toolbox, apart from the presence of the bridge and tunnel buttons, and also an extra canal button which will be used to raise or lower the water level of an area of land. Be careful with that, because water will stay level, and raising/lowering water in a high area will cause mass expenditure.
And as for the trees toolbox, well, all I did with that was to make it into a scrollable list - that means in the future we will be able to add custom trees like we can for stations and depots.
Psistorm wrote:will you adapt new features introduced by OTTD or develop completely on your own there?
Well, for now, I'm developing this completely on my own. Once the first major feature is finished (and nothing else is broken), which will probably be the long depots, I'll release the source code. Currently, this is still based on the ancient revision 5929, but I'm going to port all my new code to the latest nightly available when the time comes sometime between now and releasing the source code. As for patches made for the trunk, I'll probably either rewrite them myself or someone else can. This is very much a "make it up as I go along" thing.