![]() ![]() Now, you aren't allowed to build or remove traffic lights on opponents' or towns' roads any more. The random road construction feature was removed and moved to a seperate patch in alpha2.1. I might do something to return this to previous behavior if it is requested. Now, all traffic lights are switched at the same time due to the internal changes. created some tables to look up stuff instead of using switch cases. ![]() this also kills the need of misusing the road construction bits for yellow state. Now only highest bit of m1 is "borrowed". This reduces map array usage from 3 bits to 1 bit. traffic lights are now controlled by game ticks instead of saving their status to the map array. ![]() Sorry that it's not quite the newest revision, i'll update it soon. TL multi tile consists.png (36.28 KiB) Viewed 60035 times (who would do something like this, anyways?) I don't really know how to adress that though. Visual represenation that there are traffic lights on that tile. you can make traffic lights "invisible" by making every road next to it one way facing away. The query tool (question mark) will now tell you that there's a traffic light on the road. Multi tile consists: multiple tiles with trafficlights adjacent to each other will result in one big traffic light junction. A traffic light will now not be displayed on a side where there's a one way road so no vehicles can come from there (v1.3) You can tweak the settings in your openttd.cfg. The NPF and YAPF pathfinders now have penalties for traffic lights. New patch option: allow building/removing traffic lights on town owned roads. added new settings road_trafficlight_penalty (yapf) and npf_road_trafficlight_penalty. added new patch setting allow_building_tls_on_town_roads. Traffic light tiles got marked "dirty" far too often, resulting in high CPU usage. Roads that had traffic lights on them previously. If traffic lights were turned off during game, it was impossible to remove Standard is 4, includes a "no limit" option (0). New patch setting to limit size of traffic light consists. (now not all TLs are switching states simultanuously anymore) (v2.3) Reintroduction of varying switching times. If the patch setting for traffic lights is turned off during game, all existing traffic lights Moved traffic light code into own files (trafficlight_func.h, trafficlight_type.h and trafficlight.cpp) (v2.4) Tile is in and synches the state with the northernmost tile of the consist (actually: lowest TileIndex) (v2.3) The function for getting the current state of a traffic light tile now looks up what traffic light consist that ![]()
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