TTDAlter work on OTTD??

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

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UltraNub
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TTDAlter work on OTTD??

Post by UltraNub »

Title says it!
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Re: TTDAlter work on OTTD??

Post by andrewas »

No, it modifies the .exe, and the OTTD .exe is very different to that of TTD. On the upside, the source of OTTD is available so you can simply make any changes you want and compile your own, if you have any programming knowledge at all.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

BUT I WANT SUPERSONIC MAG LEV!!!
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Re: TTDAlter work on OTTD??

Post by Bilbo »

Well, you can make a newgrf that will alter the speed of maglev to supersonic values. Advantage of this approach is that it work in both TTDPatch and OpenTTD.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: TTDAlter work on OTTD??

Post by UltraNub »

and how exactly do i make a new grf file and have this super sonic magnetic Levitation Train happen in the year 2048???
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Re: TTDAlter work on OTTD??

Post by LordAzamath »

link: http://wiki.ttdpatch.net/tiki-index.php ... phicsSpecs Look for action 0, feature 00, property 09
BTW, Caps-Lock isn't a good idea and lot's of members in this forum don't like it (myself included)

EDIT: For introduction date look at property 2a
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

caibrenden wrote:and how exactly do i make a new grf file and have this super sonic magnetic Levitation Train happen in the year 2048???
wait a minute, aren't grf files suppose to be fore graphics, eg New trains??
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Re: TTDAlter work on OTTD??

Post by andrewas »

Graphics, as well as the properties of the objects they describe.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

so which grf should i mod?

and more importantly how do i open one? :!:
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Re: TTDAlter work on OTTD??

Post by LordAzamath »

No, you should make a new grf. I'm a total newbie in nfo coding, but even I managed to make it :)

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 02 00 00 00
1 * 95 08 07 4c 41 30 37 53 75 70 65 72 73 6f 6e 69 63 20 4d 61 67 6c 65 76 00 54 68 69 73 20 67 72 66 20 6d 6f 64 69 66 69 65 73 20 4c 65 76 69 61 74 68 61 6e 20 4d 61 67 6c 65 76 20 74 6f 20 73 75 70 65 72 73 6f 6e 69 63 20 74 72 61 69 6e 2e 20 42 79 20 4c 6f 72 64 41 7a 61 6d 61 74 68 00
2 * 9 00 00 01 01 57 09 \d1540
smth like this. grf is here
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supersonic.grf
(124 Bytes) Downloaded 92 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

It would actually be better if i learnt?

but seeming that you already made one.....

How fast is the train??
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Re: TTDAlter work on OTTD??

Post by andrewas »

Its always better if you learn to do it yourself, whether or not its actually worth your time depends on if all you want to do is get the supersonic maglev, or if you could actually use the knowledge to do more. If you're looking for something to do, theres currently a lack of a trainset which both allows use of maglev/monorail and can haul new cargos such as those defined in the ECS vectors. A realistic trainset progressing to fictional vehicles would fill that niche, or a pure fictional one. Im sure that you can think of another project if that one doesn't appeal to you.
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Re: TTDAlter work on OTTD??

Post by LordAzamath »

caibrenden wrote:It would actually be better if i learnt?

but seeming that you already made one.....

How fast is the train??
1548 km/h or 962 mph

Ok if you want to learn, I'll explain

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 02 00 00 00
1 * 95 08 07 4c 41 30 37 53 75 70 65 72 73 6f 6e 69 63 20 4d 61 67 6c 65 76 00 54 68 69 73 20 67 72 66 20 6d 6f 64 69 66 69 65 73 20 4c 65 76 69 61 74 68 61 6e 20 4d 61 67 6c 65 76 20 74 6f 20 73 75 70 65 72 73 6f 6e 69 63 20 74 72 61 69 6e 2e 20 42 79 20 4c 6f 72 64 41 7a 61 6d 61 74 68 00
2 * 9 00 00 01 01 57 09 \d1540
Three first lines have to be there always. They aren't comments, but something very important.
The first meaningful line starts with 0 * 4 It always has to be there. 02 00 00 00 shows that there are 2 sprites in this. At this time they all are pseudosprites. That means the don't define graohics.
1 * 95 -> 1 is the number of (pseudo)sprite and 08 there is Action08. More detailed description here http://wiki.ttdpatch.net/tiki-index.php?page=Action8. 95 there shows that there are 95 bytes in that action
2 * 9 00 -> Action 00, consists of 9 bytes and is second sprite. The second 00 means we are dealing with trains ( http://wiki.ttdpatch.net/tiki-index.php ... ion0Trains )
http://wiki.ttdpatch.net/tiki-index.php?page=Action0
This is template for action 0
<Sprite-number> * <Length> 00 <Feature> <Num-props> <Num-info> <Id> (<Property <New-info>)...
Wiki can help you out very much.
http://wiki.ttdpatch.net/tiki-index.php?page=Action0

I suggest stat reading from beginning until you understand some basic things -> http://wiki.ttdpatch.net/tiki-index.php ... phicsSpecs

Lord
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

Code: Select all

 2 * 10 00 00 02 01 57 09 7D 00 0B 23 28
Would that be correct for something around 9000HP Leviathan?
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LordAzamath
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Re: TTDAlter work on OTTD??

Post by LordAzamath »

No it's chimeara. I put it wrong last time. My grf modifies chimeara too.
NOw let me see this..:D

Code: Select all

 2 * 10 00 00 02 01 57 09 7D 00 0B 23 28
It's 10 247hp and speed is 125km/h. Just tested and encoded.
I use calculator to convert numbers to hex (in linux it's KCalc), and for strings str2hex.
So 9000 hp would be...2328 in hex, little endian byte order makes it..28 23 not 23 28 as you have put it.

And what speed do you want? Exact speeed of sound is 1230km/h -> 4CE -> CE 04. OpenTTD adds several km/h to it, but that's not really important. 7D 00 what do you have goes to 007D and it's 125. 7D00 (in little endian byte order 00 7D) is 32 000 km/h, But with this hp, it max accelerates to 1055km/h. I tested and added 60 000 hp. With that value The max speed is (with your 32 000 set) 5029 km/h. The max hp is 65 535 (in hex FF FF). So the max speed possible is...5029 stayed. So it's the max speed you can get.

Lord
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

ok
i think i've solve the problems...

Code: Select all

2 * 10	 00 00 02 01 57 09 60 EA 0B FF FF
should only get to about 3500 Km/h since there isn't enough time to accelerate to full speed ^^ (even on a straight line acrosss a 2054 by 2054 map

and this time i tested it myself!!

P.s Just for the record, that trip across the map took about 47 seconds!!
Attachments
supersonic.grf
this one is the grf with super-supersonic maglev!!
(164 Bytes) Downloaded 64 times
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Re: TTDAlter work on OTTD??

Post by LordAzamath »

You sure you have km/h not mph? I can show you a screenshot where I can get 5029km/h...3500mph again would be approx 5600km/h...Abd with this kind of hp it should acelerate pretty quickly
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: TTDAlter work on OTTD??

Post by UltraNub »

8o
there must somethin that is wrong with me??

wait.... would realistic acceleration have to do with this??
ill test it again

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Re: TTDAlter work on OTTD??

Post by UltraNub »

Now if i wanted to modify TWO trains, Do i just add another line?
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Re: TTDAlter work on OTTD??

Post by Bilbo »

Just add second similar line for another train. Then you will only have to modify the first line to correspond to number of sprites in the file.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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