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Simutrans Extended Development / Re: Mothballing costs money
« Last post by Vladki on Today at 09:53:51 AM »
The mothballing should be that you do not dismantle the road, but stop any maintenance. It will be immediately degraded, thus unusable. But the land is yours. Of course you can build the cheapest road and immediately mothball to buy land in advance. And in my case it was a road that was used for some time but is not needed any more
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Simutrans Extended Development / Re: constraint[prev]=any
« Last post by Ranran on Today at 09:11:55 AM »
@James and Ves, Thank you for your detailed thoughts.

James, you seem to misunderstand what I tried to implement. And I apologize that my explanation was not enough.
What I aimed at this patch is a very simple and loose constraint. It is simple and clear for players to understand.
And this is just an extension of constraint[prev/next] = any/none.
So I do not think that it will create complexity when editing vehicle dat file.
This patch is to improve the GUI significantly, without much modification to the system.

The purpose is to clarify the composition of convoy and make it easy for players to understand it.
And this will ease composition and reconnection.
I believe that it will make full use of that ability, especially in recombination systems.



This is an example of a picture that is often used to represent the train configuration. Is this common for train geeks outside Japan? I don't know.
Think of a pantograph as a vehicle with a motor. (This is for your imagination and has nothing to do with this implementation.)


Anyway, from this image you should be able to get some information about the train configuration.

For example, the train B has a 4 + 4 configuration, and it will be possible to split off on the way to different destinations. But train C will not be able to do that.
Train D will be able to dump the behind three cars on the way. The isolate three dumped cars will be able to attach another locomotive in front and go to another destination but it may cause an error when returning.
Train E is an image of a freight train. Train E will be able to add and drop vehicles (such as wagons) in the middle position.




I implemented one function so please watch the demo. (´・ω・`)刮目して?



Pay attention to the shape of the color bar.  ;)

You can see that this EMU is a 2 + 4 configuration.



This is only a slight extension of the existing system, so I don't think it will inhibit the addition of the strict constraint feature you mentioned.
If you understand this and think that the word Coupling constraints doesn't fit, suggest another word. I'm not an English speaker, so I think I can not select the best word.


fixed_coupling_:
I think this parameter is useful. This clarifies the distinction between A, B, C vs D, E.

Quote
So instead of adding stuf to the ends of that bar, I think you could have another bar directly below it that displays wether it may or may not detach it self outside the depot.

How about this one? This will clarify the DMU and EMU.
Such a line will not be displayed in the freight train. It can be disassembled outside the depot.


If this is to go into Standard, it would be better for the code in Extended not to diverge from that.
Prissi implemented it differently than the existing Extended system. In current Extended makeobj writes bool can_be_at_rear to the vehicle pak, but prissi's do not.
This makes sense for a standard that prefers a simple implementation but it is not extensible. That's because it specializes in determining whether coupling is possible.
So it won't work for the feature which I'm trying to add.

Since extended's bool can_be_at_rear is highly available, I extended it uint8 and renamed and reused it.
That is, makeobj has a flag in the form of a vehicle. By writing necessary data to pak file beforehand, unnecessary processing is omitted.
Again, this is just an extension of the existing system. I just reused the unused area.
Therefore I don't think it's a good idea to go backward and remove bool can_be_at_rear and align it with the standard's code.


On the one hand, I know that many Japanese player are craving it for the standard. It is a great pleasure to have it implemented in the standard.
Many thanks to Prissi.  :)
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Forum / "You got a message"-Popup less intrusive
« Last post by Leartin on Today at 09:10:34 AM »
So when you get a private message, the forum notifies you about it with a popup (if enabled). Which is nice, since it would be easy to miss otherwise.
However, the popup seems to appear every time you open/go back to the main index, and you can't do anything unless you click it away. It's a bit annoying if you know you don't have the time or nerves to deal with it right away and rather want to check the forum.

Could it be made such that if you choose not to open the message, the forum remembers for maybe 12 hours and won't tell you again during that time, or make it so you can just ignore the popup alltogether and still use the forum? It's just a minor inconvenience, so only if that was an easy thing to do.
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Simutrans Extended Development / Re: Mothballing costs money
« Last post by Ranran on Today at 08:56:27 AM »
Oh, I just knew that there was an icon but I didn't know that this is only for overwriting. :-[  It's interesting. Thank you for the notice.  :)

However, it will be easier to occupy the land by keeping the monthly expenses free.
So there is no question about charging the cost of dismantling existing equipment.
If it is cheap I will use excess money to occupy land in advance for my future expansion. That's a good deal.  ;)
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Simutrans Extended Development / Re: Mothballing costs money
« Last post by Vladki on Today at 07:29:11 AM »
You cannot build mothballed road on empty place. First you build a normal road, and the mothball it. So the cost of land is already paid for
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Patches & Projects / Re: [gui] multiple selection for gui_scrolled_list_t
« Last post by Dwachs on Today at 07:14:29 AM »
I doubt it would work now. I reworked scrolled-list to rely for selection of items on the focus-logic of gui elements.
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Simutrans Gaming Discussion / Re: City roads timeline discussion
« Last post by Ters on Today at 07:04:51 AM »
I suspect that bridges just follow their built-in timeline.
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Simutrans was originally made by one person, and eventually a small group of people, because he wanted to play Simutrans. Sharing Simutrans with others, first in binary form, and later also the source code, was an afterthought. This most likely would not have happened if he had to document everything first. It is a fundamental problem with volunteer work: Make too many demands, and there will be no volunteers. Most Simutrans developers have trouble finding time for the few things being done as it is. Sure, it is a vicious circle where lack of developers ultimately leads to lack of recruitment, but free time doesn't magically appear when needed.
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Simutrans Extended Development / Re: Mothballing costs money
« Last post by Ranran on Today at 03:03:27 AM »
IMO, some cost is necessary because it occupy the land.
In the case of free, it is possible to reserve land in advance and block other players in a first-come-first-served manner.  :P
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Maybe that was also the trouble on loading Haiku games. Incorporated in r8729, thank you!
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