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Old revision #putsmzfzbNew revision #pqbrlk9ez
1NotRoadTypes Spec  1NotRoadTypes Spec  
2  2  
3Essential  3Essential  
4 4
5they can coexist on the same tile in some cases, but do not influence each other  5•    they can coexist on the same tile in some cases, but do not influence each other
6the term ‘roadtypes’ is confusing for historical reasons and due to pre-existing use in code, and is not used here: this is NotRoadTypes  6•    the term ‘roadtypes’ is confusing for historical reasons and due to pre-existing use in code, and is not used here: this is NotRoadTypes
7 7
8per tile, one subtype of ‘road’ and one subtype of ’tram’ may be present  8•    per tile, one subtype of ‘road’ and one subtype of ’tram’ may be present
9construction tools for ‘road’ and ’tram' are independent  9•    construction tools for ‘road’ and ’tram' are independent
10adding/removing/converting ‘road’ on a tile does not affect ‘tram’ for tile and vice-versa  10•    adding/removing/converting ‘road’ on a tile does not affect ‘tram’ for tile and vice-versa
11vehicles are either ‘road’ or ‘tram’, they cannot be both  11•    vehicles are either ‘road’ or ‘tram’, they cannot be both
12vehicle routing and movement per ‘road’ and ‘tram’ are independent  12•    vehicle routing and movement per ‘road’ and ‘tram’ are independent
13any ‘road’ subtype may be freely combined with any ’tram’ subtype, there are no ways to make ‘road’ and ’tram’ incompatible with each other by subtype or any other means  13•    any ‘road’ subtype may be freely combined with any ’tram’ subtype, there are no ways to make ‘road’ and ’tram’ incompatible with each other by subtype or any other means 
14subtypes  14•    subtypes
15proposed up to 15 ‘road' subtypes and 15 ‘tram’ subtypes (implementation detail: uses 4 bits each, uses 8 bits free in m8)  15    ◦    proposed up to 15 ‘road' subtypes and 15 ‘tram’ subtypes (implementation detail: uses 4 bits each, uses 8 bits free in m8)
1615 is more than enough for any game  16    ◦    15 is more than enough for any game
17spec shouldn’t have an opinion on how many type a game needs, but 3 or 4 of each is plenty imho  17    ◦    spec shouldn’t have an opinion on how many type a game needs, but 3 or 4 of each is plenty imho
18each subtype has a label  18    ◦    each subtype has a label
19vehicle compatibility with a subtype is determined by label  19    ◦    vehicle compatibility with a subtype is determined by label
20vehicle may determine some properties by subtype (power, possibly others)  20    ◦    vehicle may determine some properties by subtype (power, possibly others)
21drawing  21•    drawing
22‘tram’ is always drawn above ‘road’; authors need to be aware of this when drawing sprites, no mechanism will be provided to vary this  22    ◦    ‘tram’ is always drawn above ‘road’; authors need to be aware of this when drawing sprites, no mechanism will be provided to vary this
23drawing of city roads, bridges, tunnels, and similar will follow existing behaviour  23    ◦    drawing of city roads, bridges, tunnels, and similar will follow existing behaviour
24drawing of rail crossings may or may not be fixed (road tile is enforced for tram crossings currently, this looked non-trivial to fix when I tried)  24    ◦    drawing of rail crossings may or may not be fixed (road tile is enforced for tram crossings currently, this looked non-trivial to fix when I tried)
25methods _may_ be provided to enable more control over appearance, e.g. snow above snowline etc  25    ◦    methods _may_ be provided to enable more control over appearance, e.g. snow above snowline etc
26catenary  26•    catenary
27subtypes can provide catenary, or not (implementation detail: flag or cb returning sprites)  27    ◦    subtypes can provide catenary, or not (implementation detail: flag or cb returning sprites)
28both ‘road’ and ‘tram’ can provide catenary on a tile  28    ◦    both ‘road’ and ‘tram’ can provide catenary on a tile
29authors will need to draw catenary carefully to avoid it looking bad when ‘road’ and ‘tram’ catenary are combined on a tile  29    ◦    authors will need to draw catenary carefully to avoid it looking bad when ‘road’ and ‘tram’ catenary are combined on a tile
30vehicle power on a tile is determined by vehicle against subtype label, unrelated to drawing of catenary sprites  30    ◦    vehicle power on a tile is determined by vehicle against subtype label, unrelated to drawing of catenary sprites
31there is sophisticated handling of rail catenary to preserve continuity where railtypes cross, something similar needs to be provided for NotRoadTypes  31    ◦    there is sophisticated handling of rail catenary to preserve continuity where railtypes cross, something similar needs to be provided for NotRoadTypes
32converting between subtypes  32•    converting between subtypes
33a convert tool is needed, similar to rail conversion  33    ◦    a convert tool is needed, similar to rail conversion
34this will need to consider ownership carefully  34    ◦    this will need to consider ownership carefully
35too restrictive = can’t overbuild subtypes in towns  35        ▪    too restrictive = can’t overbuild subtypes in towns
36too permissive = deliberate or accidental breaking of existing routes by overbuilding incompatible subtype  36        ▪    too permissive = deliberate or accidental breaking of existing routes by overbuilding incompatible subtype
37drive-in stops:  37•    drive-in stops:
38behaviour of articulated vehicles and trams unchanged, can’t use drive-in stops  38    ◦    behaviour of articulated vehicles and trams unchanged, can’t use drive-in stops
39catenary needs to be provided for ‘road' drive-in stops  39    ◦    catenary needs to be provided for ‘road' drive-in stops
40overtaking: out of scope  40•    overtaking: out of scope
41  41  
42Optional (proposed by frosch)  42Optional (proposed by frosch)  
43split global toolbar to ‘road’ and ‘light rail’  43•    split global toolbar to ‘road’ and ‘light rail’
44this makes the distinction between the transport types obvious  44•    this makes the distinction between the transport types obvious
45in this way it’s clear that a tile can have  45•    in this way it’s clear that a tile can have
461 type of rail  46    ◦    1 type of rail
471 type of road  47    ◦    1 type of road
481 type of light rail  48    ◦    1 type of light rail
49unknown: would the various vehicle menus, station menus etc also be split for ‘road’ and ‘light rail’? 49•    unknown: would the various vehicle menus, station menus etc also be split for ‘road’ and ‘light rail’?