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Simutrans Chat Room
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#1
Extension Requests / Re: traffic lights and signals
Last post by Andarix - Today at 06:40:33 AM
If the owner checks, human traffic lights can be excluded from being removed.
#2
Pull request #647 incorporates some recent commits from standard.
Anti-aliased fonts are an important innovation in Simutrans, and I decided to move forward with the goal of incorporating them into extended.

However, due to the interference of one lazy Japanese, this work would require a lot of time.
Important code remains broken and conflicting, and folder structure changes cannot be incorporated.

Anyway, since the amount of changes has increased, I will submit the changes once. Incorporation of font reform will still be a long way off.
#3
Extension Requests / Re: traffic lights and signals
Last post by Andarix - Yesterday at 06:20:29 PM
The background to this concern is Script AI. They are now also building traffic lights. They still need some optimization.

It's just that the traffic light belongs to a different player than the player who removes the intersection. This should mean that such double traffic lights could be present on the maps quite often. Especially with sets/maps that favor road traffic.

Another option would be to make it generally public so that it can be removed. However, the question then becomes whether the phases can be changed by everyone or not. In network games, this is likely to lead to mutual hindrance if everyone is allowed to change the phases.
#4
Extension Requests / Re: traffic lights and signals
Last post by Isaac Eiland-Hall - Yesterday at 05:23:48 PM
Just a quick request for consideration: I have found it useful to have a traffic light on a road without an intersection to direct trucks/busses to help with spacing - a medium-long red with a short enough green so that only one vehicle gets through...

But if this is not enough to justify leaving the functionality, no worries. It's probably not worth it to ask for someone to write code to support an alternate light that could be specifically placed on road for that purpose (I.e. placed not on an intersection). I can't imagine it's a common usage, although I've seen the strategy discussed a couple of times over the years. :)

(I think changing it to be removed once there are fewer than 2 ribis would probably keep that functionality)
#5
Extension Requests / Re: traffic lights and signals
Last post by prissi - Yesterday at 01:45:27 PM
That traffic light works like a pedestrian crossing and was left intentionally. But it is easy to remove it once there are only two ribis left.
#6
Extension Requests / traffic lights and signals
Last post by Andarix - Yesterday at 09:43:51 AM
Traffic lights should be automatically removed when an intersection is no longer an intersection due to road demolition. The traffic lights are then in a field that is actually forbidden.
Even removing the traffic light may not always be possible because it can belong to another player.

The same applies to signals on rails. If there are invalid tracks due to renovations, signals should be removed.

If a signal field becomes an end tile, the signal is no longer displayed visually. If the signal field becomes an intersection, then the signal is on a field that is actually forbidden.

Screenshot 2024-03-28 103439.png

Alternatively, construction activities that lead to invalid conditions would have to be prevented.
#7
Bug Reports / Re: Distribution of goods on o...
Last post by Andarix - Yesterday at 06:59:06 AM
The problem with oil train is that the consumer is already overfilled. Even though it was newly built.

The picture shows a refinery that was newly created in the game and has never been supplied.


factory_new.png
#8
Pak192.Comic / Re: truck_apple_2007_tgs freig...
Last post by Leartin - March 27, 2024, 08:57:37 PM
Sure, you can do that. Your line for adding the beets is correct, to define the graphics, use
freightimage[4][S,W,E,N,NE,SW,NW,SE]=truck_apple_2007_tgs.0.<$0>This refers to row zero (where the apples should be), and <$0> refers to the different directions. (This changes compared to the existing line, since before it referred to '0-3', but '4' is no longer a range)


However, I think it's easier to do it 'properly' - Change the imagefile by adding a new row (add 192px, copy the apples or whatever), then just increase the number in the dat file (you still need the beets line)
freightimage[0-4][S,W,E,N,NE,SW,NW,SE]=./image/truck_apple_2007_tgs.<$0>.<$1>Added benefit: If you (or someone else) want to add 'real' graphics (which just means switching some colors), you don't need to edit the dat anymore.


Finally... I'm pretty sure you could also just replace "potatoes" with "beets", since there are no potatoes yet, and the beets stacked at the farm use those colors.
#9
Pak192.Comic / truck_apple_2007_tgs freightim...
Last post by Oldie - March 27, 2024, 03:57:29 AM
Hi folks,
This vehicle is missing a freightimage for beets. I presume that it would look like the apples images could be used here. So is it possible to add a new freightimagetype and point it to the same images for the apples?

freightimagetype[0]=apples
freightimagetype[1]=hop
freightimagetype[2]=potatoes
freightimagetype[3]=cokaleave
freightimagetype[4]=beets     <----- ????
freightimage[0-3][S,W,E,N,NE,SW,NW,SE]=./image/truck_apple_2007_tgs.<$0>.<$1>
freightimage[4][S,W,E,N,NE,SW,NW,SE]=truck_apple_2007_tgs.????  <----

tia
cy087
#10
Community Discussion / Re: Absence for gardening and ...
Last post by isidoro - March 27, 2024, 12:56:21 AM
You need 1000 lines of code to draw a triangle on the screen in Vulkan.  And only if it isn't a fashion one.

The good news is that you need 1001 lines to draw two triangles.    ;D