4 | | 4 | |
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5 | they 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
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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
| 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
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7 | | 7 | |
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8 | per 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
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9 | construction tools for ‘road’ and ’tram' are independent
| 9 | • construction tools for ‘road’ and ’tram' are independent
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10 | adding/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
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11 | vehicles are either ‘road’ or ‘tram’, they cannot be both
| 11 | • vehicles are either ‘road’ or ‘tram’, they cannot be both
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12 | vehicle routing and movement per ‘road’ and ‘tram’ are independent
| 12 | • vehicle routing and movement per ‘road’ and ‘tram’ are independent
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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
| 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
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14 | subtypes
| 14 | • subtypes
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15 | proposed 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)
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16 | 15 is more than enough for any game
| 16 | ◦ 15 is more than enough for any game
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17 | spec 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
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18 | each subtype has a label
| 18 | ◦ each subtype has a label
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19 | vehicle compatibility with a subtype is determined by label
| 19 | ◦ vehicle compatibility with a subtype is determined by label
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20 | vehicle may determine some properties by subtype (power, possibly others)
| 20 | ◦ vehicle may determine some properties by subtype (power, possibly others)
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21 | drawing
| 21 | • drawing
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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
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23 | drawing of city roads, bridges, tunnels, and similar will follow existing behaviour
| 23 | ◦ drawing of city roads, bridges, tunnels, and similar will follow existing behaviour
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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)
| 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)
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25 | methods _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
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26 | catenary
| 26 | • catenary
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27 | subtypes 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)
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28 | both ‘road’ and ‘tram’ can provide catenary on a tile
| 28 | ◦ both ‘road’ and ‘tram’ can provide catenary on a tile
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29 | authors 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
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30 | vehicle 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
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31 | there 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
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32 | converting between subtypes
| 32 | • converting between subtypes
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33 | a convert tool is needed, similar to rail conversion
| 33 | ◦ a convert tool is needed, similar to rail conversion
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34 | this will need to consider ownership carefully
| 34 | ◦ this will need to consider ownership carefully
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35 | too restrictive = can’t overbuild subtypes in towns
| 35 | ▪ too restrictive = can’t overbuild subtypes in towns
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36 | too 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
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37 | drive-in stops:
| 37 | • drive-in stops:
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38 | behaviour 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
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39 | catenary needs to be provided for ‘road' drive-in stops
| 39 | ◦ catenary needs to be provided for ‘road' drive-in stops
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40 | overtaking: out of scope
| 40 | • overtaking: out of scope
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