Patch: Town road layout

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skidd13
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Post by skidd13 »

I'm working on the town again. ATM I'm trying to get rid of the inconnective dead ends created by the town road layout.

Here is the first (not working as expected ATM) diff.

Edit: small fix.
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do_not_build_inconnective_roads_r10508.patch
(2.83 KiB) Downloaded 125 times
Last edited by skidd13 on 11 Jul 2007 16:17, edited 1 time in total.
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Post by Chicago Rail Authority »

Not sure I follow... what is it about dead-ends that you're trying to get rid of?
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skidd13
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Post by skidd13 »

Chicago Rail Authority wrote:Not sure I follow... what is it about dead-ends that you're trying to get rid of?
Roads leading into water, etc.
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Post by MarkyParky »

Hello,

do you think it would be possible to implement "town builds no roads" to scenario editor as well? It would be handy to create custom city layouts by simply drawing the streets first, than building the city in the middle and expanding it just by clicking the button in editor...
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Post by belugas »

It is possible, but it has been objected.
If you really do want to create your own layout, it is quite easy. Simply create a small town and deal with the road yourself.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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Post by Bilbo »

belugas wrote:It is possible, but it has been objected.
If you really do want to create your own layout, it is quite easy. Simply create a small town and deal with the road yourself.
Yes, build small city, bulldoze it completely, then add your own street layout and then "expand" the city for letting it build the buildings
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Post by Mchl »

I just got an idea. Would it be possible to make cities build bridges or tunnels when crossing railways? I don't mean there should be no level crossings, but from time to time, a town could afford a bridge ;)

Not sure if it is in scope of this patch, probably not :oops:
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Post by Bilbo »

Mchl wrote:I just got an idea. Would it be possible to make cities build bridges or tunnels when crossing railways? I don't mean there should be no level crossings, but from time to time, a town could afford a bridge ;)

Not sure if it is in scope of this patch, probably not :oops:
Definitely when crossing maglev track, since maglev crossings are rather crossnigs of death. Maybe the chance to biuld bridge instead of crossing would depend on max. speed of vehicle that could go over it. For <100 km/h never build a bridge, for >250 km/h almost always build a bridge, between these two make some linear fade ....
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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skidd13
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Post by skidd13 »

Mchl wrote:I just got an idea. Would it be possible to make cities build bridges or tunnels when crossing railways?
Sure it'd be possible. But ATM I' working still on fixing the behavior of the town growth, to something less stupid. Moreover I hope I can simplify the code so that it need less performance.
Last edited by skidd13 on 14 Jul 2007 11:12, edited 1 time in total.
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Post by MarkyParky »

Yes, build small city, bulldoze it completely, then add your own street layout and then "expand" the city for letting it build the buildings
That does not work because city builds its own new roads resulting two problems:

a) roads already build becomes messy
b) city keeps expanding new roads so it loses its premade shape
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Post by Mchl »

skidd13 wrote:Sure it'd be possible. But ATM I' working still on fixing the behavior of the town growth, to something less stupid. Moreover I hope I can simplify the code so that it need less performance.
What'd you done so far is one of my favourite patches ;)
Good work
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Re: Patch: Town road layout

Post by skidd13 »

The town road cleanup patch should be functional complete now! :D
  • Features
  • Nicer town surface (no more roads leading into water/houses/etc.)
  • Better town bridges
  • No more strange behavior on slopes (grid layouts)
  • Roadworks will cleanup the road tiles.
I hope you enjoy the patch.

Latest patch is availible at Flyspray -> http://bugs.openttd.org/task/1090

Preview: No manual road improvement!!!
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Preview (No manual intervention except the cannals)
Preview (No manual intervention except the cannals)
Andoas Transport, 23rd Jul 1950.png (79.07 KiB) Viewed 5046 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
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Re: Patch: Town road layout

Post by kilo.dollar »

Will the patch correct already wrongly-built town roads?
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skidd13
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Re: Patch: Town road layout

Post by skidd13 »

kilo.dollar wrote:Will the patch correct already wrongly-built town roads?
skidd13 wrote:
  • Roadworks will cleanup the road tiles.
So yes.
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
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Re: Patch: Town road layout

Post by Dave_McMahon »

skidd13

please be so kind as to visit

http://www.tt-forums.net/viewtopic.php?f=32&t=33756

(I didn't know this was your patch, and thank you so much for it! It forms the basis for my games already. I'm basically looking to make the 3x3 grid (Which I always use) to synchronize with all the other towns grids.
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skidd13
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Re: Patch: Town road layout

Post by skidd13 »

My town road cleanup patch(Take a look to a few posts earlier) does this, so no need to write more stuff. ;) It' isn't in trunk so, there's still some optimisation needed but it's fully working.
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
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Re: Patch: Town road layout

Post by Dave_McMahon »

great thanks man
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Re: Patch: Town road layout

Post by Dave_McMahon »

I've never applied a patch before erm.. How do I do it? (the

http://www.tt-forums.net/viewtopic.php? ... ying+patch

page look complicated!

Can someone point me in right direction? (I see from the fly spray page that you are upto version 10926
Is the 10926 patch compatible with latest nightlys? (i'm on 10975 and always update daily)

Thanks again for the patch Benedikt.

David
Last edited by Dave_McMahon on 25 Aug 2007 22:43, edited 1 time in total.
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Re: Patch: Town road layout

Post by Tom0004 »

there you go dave

Build OTTD

no, AFAIK you have to use the revision number of the patch, to the revision number of the OTTD nightly build.

if i'm wrong could someone state otherwise !!

thanks 0004tom
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Re: Patch: Town road layout

Post by Dave_McMahon »

Think i'm gonna wait until it is in the nightlys but thanks for the tip
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