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PostPosted: Mon Feb 14, 2011 1:12 am 
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Transport Coordinator
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Lordmwa wrote:
Unless you have somewhere already, ask owen (orudge) for some here with the forums. Free up to about 100mb i think as long as its to do with tt


That's really great, but I think that my old server still is available. At least I hope so! :)


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PostPosted: Tue Feb 15, 2011 10:55 pm 
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Unfortunately, I've discovered a slight problem:

Attachment:
RoundedTracksBug.jpg
RoundedTracksBug.jpg [ 185.98 KiB | Viewed 3308 times ]


Obviously the foundations won't allow overlapping in any direction, which kind of ruins everything. So the question now is, can the foundations be coded in a way so that they allow overlapping in some directions??


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PostPosted: Wed Jul 06, 2011 6:24 pm 
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Engineer
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Hey, is this project still ongoing? Has gone all quiet for sometime :(


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PostPosted: Mon Jul 11, 2011 12:54 am 
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plnrmatt wrote:
Hey, is this project still ongoing? Has gone all quiet for sometime :(


Yes, it's still ongoing! I'll show you what I'm working on right now... Can you name the locomotive?

Attachment:
Locomotive2011.jpg
Locomotive2011.jpg [ 70.41 KiB | Viewed 2416 times ]


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PostPosted: Wed Jul 13, 2011 8:59 pm 
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*phew* Good news! Looks like there's plenty of interest in your project it'd be great if you could update more :)

Is that a John Bull locomotive? Awesome


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PostPosted: Wed Jul 13, 2011 11:57 pm 
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plnrmatt wrote:
*phew* Good news! Looks like there's plenty of interest in your project it'd be great if you could update more :)

Is that a John Bull locomotive? Awesome


That is correct! I'll try to do some more updates if you like. I've done graphics that I haven't posted here as well.

It will probably require an experienced coder to put all the pieces together, though.


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PostPosted: Wed Jul 27, 2011 6:09 pm 
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Almost finished:

Attachment:
JohnBull.jpg
JohnBull.jpg [ 152.06 KiB | Viewed 2061 times ]


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PostPosted: Thu Jul 28, 2011 12:46 am 
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It could be completely the wrong era/genre, but playing Red Dead Redemption (the video game, on Xbox 360) reminds me a lot of the stuff you're modelling here. Perhaps if you ever run low on inspiration, have a look at it!

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PostPosted: Thu Jul 28, 2011 4:09 pm 
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Bad_Brett wrote:
Almost finished:

Attachment:
JohnBull.jpg

It' looks very nice.

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PostPosted: Mon Nov 28, 2011 7:11 pm 
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Anyone know if this is still continuing? I've been hoping to play it for ages.

.

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PostPosted: Wed Nov 30, 2011 3:05 pm 
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Sealbhach wrote:
Anyone know if this is still continuing? I've been hoping to play it for ages.

.


It is, but there seems to be very little activity here so I haven't made any updates lately.

The main problem right now is that I don't know how to code the sprites. I was hoping that someone with more knowledge would be interested to be a part of the project, but not so far...

Also, I'm completeing my Master Thesis right now so I have less time than usual, but if you like, I'll begin to post updates again. :)


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PostPosted: Fri Dec 02, 2011 3:55 pm 
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Bad_Brett wrote:
Sealbhach wrote:
Also, I'm completeing my Master Thesis right now so I have less time than usual, but if you like, I'll begin to post updates again. :)


It's OK, give your thesis priority. Hope someone can help you with the sprites.

.

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PostPosted: Sun Mar 04, 2012 9:41 pm 
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Alright, I finally got some more time to work on the project. I've decided to learn some basic .nfo coding, mostly so I get to know what possibilities I have. I'd say that I have decent programming skills and know how hexagonal numbers work, but I'm having trouble getting started. Would someone be kind enough to send me a link to a tutorial or perhaps can write down what the first steps are. For example, let's say that I want to create a 4x4 factory building.

Parameters:

-Available from 1850
-Production: 48 to 256 tonnes per month
-Requires: Raw Material A, Raw Material B
-Produdes: Material C

Graphics:

- 2 Construction stages
- 4 standard tiles
- 4 animated smoke tiles

I've read the documentation so I know about action0 etc., but I'm interested in how to get started.

For example:

1. Install ****** Editor
2. Open ****** Editor
3. Copy this code
4. Search for ** and replace it with **
5. Debug with ******

I realise that these things take some time and requires a lot of trial and error, but any help to get started would be greatly appreciated. :)


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PostPosted: Sun Mar 04, 2012 9:57 pm 
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Things have changed in the 32bpp-ez project - it is now in trunk! :)

However, instead of using the .tar + .png method, you now have to use the .grf method
Also, NML now has support for implementing 32bpp-ez sprites in this format, i suggest you use this instead of fiddling around with NFO hex :)

http://newgrf-specs.tt-wiki.net <-- for more details (sorry i can't give a more specific link at this time(

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PostPosted: Mon Mar 05, 2012 2:30 am 
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Lord Aro wrote:
Things have changed in the 32bpp-ez project - it is now in trunk! :)

However, instead of using the .tar + .png method, you now have to use the .grf method
Also, NML now has support for implementing 32bpp-ez sprites in this format, i suggest you use this instead of fiddling around with NFO hex :)

http://newgrf-specs.tt-wiki.net <-- for more details (sorry i can't give a more specific link at this time(


Nice! This sounds really convenient compared to the old-style NFO coding. :D I guess this will be much easier once you get a hang of it. Is there some example code that I can play around with?


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PostPosted: Mon Mar 05, 2012 7:01 am 
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There is the NML tutorial.

Also there are a lot of projects hosted on the #openttdcoop devzone. If you use GPL you can copy code/graphics from almost every project there to get you started.


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PostPosted: Mon Mar 05, 2012 8:52 am 
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Yexo wrote:
There is the NML tutorial.

Also there are a lot of projects hosted on the #openttdcoop devzone. If you use GPL you can copy code/graphics from almost every project there to get you started.


Thanks, I'll check it out right away!


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PostPosted: Thu Mar 08, 2012 2:10 am 
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One question that might be really dumb, but how do I include 32bpp sprites? I get the following error:

"8bpp image does not have a palette"


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PostPosted: Thu Mar 08, 2012 6:51 am 
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Bad_Brett wrote:
One question that might be really dumb, but how do I include 32bpp sprites? I get the following error:

"8bpp image does not have a palette"


You always need to provide a 8bpp version for *every* sprite, which must have a special palette. See http://newgrf-specs.tt-wiki.net/wiki/Pa ... s#Palettes and http://dev.openttdcoop.org/documents/1 for the actual palettes an 8bpp file needs to have (you want the DOS palette without anything removed).

The 32bpp one can then be defined as an alternative to the must-have 8bpp sprite. In NML: http://newgrf-specs.tt-wiki.net/wiki/NM ... ve_sprites

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PostPosted: Thu Mar 08, 2012 7:37 am 
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of course, you can just cheat and have an empty 8bpp image, or, take the graphics from OGFX

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