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Development => Patches & Projects => Incorporated Patches and Solved Bug Reports => Topic started by: Flemmbrav on February 04, 2022, 06:36:39 PM

Title: Multiple crossings for the very same waytypes
Post by: Flemmbrav on February 04, 2022, 06:36:39 PM
Ahoj,

the new crossings in the 123.1 version make room for multiple crossings each waytype.
All it needs would be to choose the slowest crossing available for the given ways.

With such a feature we could adapt the crossings exactly to the ways in use, getting rid of weird mixed graphics etc.
Title: Re: Multiple crossings for the very same waytypes
Post by: makie on February 04, 2022, 06:47:35 PM
do you know this?
https://www.simutrans-forum.de/mybb/showthread.php?tid=9360
Title: Re: Multiple crossings for the very same waytypes
Post by: Flemmbrav on February 04, 2022, 10:20:59 PM
More or less.
Can you give me a link to a working dat file that has that thing implemented?
It feels like I'm missing a lot of information on the basis of just that thread without knowing what you ended up with there.
Title: Re: Multiple crossings for the very same waytypes
Post by: makie on February 04, 2022, 11:21:45 PM
Quote from: Flemmbrav on February 04, 2022, 10:20:59 PM
Can you give me a link to a working dat file that has that thing implemented?
Oh, I see that is something misunderstanding.
Prissi did not build in my suggestion. Read his notes.
But he made changes that enable ford and allow to ban crossings of highways and fast railways.

So my intention was solved.
Title: Re: Multiple crossings for the very same waytypes
Post by: prissi on February 05, 2022, 02:11:33 AM
pak64 has two crossings

---
obj=crossing
name=rail-road-crossing_new
copyright=Raven/Hajo/prissi
sound=crossing.wav
waytype[0]=road
waytype[1]=track
speed[0]=80
speed[1]=160
intro_year=1920
openimage[ns][0]=rail-road-crossing.0.1
front_openimage[ns][0]=rail-road-crossing.0.3
closedimage[ns][0]=rail-road-crossing.1.1
front_closedimage[ns][0]=rail-road-crossing.1.3
openimage[ew][0]=rail-road-crossing.0.0
front_openimage[ew][0]=rail-road-crossing.0.2
closedimage[ew][0]=rail-road-crossing.1.0
front_closedimage[ew][0]=rail-road-crossing.1.2
---
obj=crossing
name=rail-road-crossing
copyright=Hajo/prissi
#no sound
waytype[0]=road
waytype[1]=track
speed[0]=80
speed[1]=80
intro_year=1810
openimage[ns][0]=rail-road-crossing-old.0.1
openimage[ew][0]=rail-road-crossing-old.0.0
openimage[ns][1]=rail-road-crossing-old.1.1
openimage[ew][1]=rail-road-crossing-old.1.0
closedimage[ns][0]=rail-road-crossing-old.0.1
closedimage[ew][0]=rail-road-crossing-old.0.0
closedimage[ns][1]=rail-road-crossing-old.1.1
closedimage[ew][1]=rail-road-crossing-old.1.0
---


It should choose the slowest possible crossing which matches both speed conditions. If there are 4 road and 3 rails, all with different topspeeds, this would need 12 different crossing, if you want one for each.
Title: Re: Multiple crossings for the very same waytypes
Post by: Flemmbrav on February 05, 2022, 10:08:07 AM
Sounds great, thanks a lot, prissi. I'll try that one.

@Makie yeah, it did solve your issue, but instead brings a lot of issue towards our pakset, which I posted at the original bug report of someone being surprised with it.
Title: Re: Multiple crossings for the very same waytypes
Post by: makie on February 05, 2022, 10:37:42 AM
Quote from: Flemmbrav on February 05, 2022, 10:08:07 AM
@Makie yeah, it did solve your issue, but instead brings a lot of issue towards our pakset,
That was not my decision. My suggestion would been more work, but have no influence on other Paksets.

Sorry. Only what i say: The solution was good enough for me.
Title: Re: Multiple crossings for the very same waytypes
Post by: Flemmbrav on February 05, 2022, 09:07:21 PM
Makes sense and worry not, I don't want to blame anything on anyone ;)