Build Templates (Copy&Paste) (r13911 + 0.6.3 + 0.6.2)
Moderator: OpenTTD Developers
I didn't mean it should clear all tiles, just those that get a track... then you could paste a load-balancer directly into the mainline, for example.
I wouldn't want it to clear every tile needed for terraforming, that looks too unpredictable to me, at least without preview (we wont have that for a while, I guess)...
Speaking of preview - would it be possible to copy the screen (bitmap) when copying a template ? Then storing the bitmap with the template and display it ontop of the white rectangles when pasting... that's no exact preview of course but it would give an idea of what you're going to paste I've got no idea whether ottd supports bitmap-overlays like this, and totation might be a problem here, too.
I wouldn't want it to clear every tile needed for terraforming, that looks too unpredictable to me, at least without preview (we wont have that for a while, I guess)...
Speaking of preview - would it be possible to copy the screen (bitmap) when copying a template ? Then storing the bitmap with the template and display it ontop of the white rectangles when pasting... that's no exact preview of course but it would give an idea of what you're going to paste I've got no idea whether ottd supports bitmap-overlays like this, and totation might be a problem here, too.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Ok, done.
I need some feedback, if this should be an option.
Yes, preview will take a while. (And should be another patch project, as this has many uses.)
EDIT: Terrain restoration seems broken within this release. (is fixed in next)
I need some feedback, if this should be an option.
Yes, preview will take a while. (And should be another patch project, as this has many uses.)
EDIT: Terrain restoration seems broken within this release. (is fixed in next)
Last edited by Frostregen on 02 Jun 2006 00:10, edited 1 time in total.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Features:
-Delayed paste in Multiplayer. Tested on Brianetta's server. Sorry for destroying some landscape
-Instant paste in Singleplayer.
Notes:
-Terrain restoration fixed.
Delayed copy&paste is implemented via a "DoCommandP queue".
Instead of executing the command instantly, it is put into the queue.
This queue is processing 1 Command every 10 "_tick_counter".
This value may need some tweaking. maybe dynamic to some frame-lag relative value? Or some network tick, instead of frame-tick?
-Delayed paste in Multiplayer. Tested on Brianetta's server. Sorry for destroying some landscape
-Instant paste in Singleplayer.
Notes:
-Terrain restoration fixed.
Delayed copy&paste is implemented via a "DoCommandP queue".
Instead of executing the command instantly, it is put into the queue.
This queue is processing 1 Command every 10 "_tick_counter".
This value may need some tweaking. maybe dynamic to some frame-lag relative value? Or some network tick, instead of frame-tick?
Last edited by Frostregen on 02 Jun 2006 00:10, edited 1 time in total.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Changes:
-Twice as fast Paste in Multiplayer.
-fix copy&paste "half hill"
-fix Disabled-State of Buttons.
-fix double build of bridges/tunnels
-fix hold shift while paste
-Feature: added toolbar to scenario editor
DONE:
DONE-> paste: seperate "rebuild signals" from "rebuild rails" to have some time between rail<->signal build. Allows for much faster rebuild in multiplayer
DONE-> load: check widget disabled state on template load + unclick buttons slower
DONE-> CQ: paste side terrain: clamp to right, or up. if applicable. (paste "half hill")
DONE-> CQ: fix tunnel/bridge double build (->separate beginning and end...)
DONE-> CQ: Check needed Command amount. Don't execute, if queue has insufficient space. (Do a "testrun" and count commands used)
DONE-> CQ: fix hold shift while replay (why is shift checked within DoCommand?!?!?) (->set to false during queue exec)
TODO:
-> CQ: clear queue on abort/load game.
-> CQ: "stop paste" / "clear Queue" button?
-> Add 4 "Convert Rail buttons" all unclicked for template rail. if one is checked, convert(paste) all rail to this type.
-> Add Button: Continue on Error? (if one command fails, pasting is stopped.)
-> Tunnel end out of selection (+ Terrain is restored properly check)
-> Preview: Look into "Viewport" Code - different map array? - mini renderer?
-> CP Station (too complex atm...)
-Twice as fast Paste in Multiplayer.
-fix copy&paste "half hill"
-fix Disabled-State of Buttons.
-fix double build of bridges/tunnels
-fix hold shift while paste
-Feature: added toolbar to scenario editor
DONE:
DONE-> paste: seperate "rebuild signals" from "rebuild rails" to have some time between rail<->signal build. Allows for much faster rebuild in multiplayer
DONE-> load: check widget disabled state on template load + unclick buttons slower
DONE-> CQ: paste side terrain: clamp to right, or up. if applicable. (paste "half hill")
DONE-> CQ: fix tunnel/bridge double build (->separate beginning and end...)
