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Posted: 30 Mar 2006 23:38
by ebik
richk67 wrote:OK... since Type 3 was so popular, I have stopped work on it. Here is a new design, where the passengers get bussed to their aircraft like at holiday airports (eg. Mahon on Menorca), rather than the aircraft docking with a building.

This allows an interesting aircraft operation: they arrive at the terminal pad from one side - but leave to the opposite side. This way it keeps a strict path through the airport, which should avoid conflicts, or long waits.

I will need a new hangar design though, that points to the NE (if vertical is N). Any artists want to volunteer?

Comments? Worth coding? Would you use it?
I like this most of the four. I think that 90 degree rotation graphics will be also nice, since for these airports it matters which is the long side.

Posted: 30 Mar 2006 23:39
by richk67
sjabby wrote:i dont understand the compiling thingy is there another way to get this airport to work on my system?
Well, the type 3 airport isnt coded yet (and I may switch to coding the Type 4 instead). Only the first 3 airports are really ready for use, and they may have a chance of making the nightly release if people make a nice noise about it to the devs.

Short answer, no, not yet.

Posted: 30 Mar 2006 23:42
by ebik
richk67 wrote:OK... since Type 3 was so popular, I have stopped work on it. Here is a new design, where the passengers get bussed to their aircraft like at holiday airports (eg. Mahon on Menorca), rather than the aircraft docking with a building.

This allows an interesting aircraft operation: they arrive at the terminal pad from one side - but leave to the opposite side. This way it keeps a strict path through the airport, which should avoid conflicts, or long waits.

I will need a new hangar design though, that points to the NE (if vertical is N). Any artists want to volunteer?

Comments? Worth coding? Would you use it?
ebik wrote:I like this most of the four. I think that 90 degree rotation graphics will be also nice, since for these airports it matters which is the long side.
Hmm, you can implement one runway (but two taxiways!) alternative for this :), then you can make it with current depot only...

Posted: 31 Mar 2006 00:06
by richk67
ebik wrote:Hmm, you can implement one runway (but two taxiways!) alternative for this :), then you can make it with current depot only...
Err - if you mean rotate by 90, so that the depot can be used .... great only need all new runway sprites then. ;)

One runway airports are very well catered for. (Small, City, Commuter). The two dual runway airports take a lot of space as a square. This is trying something different. Maybe a 3 width airport is just too restrictive.

Posted: 31 Mar 2006 08:11
by MeusH
I like very much airports type 1, 4 and 4b.
Some work should be done to avoid sharing both in and out taxiways (1 and 4b), but I hope you (we :) ) get it solved

Posted: 31 Mar 2006 09:09
by ebik
I like also 4b more than 4, because I use no helicopters. But I have another question, given that we somehow polish the state mashine instead of giving it away, what about defining 'actions' for airport (i.e. state machine definition in grf file - then airports will be in grf instead of patch... :) ). I'm not grf guru, I know grf only from user point, but I see no problem in implementing such feature.

Posted: 31 Mar 2006 12:06
by richk67
ebik wrote:I like also 4b more than 4, because I use no helicopters. But I have another question, given that we somehow polish the state mashine instead of giving it away, what about defining 'actions' for airport (i.e. state machine definition in grf file - then airports will be in grf instead of patch... :) ). I'm not grf guru, I know grf only from user point, but I see no problem in implementing such feature.
Coding the airports into newgrf files is the next project. I just wanted to bash out a few more airports first, since I understand the current system at the moment.

Posted: 01 Apr 2006 13:44
by CopperCAT
Could you also make it possible to "attach" multiple airports to each other like we can do now with bus stations? That would come in very handy when expanding existing airports.

Posted: 01 Apr 2006 13:49
by Hairysteed
Better yet, have the ability to compose your own airport out of existing tiles, si that every airport could be made different according to their needs.

Posted: 01 Apr 2006 13:49
by richk67
CopperCAT wrote:Could you also make it possible to "attach" multiple airports to each other like we can do now with bus stations? That would come in very handy when expanding existing airports.
Nope. I dont really think thats possible. The airports have a whole load of pre-programmed movements for the vehicles (unlike railway stations/bus stations), and you would need a way for one location to have multiple state machines and movement data. This would be a major rewrite - just not possible in the foreseeable future.

