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View Code? Open in Web Editor NEWA clone of my OpenTTD projects off of Google Code
A clone of my OpenTTD projects off of Google Code
Original author: [email protected] (April 06, 2011 11:06:51)
Create a bicycle rider.
Could be used as your mailman (have it carry 10 bags of mail).
Another option would be a Ricksaw that would carry a few people (passenger).
Probably mostly eyecandy.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=11
Original author: [email protected] (January 13, 2012 05:55:05)
Reusing buoys in Operation Hibernian is causing them to fail to show up in orders because the tile index changes. Update BuildBuoys() so that if a existing buoy is picked, the path is updated
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=26
Original author: [email protected] (April 06, 2011 10:32:14)
Use the AI settings box to allow the player to direct the AI on how to 'play the game for you'.
The settings box is limited to numbers and yes/no.
The bigger question is what would you gain from this? The AI pathfinding is often slow. On the flip side, it might be easier to make it find good pairs to connect or to run optimization, route management, or vehicle upgrades.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=5
Original author: [email protected] (January 14, 2012 05:25:00)
Add a function to the Road Pathfinder to allow prebuilding of tunnels and bridges. This is needed to support the NoGo edition of Operation DOT
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=30
Original author: [email protected] (January 13, 2012 06:00:39)
Confirm Operation Hibernian support for FIRS industry set.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=28
Original author: [email protected] (January 16, 2012 21:30:08)
^^
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=41
Original author: [email protected] (April 06, 2011 13:39:25)
Update Wiki to explain settings and have a better front page
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=21
Original author: [email protected] (January 16, 2012 21:31:44)
^^
Don't build the depot in the first ring around the starting tile (presumably the dock)
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=42
Original author: [email protected] (January 16, 2012 21:11:57)
Move OpLog from WmDOT to MetaLibrary.
Add Library debugging output at levels 5, 6 and maybe 7
Add Log.Sign(tile, message = "x", level = 6)
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=38
Original author: [email protected] (December 29, 2011 04:59:59)
Add files to TAR to make sure 'website', 'readme', 'changelog', and 'license' are available to OpenTTD v1.2
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=24
Original author: [email protected] (June 30, 2012 22:28:48)
Add a function to MetaLib that will convert an event's ID to it's name.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=50
Original author: [email protected] (January 14, 2012 05:36:31)
Provide a NoGo edition of Operation DOT from WmDOT.
Requires a function to prebuild tunnels and bridges and a NoGo edition of MetaLibrary.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=32
Original author: [email protected] (January 16, 2012 21:41:04)
The route manager needs to:
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=44
Original author: [email protected] (January 16, 2012 01:59:32)
Cleanup Crew is currently using RemoveRoadFull() which is cutting off corners
Use RemoveRoad() instead, but we need to delete going uphill (check the thread on TT-Forums)
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=36
Original author: [email protected] (January 14, 2012 06:38:43)
Use the station spread settings to allow WmDOT to build docks for Oil Refineries further from the shore.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=34
Original author: [email protected] (April 06, 2011 10:25:19)
Create a superfast car (~250km/h), mostly as eyecandy. Have it carry 2-4 passengers. Possible for use 'VIP' transport.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=3
Original author: [email protected] (April 07, 2011 22:35:43)
The pathfinder can't build a road over railway tracks on flat ground.
Building bridges from flat land is currently disabled for performance reasons.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=23
Original author: [email protected] (January 16, 2012 21:20:00)
Change the scope of the enum ModelType so it within the scope the library. Update Atlas and WmDOT as required
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=39
Original author: [email protected] (April 06, 2011 11:18:25)
Provide intercity bus service
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=17
Original author: [email protected] (June 28, 2012 04:25:13)
If more than two ships are waiting for a full load, delete the 'extra' ones.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=48
Original author: [email protected] (April 06, 2011 10:28:14)
Based on Virgin's or the X-Prize winner's suborbital plane. Make it superfast, but take a while to hit top speed.
