


That is the SMITS station, I like how it combines with the Japanese Modular ones. Kudos to you for the dutch additions set btwQuast65 wrote:Very nice!![]()
What stationset did you use for the one in the top left? I believe its called Miya Moopet (bit difficult to read the name).
I'm afraid that would be hard, this game is finished (my computer cannot really handle more than ~3000 vehicles) so I started on a new one. As I always make many modifications to the ottd source the save is not loadable by other versions anymore.romazoon wrote:lovely screenies Zooks! would love to see more of it (or even better from the inside
, anychance for a savegame ?
)
No ships involved here I'm afraid. It was only trains (~700), busses (~1100) and cars (~2000) that makes it crawl. I'm playing on a 1.2 ghz netbook though so my limits are slightly below normal computers these days.Pyoro wrote:What usually kills of my CPU are loads of ships. RVs don't seem to do much - I think my current game has something like 4500 (3000 + 1500 "generic cars" or so) ...
Also - would you mind posting the line you changed to get towns to only build on flat space?
There is an extensive thread on it here and several wiki articles hereNeoCortex wrote:How do add that patch to the game? I'd like to use it also but have never dealt with patches before.
It is a combination of FooBar's Metro Track Set v2.1.0 (used with a supported NewGRF train set) and several of Quast65's NewGRF Objects such as Custom Tunnel Entrances and Dutch RET Metrostation.bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
slaca wrote:lovely shoots
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?
I edited it myself to fit ARRS, but it isn't perfect.YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great
It's trivial, there's actually 2 stations, one which serves as an entry waypoint, then a tunnel under the top station leading into the main station. Using some grfs, the tunnels are hidden. Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
Could you please explain how you did that? Awesome screenshots, by the way.zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
You can comment out a section of economy.cpp that looks like this:Valle wrote:Could you please explain how you did that?zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
Code: Select all
if (front->type == VEH_TRAIN) {
/* Each platform tile is worth 2 rail vehicles. */
int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
if (overhang > 0) {
unloading_time <<= 1;
unloading_time += (overhang * unloading_time) / 8;
}
}
Still you might want to supply a patch (or the sprites) to FooBar: http://dev.openttdcoop.org/projects/dut ... ure/issueszooks wrote:I edited it myself to fit ARRS, but it isn't perfect.YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great
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