Posted: 05 Apr 2006 11:21
by Dune
Hi :)

These airports looks awsome!!

Can someone tell me EXACTLY what to do to implement this to my openttd folder? Ive never done this kind of thing before so it would be nice if some of you tell me step by step in newbie-form :)

and richk67: Awsome work! :D

Posted: 05 Apr 2006 11:46
by richk67
Dune wrote:Hi :)

These airports looks awsome!!

Can someone tell me EXACTLY what to do to implement this to my openttd folder? Ive never done this kind of thing before so it would be nice if some of you tell me step by step in newbie-form :)

and richk67: Awsome work! :D
Ive updated this patch to include 3 further airports. (see the 6 new airports thread).

To install it, you will need to download the current source code, install a C compiler, apply the patch, and then compile. The wiki can help with all of these depending on your platform.

For Windows users, I personally use TortoiseSVN to download the source code & to install the patch. I use MingW32 as the C compiler.

Posted: 14 Jul 2006 00:39
by badut78
richk67 wrote:
richk67 wrote:OK... another thing to hunt ;) I will check whether this is a savegame issue for trunk or whether it is just the airports patch that suffers.
OK, found that one. There is a new feature which assumes that if a station tile has not been assigned (which for an existing game it wont have been), that it is a Buoy tile. I now explicitly check for a Buoy, and if not, return an AIRPORT tile. Not great, but then, the new code aggressively assumes the data state.

Anyway ....

FINISHED! The airport now selects the nearest terminal group, so aircraft landing at left dont now taxi all around the airport to terminal 1. I have run this for 20+ game years, with 40 aircraft, and no visible collisions/hangs/etc.

New patch posted in original thread.
Sorry to resurrect this thread.
richk67, this assertion failure is happening in a recent nightly (r5463).
Is this unexpected or have I logged a bug that is already known?
http://bugs.openttd.org/task/241

Posted: 14 Jul 2006 08:53
by richk67
badut78 wrote:Sorry to resurrect this thread.
richk67, this assertion failure is happening in a recent nightly (r5463).
Is this unexpected or have I logged a bug that is already known?
http://bugs.openttd.org/task/241
Good report.

The second is a known problem, with a known solution. I just need to implement it.
mart3p wrote:To reproduce this bug, select the "Query" tool and click on the wind sack of an Intercontinental airport. Keep clicking (you have to hit the last frame of the animation) and you will get an assert "IsBuoy_(t)"

The problem is in station_map.h. The enum for new graphics has the code:
Code:
GFX_WINDSACK_INTERCON_LAST = 167,
GFX_BASE_END = 167


GFX_BASE_END should be 168
I suspect your first may also be related to it.

Posted: 15 Jul 2006 01:37
by Hazelrah
I'm pretty sure they are the same bug. I was running the debugger yesterday while working on a patch and decided to check this out. They look the same to me at the break point.

-Hazelrah

Posted: 15 Jul 2006 08:49
by richk67
Hazelrah wrote:I'm pretty sure they are the same bug. I was running the debugger yesterday while working on a patch and decided to check this out. They look the same to me at the break point.

-Hazelrah
Good. Problem should be fixed by a commit yesterday by Truelight.

Posted: 15 Jul 2006 20:52
by Roman
richk67, got my pm? :?

Posted: 16 Jul 2006 00:07
by richk67
Lord wrote:richk67, got my pm? :?
Err... had to check... yes. Im afraid Im not much help. I dont know a thing about the internals of how original TTD or Patch handle the states. Most of your PM went way over my head!! :) I'll take another look tomorrow, and see if there is anything I can help you with.

Posted: 17 Jul 2006 17:34
by Snuk the Great
Hairysteed wrote:Better yet, have the ability to compose your own airport out of existing tiles, si that every airport could be made different according to their needs.
Hmm, wouldn´t something like this fix the ´aircraft are to easy´ problem. Because if you could compose your own airport like you can with your train stations, you can make things fair again.

On the other hand, it would probable be rather difficult. Well just brainstorming here as well ;).

Posted: 18 Jul 2006 03:58
by Hazelrah
Snuk,

I did think simmilarly too. My mistake:
http://www.tt-forums.net/viewtopic.php?p=465311#465311

-Hazelrah