On take-off, can you make it show the carrier plane?
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=4
Original author: [email protected] (April 06, 2011 10:36:28)
Create a new cargo type - VIP - that are produced in small quantities, but pay VERY well. Have them be particularly time-sensitive.
Have company HQ accept and produce VIP's. Other possible industries are banks or art galleries.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=7
Original author: [email protected] (June 28, 2012 04:26:01)
As ships become old, replace them
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=49
Original author: [email protected] (April 06, 2011 11:17:09)
Small cargo truck, useful for things like FIRS' supplies...
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=16
Original author: [email protected] (January 13, 2012 05:58:03)
Add ability (via a flag) to turn back on signs with the ship pathfinder to allow demonstrations of how it works.
Post ship Pathfinder test to TT Forums
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=27
Original author: [email protected] (January 14, 2012 06:42:03)
Add a model type PROFIT to the Atlas in MetaLibrary.
Take parameters of loading time, travel speed, return_empty (or not), and cargo.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=35
Original author: [email protected] (January 22, 2012 01:02:34)
Create a meta road pathfinder that works breaking up longer pathfinding jobs into joining a series of a grid points. The idea to create a network of roads that is sort of similar to the government road network in western Canada.
There is also a hope that this will speed up pathfinding.
Starting from a town, I would have the list of goals the four surrounding grid points.
From one grid point, I would include the next two points in the north-south direction, and the next two points in the east-west direction.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=45
Original author: [email protected] (April 06, 2011 10:34:20)
Create a new cargo type - 'Fine Art'.
Have it be small quantities, shuttled between 'Art Galleries' is bigger towns.
Have the HQ accept Art? or only after a certain construction stage?
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=6
Original author: [email protected] (April 06, 2011 10:17:35)
Develop town list based on actual French town names and then random town names based on the list.
One potential problem is France has 40,000 communes, so to sort through that lists...
Built in French names provides ~45 names, and there a new version that provides ~400. (http://dev.openttdcoop.org/projects/frenchtowns)
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=1
Original author: [email protected] (December 29, 2011 05:01:11)
Add files to TAR to make sure 'website', 'readme', 'changelog', and 'license' are available to OpenTTD v1.2
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=25
Original author: [email protected] (January 16, 2012 21:24:16)
Allow adding a source or attraction and then just add that to the model (i.e. without having to rerun the model from scratch)
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=40
Original author: [email protected] (April 06, 2011 11:12:06)
Eyecandy
Perhaps VIP transport for the seas
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=13
Original author: [email protected] (January 16, 2012 21:35:18)
^^
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=43
Original author: [email protected] (April 06, 2011 11:03:47)
Enycandy
Why not?
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=10
Original author: [email protected] (April 06, 2011 11:20:13)
Move water to desert towns to help them grow.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=19
Original author: [email protected] (January 16, 2012 02:26:02)
Set up GetSpeed() to return the speed of the fastest bus
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=37
Original author: [email protected] (April 06, 2011 11:02:38)
I haven't been able to find a ship I like - I want something fast with a decent cargo capacity. FISH provides huge ships (up to 1,000,000 tonnes, if I remember correctly) and fast ships (like the hovercraft, ~80 km/h).
Even a moderate sized ship (~250 tonnes) at a decent speed (~30knots or ~55km/h) would be greatly helpful.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=9
Original author: [email protected] (January 14, 2012 05:34:07)
Provide a NoGo edition of MetaLibrary.
Can reuse the same short name.
Look into using the translation script Zuu uses to prepare his SuperLib.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=31
Original author: [email protected] (April 06, 2011 11:16:23)
Canadian Prairies style grain elevators
Not sure what industrial function to grant them, maybe make them accept food in the same way water towers do...
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=15
Original author: [email protected] (April 06, 2011 11:14:52)
Deal with large maps by breaking them into neighbourhoods (256x256) to keep the pathfinder from being overrun.
