Patch: Juanjo's patches
Posted: 06 Aug 2011 16:58
These are the patches I have written so far.
Warning: saved games using this patch won't work with any other version of OpenTTD.
GUI:
Warning: saved games using this patch won't work with any other version of OpenTTD.
GUI:
- Setting for automatically choose size of buttons, dropdowns, fonts, etc. It is necessary to set a truetype font in the config file. (There is a set of fonts in the shared dropbox folder)
- Window for selecting fonts and their size.
- GUI modes for tablets.
- Some sprites can be are rendered as a TrueType font.
- Two depot types: small ones (with the standard behaviour of OpenTTD depots) and big depots that can be enabled in the configuration window.
- Big water depots will allow joining different depot parts. Ships in big depots don't disappear when entering the depot. Each part can have one ship at most.
- Big road depots will allow joining different depot parts. Each depot tile can handle three vehicles at most. One road depot consisting of 4 tram depot tiles and 5 road depot tiles can have 4*3 trams and 5*3 road vehicles inside.
- Big rail depots will allow joining different rail depot parts. It is allowed to join in the same depot different platforms for different rail types.
- Town directory: Added possibility to filter towns. Most important feature is list all towns the local company hasn't built a statue yet (in order to increase ratings).
- Station directory: Added a small greyed box to show that a station has ever accepted a certain cargo. Also, a different filter has been added (find stations that have ever accepted steel,...).
- Industry directory: Added a filter (find industries that accept/produce a certain cargo).
- Groups/vehicles lists: filter to find some type of vehicles/groups depending on certain parameters. Mass commands for vehicles are disabled if the filter is opened (would cause desyncs if enabled).
- Vehicle window: Icon to find next/previous vehicle that shares orders with current vehicle.
- Vehicle window: Details icon + ctrl: open a window showing the group-related stuff of the vehicle.
- Vehicle lists: Button to see groups instead of vehicles. If a station has 5 groups of 10 vehicles each, it may be useful to show only 5 items instead of 50.
- Group window: Group names are unique by owner and vehicle type (FS#3473).
- Group window: When clicking a vehicle on the list, highlight the group it belongs to.
- Group window: When dragging a vehicle, do not draw a white frame. Draw a grey rectangle instead (as group list does). If CTRL pressed, vehicles with the same order list are also highlighted.
- Group window: Sprite depending of group profit: it is calculated using the worst vehicle on the group.
- Group window: Show profit details of a group when hovering over it.
- Group window: Sort groups by name, number of vehicles and mean profit.
- Group window: Direct access to all order lists and timetables of the vehicles of the group.
- Group window: Do not drop vehicles into the ALL_GROUP (FS#5168).
- Group window: Add shared vehicles also available for DEFAULT_GROUP.
- Group window: Show which group is empty, or there is an auto-fill timetable in progress, etc.
- Group window: When creating a group, new group is selected.
- Group window: When deleting a group, nearest group is selected.
- Group window: Automatic building of groups: Rebuild groups by order lists, visited towns, transported cargo, first engine class and first engine.
- Group statistics window: mean profit, total cargo capacity, total cargo carried... Also, find the orderlists, timetables and vehicles involved on this group.
- Different definition of production/acceptance area around tiles is used. The coverage of each station is calculated as the union of the coverage area of each single tile of that station. This way, area of production == area of acceptance.
- Catchment area controller: Main purpose is to see with a few clicks all the tiles a company/town/station covers. See Zoning - Local Authorities and Show station coverage areas to see the patches I based my work on.
- Each company can hide engines from their lists. On build engine/available engines/autoreplace engines windows, CTRL+click over an engine hides it. This is useful if you play with lots of engines and are not interested but in a few of them.
- Buy rights to use engines: Experimental feature to make companies plan which transport types and engines will use through the game.
- River and canal banks and available water tracks are stored in the map array (except for rail+water tiles).
- The flat tile of each normal two-tile dock can be crossed by ships. A Ctrl+Click on it will change which tracks can be taken on this tile. A special one-tile dock can be built on a flat tile with water.
- Each station can have multiple docks.
- Ships do not cross over each other. This is enabled by a setting so old savegames do not crash.
- YAPF and NPF try to reserve a path for the ship as long as possible. This improves the performance of ship pathfinding. Paths are automatically updated if needed.
- Locks controlled differently (being possible in the future to draw lock gates).
- Ctrl+Del deletes all news windows and all pending news windows as well.
- DeliverGoodsToIndustry: now first industry to deliver is not the closest one but the oldest by construction date.
- OPF for ships is broken playing with these modifications.