DONE-> CQ: Check needed Command amount. Don't execute, if queue has insufficient space. (Do a "testrun" and count commands used)
DONE-> CQ: fix hold shift while replay (why is shift checked within DoCommand?!?!?) (->set to false during queue exec)
TODO:
-> CQ: clear queue on abort/load game.
-> CQ: "stop paste" / "clear Queue" button?
-> Add 4 "Convert Rail buttons" all unclicked for template rail. if one is checked, convert(paste) all rail to this type.
-> Add Button: Continue on Error? (if one command fails, pasting is stopped.)
-> Tunnel end out of selection (+ Terrain is restored properly check)
-> Preview: Look into "Viewport" Code - different map array? - mini renderer?
-> CP Station (too complex atm...)
- proudmoore
- Director
- Posts: 575
- Joined: 01 Jun 2005 18:07
This patch is absolutely amazing!
Thanks very much Frostregen
I attached something to sorta prove it - i knockedoff that 1.38 million population city in 15 minutes using this patch - by copying a huge patch of 2*2 road grid. When i made the 1.5 million population one (did i mention that in this topic?), it took me several days!
Unfortunately, the version of OTTD i made it in (the one from the reply abve this) doesn;tlet me take PNG screenshots - so i only attached the scenario
Thanks very much Frostregen
I attached something to sorta prove it - i knockedoff that 1.38 million population city in 15 minutes using this patch - by copying a huge patch of 2*2 road grid. When i made the 1.5 million population one (did i mention that in this topic?), it took me several days!
Unfortunately, the version of OTTD i made it in (the one from the reply abve this) doesn;tlet me take PNG screenshots - so i only attached the scenario
- Attachments
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- Massive city - 256.scn
- City over 256*256 map - almost 1.4 million population
- (32.3 KiB) Downloaded 320 times
For Knowledge, Civilisation, and Chocolate Waffles!
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Cygwin does not like png...somehow :-/
It is on my todo list...either switch to a different compilerset,
or get cygwin to compile with png.
It is on my todo list...either switch to a different compilerset,
or get cygwin to compile with png.
Last edited by Frostregen on 03 Jun 2006 12:31, edited 1 time in total.
Frostregen, can you check if you can compile with the latest revision?
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
I think you need to make new release .
With r5082 the game crashes when I want to copy a house.
With r5082 the game crashes when I want to copy a house.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
I made a special build only with this patch.
This is the error when i try to copy road+houses or industry.
Only road works fine.
edit: this is with the version in the previous post.
This is the error when i try to copy road+houses or industry.
Only road works fine.
edit: this is with the version in the previous post.
- Attachments
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- Clipboard01.png (118.19 KiB) Viewed 5326 times
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
First of all thanks for the amazing patch.
But I get the same error like gkirilov as well. This happens if there are trees, buildings or vehicles in the copy area.
Another bug is that the MagLev bridges were converted into railway briddges.
build revision: 5082
os: linux
But I get the same error like gkirilov as well. This happens if there are trees, buildings or vehicles in the copy area.
Another bug is that the MagLev bridges were converted into railway briddges.
build revision: 5082
os: linux
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
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If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Thanks for the error messages.
I compiled with "Disable_Asserts", so I did not notice this assertion failure...
*I'll leave it on now*
Both bugs fixed
I compiled with "Disable_Asserts", so I did not notice this assertion failure...
*I'll leave it on now*
Both bugs fixed
- Attachments
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- copy_paste_rev5090.patch
- (74.85 KiB) Downloaded 257 times
I would be cool if the icons of the menu woluld be a bit nicer, like the attatched image.
- Attachments
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- gui2.png (2.42 KiB) Viewed 5231 times
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
-
- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Oh great.
It's OK.
The circle arrows will be of course better.
Edit:
- keyboard-shortcuts (strg+c; strg+v) would be cool
- maybe a cut function (strg+x)
It's OK.
The circle arrows will be of course better.
Edit:
- keyboard-shortcuts (strg+c; strg+v) would be cool
- maybe a cut function (strg+x)
What does that mean - the circumstances? I determine what circumstances prevail. -- Napoleon Bonaparte
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
---
If we cannot end now our differences, at least we can help make the world safe for diversity. -- John F. Kennedy
---
Our problems are man-made, therefore they may be solved by man. No problem of human destiny is beyond human beings. -- John F. Kennedy
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
STRG? that is control right? i can't remember, but is that a german keyboard?
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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