Add a 'town' to the list that corresponds the biggest town in the next door neighbourhood and thus allow connects outside of the local neighbourhood.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=14
Original author: [email protected] (January 14, 2012 06:03:03)
Add CC-BY (or MIT) header to code files
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=33
Original author: [email protected] (April 06, 2011 11:21:00)
Rework AI settings due to new form in OpenTTD v1.1
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=20
Original author: [email protected] (April 06, 2011 10:38:34)
Create a new Road Vehicle that looks like a Mini-Cooper with the Union Jack on the roof. Eyecandy mostly.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=8
Original author: [email protected] (April 07, 2011 19:23:10)
Create Utah and Utah-based town names
http://en.wikipedia.org/wiki/List_of_cities_and_towns_in_Utah
http://en.wikipedia.org/wiki/List_of_ghost_towns_in_Utah
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=22
Original author: [email protected] (January 14, 2012 05:21:11)
Use a better engine selection criteria for the ships (rate everything at once and give a score?)
Include Consideration for the different "size" of cargo when retrofitting
Confirm support with FISH
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=29
Original author: [email protected] (April 06, 2011 10:23:08)
Create a system of 'pipelines' for OpenTTD.
Would it be possible to create another road type, with 'plugs' of liquid as vehicles. Give the vehicles ridiculous speed when empty (to model 1 way flow in a pipeline...). Could speed be an effect of how long ago the 'vehicle' went through a pumphouse (station or waypoint). Give it high capital costs and low running costs.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=2
Original author: [email protected] (February 03, 2012 03:52:22)
Create the rail network by the use of nodes, strings, and stations.
Each would be have an upgrade path, allowing the network to be improved after it's been built.
Design would promote a mainline, with stations entering in from the sides.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=47
Original author: [email protected] (February 03, 2012 03:43:34)
Church --(Pilgrims)--> Monastery --(Monks)--> Seminary --(Priests)--> Churches
Houses --(Children)--> School --(Smarty Pants)--> University --(Grads)--> Schools
Town --(Garbage)--> Landfill
Houses --(Commuters)--> Office Tower --(Exports)--> Port/Border Crossing
Port/Border Crossing --(Imports)--> Warehouse --(Merchandise)--> Store
Office Tower --(Tourists)--> Attractions
Oil rigs/Oil Wells/Oil Derrick --(Oil)--> Oil Refinery --(Gas)--> Gas Station
Farms --(Grain)--> Elevator --(exports)-->
--(Sulphur)-->
Churches - in the houses part of town, possible for several for a town
Monastery - in remote, hard to get to places; on the ocean, with only a harbor (no heliport), or on the top of the highest mountain, surrounded by steep slopes, or maybe on an island in the middle of a river
Office Towers may be a separate industry, or just the big buildings in town; produce exports and tourists
Landfills are NOT built in town
Ports are built on the edge of the ocean, perhaps just in the ocean, close to land
Border Crossings are built on land within a few tiles of the edge of the map; import production is based on exports accepted, but with a processing delay (do 50 tons + 50% each month?)
Warehouses could produce Merchandise, bound for stores (in towns) or random products produced my other industries
Attractions (which accept tourists) could be modeled after any number of real world tourist attractions (Eiffel Tower, Disneyland, etc); should Churches accept (a limited number of) tourists?; what should Attractions produce?
Gas Stations and Stores are to be located in town
Sulphur is a major industrial output...
VIP's should have very low production (5-30? /month), pay extremely well, but have very steep falloff for slow transport, and very high decay when waiting in stations
Other industry ideas:
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=46
Original author: [email protected] (April 06, 2011 11:19:33)
Use trams to provide passenger service within a city. Grow routes as the city grows.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=18
Original author: [email protected] (April 06, 2011 11:09:16)
Create a pathfinder for ships that works by drawing a line between start and end and then bending it to go around obstacles. When finished, add bouys at the corners and pass of the path to be used as ship's orders.
Original issue: http://code.google.com/p/openttd-noai-wmdot/issues/detail?id=12
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