Loading
#openttdcoop - Paste
Archives
Trending
Docs
Login
ABAP
ActionScript
ActionScript 3
Ada
AIMMS3
ALGOL 68
Apache configuration
AppleScript
Apt sources
ARM ASSEMBLER
ASM
ASP
asymptote
Autoconf
Autohotkey
AutoIt
AviSynth
awk
BASCOM AVR
Bash
Basic4GL
BibTeX
BlitzBasic
bnf
Boo
Brainfuck
C
C#
C (LoadRunner)
C (Mac)
C (WinAPI)
C++
C++ (Qt)
C++ (WinAPI)
CAD DCL
CAD Lisp
CFDG
ChaiScript
Chapel
CIL
Clojure
CMake
COBOL
CoffeeScript
ColdFusion
CSS
Cuesheet
D
Dart
DCL
DCPU-16 Assembly
DCS
Delphi
Diff
DIV
DOS
dot
E
ECMAScript
Eiffel
eMail (mbox)
EPC
Erlang
Euphoria
EZT
F#
Falcon
FO (abas-ERP)
Formula One
Fortran
FreeBasic
FreeSWITCH
GADV 4CS
GAMBAS
GDB
genero
Genie
glSlang
GML
GNU/Octave
GNU Gettext
GNU make
Gnuplot
Go
Groovy
GwBasic
Haskell
Haxe
HicEst
HQ9+
HTML
HTML5
Icon
INI
Inno
INTERCAL
Io
ISPF Panel
J
Java
Java(TM) 2 Platform Standard Edition 5.0
Javascript
JCL
jQuery
KiXtart
KLone C
KLone C++
LaTeX
LDIF
Liberty BASIC
Lisp
LLVM Intermediate Representation
Locomotive Basic
Logtalk
LOLcode
Lotus Notes @Formulas
LotusScript
LScript
LSL2
Lua
MagikSF
MapBasic
Matlab M
Microchip Assembler
Microsoft Registry
mIRC Scripting
MMIX
Modula-2
Modula-3
MOS 6502 (6510) ACME Cross Assembler format
MOS 6502 (6510) Kick Assembler format
MOS 6502 (6510) TASM/64TASS 1.46 Assembler format
Motorola 68000 - HiSoft Devpac ST 2 Assembler format
Motorola 68000 Assembler
MXML
MySQL
Nagios
NetRexx
newlisp
nginx
Nimrod
NML NewGRF Meta Language
NSIS
Oberon-2
Objeck Programming Language
Objective-C
OCaml
OCaml (brief)
ooRexx
OpenBSD Packet Filter
OpenOffice.org Basic
Oracle 8 SQL
Oracle 11 SQL
Oxygene
OZ
ParaSail
PARI/GP
Pascal
PCRE
per
Perl
Perl 6
PHP
PHP (brief)
PIC16
Pike
Pixel Bender 1.0
PL/I
PL/SQL
PostgreSQL
PostScript
POVRAY
PowerBuilder
PowerShell
ProFTPd configuration
Progress
Prolog
PROPERTIES
ProvideX
Puppet
PureBasic
Python
Python for S60
q/kdb+
QBasic/QuickBASIC
QML
R / S+
Racket
Rails
RBScript
REBOL
rexx
robots.txt
RPM Specification File
Ruby
Rust
SAS
Scala
Scheme
SciLab
SCL
sdlBasic
Smalltalk
Smarty
SPARK
SPARQL
SQL
Squirrel Script
Squirrel Script with OpenTTD AI/GS
StandardML
StoneScript
SystemVerilog
T-SQL
TCL
Tera Term Macro
Text
thinBasic
TypoScript
Unicon (Unified Extended Dialect of Icon)
Uno Idl
Unreal Script
UPC
Urbi
Vala
vb.net
VBScript
Vedit macro language
Verilog
VHDL
Vim Script
Visual Basic
Visual Fox Pro
Visual Prolog
Whitespace
Whois (RPSL format)
Winbatch
X++
XBasic
XML
Xorg configuration
YAML
ZiLOG Z80 Assembler
ZXBasic
Spec Essential • ‘road' and ‘tram' are independent, like ‘road’ and ‘rail’ • they can coexist on the same tile in some cases, but do not influence each other • the term ‘roadtypes’ is confusing for historical reasons and due to pre-existing use in code, and is not used here: this is NotRoadTypes • ‘tram’ and ‘road’ are built as subtypes • per tile, one subtype of ‘road’ and one subtype of ’tram’ may be present • construction tools for ‘road’ and ’tram' are independent • adding/removing/converting ‘road’ on a tile does not affect ‘tram’ for tile and vice-versa • vehicles are either ‘road’ or ‘tram’, they cannot be both • vehicle routing and movement per ‘road’ and ‘tram’ are independent • 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 • subtypes ◦ proposed up to 15 ‘road' subtypes and 15 ‘tram’ subtypes (implementation detail: uses 4 bits each, uses 8 bits free in m8) ◦ 15 is more than enough for any game ◦ spec shouldn’t have an opinion on how many type a game needs, but 3 or 4 of each is plenty imho ◦ each subtype has a label ◦ vehicle compatibility with a subtype is determined by label ◦ vehicle may determine some properties by subtype (power, possibly others) • drawing ◦ ‘tram’ is always drawn above ‘road’; authors need to be aware of this when drawing sprites, no mechanism will be provided to vary this ◦ drawing of city roads, bridges, tunnels, and similar will follow existing behaviour ◦ 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) ◦ methods _may_ be provided to enable more control over appearance, e.g. snow above snowline etc • catenary ◦ subtypes can provide catenary, or not (implementation detail: flag or cb returning sprites) ◦ both ‘road’ and ‘tram’ can provide catenary on a tile ◦ authors will need to draw catenary carefully to avoid it looking bad when ‘road’ and ‘tram’ catenary are combined on a tile ◦ vehicle power on a tile is determined by vehicle against subtype label, unrelated to drawing of catenary sprites ◦ there is sophisticated handling of rail catenary to preserve continuity where railtypes cross, something similar needs to be provided for NotRoadTypes • converting between subtypes ◦ a convert tool is needed, similar to rail conversion ◦ this will need to consider ownership carefully ▪ too restrictive = can’t overbuild subtypes in towns ▪ too permissive = deliberate or accidental breaking of existing routes by overbuilding incompatible subtype • drive-in stops: ◦ behaviour of articulated vehicles and trams unchanged, can’t use drive-in stops ◦ catenary needs to be provided for ‘road' drive-in stops • overtaking: out of scope Optional (proposed by frosch) • split global toolbar to ‘road’ and ‘light rail’ • this makes the distinction between the transport types obvious • in this way it’s clear that a tile can have ◦ 1 type of rail ◦ 1 type of road ◦ 1 type of light rail • unknown: would the various vehicle menus, station menus etc also be split for ‘road’ and ‘light rail’?
Mark as private
for 30 minutes
for 6 hours
for 1 day
for 1 week
for 1 month
for 1 year
forever