Eyecandy (rev9790)
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Eyecandy (rev9790)
Ok here it is, the first eyecandy testversion.
Idea: Wolf01
Coding: Wolf01 & Frostregen
Please make some comments and report bugs/glitches into this thread.
You also may suggest new eyecandy for the default list.
This may be any ottd internal sprite. (=no newgrf stuff)
Features:
-up to 32 different categories
-up to 64 tiles in size (8x8, 16x4, 1x64 etc..)
-up to 1024 different eyecandy objects
-up to 256 animation phases
-player color supported
-drag&drop buy land (singleplayer only)
-foundations (even less restrictive than stations)
-custom ground sprite (only flat tiles) or 4 types of grass->bare for slopes
TODO:
-add PROPER newgrf (+newobjects) support (needed for custom eyecandy graphics)
if you use the win32 package: download a current nightly and extract the .rar into it.
Have fun
Idea: Wolf01
Coding: Wolf01 & Frostregen
Please make some comments and report bugs/glitches into this thread.
You also may suggest new eyecandy for the default list.
This may be any ottd internal sprite. (=no newgrf stuff)
Features:
-up to 32 different categories
-up to 64 tiles in size (8x8, 16x4, 1x64 etc..)
-up to 1024 different eyecandy objects
-up to 256 animation phases
-player color supported
-drag&drop buy land (singleplayer only)
-foundations (even less restrictive than stations)
-custom ground sprite (only flat tiles) or 4 types of grass->bare for slopes
TODO:
-add PROPER newgrf (+newobjects) support (needed for custom eyecandy graphics)
if you use the win32 package: download a current nightly and extract the .rar into it.
Have fun
- Attachments
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- eyecandy.png (57.76 KiB) Viewed 30010 times
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- EYE_9790.rar
- (1.54 MiB) Downloaded 1140 times
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- eyecandy_rev9790.diff
- source patchfile
- (49.82 KiB) Downloaded 775 times
Last edited by Frostregen on 05 May 2007 12:03, edited 4 times in total.
- Born Acorn
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We will need our own newgrf format(which is the next thing to be done),
as our capabilities differ from the newobjects quite a bit. (animation, custom-groundsprites, offsets etc...)
But it should be no problem to load both formats in the end.
@Maedhros:
This is just a test-list, nothing final. but you are right
as our capabilities differ from the newobjects quite a bit. (animation, custom-groundsprites, offsets etc...)
But it should be no problem to load both formats in the end.
@Maedhros:
This is just a test-list, nothing final. but you are right
- Digitalfox
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This is nice! Really nice! This game certainly needs eye-candy, whether it's in the shape of a building or a park or other structures, and it will definately add to the realism itself!
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I think this is compatible with newobjects (http://wiki.ttdpatch.net/tiki-index.php ... on0Objects). Mind you, the feature is unfinished, and supporting more actions never hurts.
Although I would suggest contacting eis_os himself about it to tell him what other features you think should go in there. TTDPatch is still the de-facto standard for newgrf. Having incompatible formats is definitely bad.
Although I would suggest contacting eis_os himself about it to tell him what other features you think should go in there. TTDPatch is still the de-facto standard for newgrf. Having incompatible formats is definitely bad.
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A very nice job, it works great.
One suggestion. The tile on which some of the eyecandies are build is brown, green/brown or grey (the radar). If you use temperate climate the tiles are green. It would be nice that the tiles of the land you own are not brown but more a color near green (dark green?) and when build near blue water, dark blue for instance.
One suggestion. The tile on which some of the eyecandies are build is brown, green/brown or grey (the radar). If you use temperate climate the tiles are green. It would be nice that the tiles of the land you own are not brown but more a color near green (dark green?) and when build near blue water, dark blue for instance.
Keep life simple...
Darkvater tells the truth. The standard 1/2/3 system already supports all of the above, assuming that newobjects will use the house/industry tile standard action 2 format, and not the vehicle standard action 2 format. (And I can't imagine Oskar using the vehicle format.)Frostregen wrote:as our capabilities differ from the newobjects quite a bit. (animation, custom-groundsprites, offsets etc...)
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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- athanasios
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Good idea but...
Existing houses as eyecandy will be confusing, if they do not generate-accept passengers etc. Other objects are OK. I hope to see it soon in the trunk.
You mentioned no new grf support. Well eyecandies should be newgrfs: Rocks (land and sea), antennas, ruins of houses, abandoned old vehicles, fake rails with old locos and wagons (since cannot be real ones), 1x1 pools water reservoirs or small lakes, shipwrecks...
Existing houses as eyecandy will be confusing, if they do not generate-accept passengers etc. Other objects are OK. I hope to see it soon in the trunk.
You mentioned no new grf support. Well eyecandies should be newgrfs: Rocks (land and sea), antennas, ruins of houses, abandoned old vehicles, fake rails with old locos and wagons (since cannot be real ones), 1x1 pools water reservoirs or small lakes, shipwrecks...
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- belugas
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I can easily imagine building a town in scenario editor and using such a tool to place... For houses... of course... or more...
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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True, but where did you get the idea that using TTD houses as eyecandy objects was even under discussion?athanasios wrote:Existing houses as eyecandy will be confusing
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- athanasios
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From what I show in the sample image in beginning of post and the drop down list reads houses. Doesn't matter if they are TTD houses or newgrf houses, it is the same. If I made you understand something different I am sorry. I was not referring to your post.
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newgrf support: we are working on itathanasios wrote:Good idea but...
Existing houses as eyecandy will be confusing, if they do not generate-accept passengers etc. Other objects are OK. I hope to see it soon in the trunk.
You mentioned no new grf support. Well eyecandies should be newgrfs: Rocks (land and sea), antennas, ruins of houses, abandoned old vehicles, fake rails with old locos and wagons (since cannot be real ones), 1x1 pools water reservoirs or small lakes, shipwrecks...
houses: they are eyecandy, to make villages on mountains, to block the city growth instead using the little sign on bare ground and so on
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News:
-NewGrf support implemented
-added build-cost multiplier
-GUI shows build costs.
If you want to make a grf, there is some info attached.
Please take into account that the newgrf-specs may change,
when ttdpatch releases its newobjects.
The source needs some cleanup, and will be updated in some days.
EDIT:
updated newgrf_eyecandy.txt
-NewGrf support implemented
-added build-cost multiplier
-GUI shows build costs.
If you want to make a grf, there is some info attached.
Please take into account that the newgrf-specs may change,
when ttdpatch releases its newobjects.
The source needs some cleanup, and will be updated in some days.
EDIT:
updated newgrf_eyecandy.txt
- Attachments
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- Grendborough Bay Transport, 6th Feb 1950.png (61.5 KiB) Viewed 30509 times
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- newgrf_eyecandy.txt
- v2
- (4.41 KiB) Downloaded 486 times
Last edited by Frostregen on 08 Jan 2007 05:31, edited 1 time in total.
Code: Select all
Action 1: Here the sprites are loaded. The next Action0 will automatically use those sprites.
Actions 0 and 1 are connected through action 2/3 chains, with the connector being the IDs in Actions 0 and 3. They are never connected any other way.
Code: Select all
Action 4
Code: Select all
If the highest bit of eyecandyID is set, it will be a name for the last Category an action0 used.
Also, how do I set the bounding box for the sprite(s), and how to I use desert, snow, or water for my ground-sprite?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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