Network type slots.
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Network type slots.
Hi again, i've been once again working on my sprites, for the short while i actually have motivation to do so, when i came up with probably quite importent qestion. How many rail, road and tram types respectively we can have?
Right now i plan 64 rails, 63 roads, 45 tram rails, 3 overhaed monorails,13 decorative networks, beltway as road type and pipes and two powerlines as tram types... that is 64 rail slots, 64 road slots and 64 tram slots. Is there enough slots ingame for this many types or i have to cut allready hardly cuted plans?
Also don't expect to hear of this project ever again, i'm glad i made 3 sprites for base road in past 6 months, with this speed i maight have pre-alfa version before humanity officialy moves on mars...
Right now i plan 64 rails, 63 roads, 45 tram rails, 3 overhaed monorails,13 decorative networks, beltway as road type and pipes and two powerlines as tram types... that is 64 rail slots, 64 road slots and 64 tram slots. Is there enough slots ingame for this many types or i have to cut allready hardly cuted plans?
Also don't expect to hear of this project ever again, i'm glad i made 3 sprites for base road in past 6 months, with this speed i maight have pre-alfa version before humanity officialy moves on mars...
Owner of WolfTrans.com. An fictional trucking company.
Re: Network type slots.
64 TOTAL, so combined!!!!
Be aware of hidden roadtypes, they also count!
I believe also 64.
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Network type slots.
You gotta be kidding... So... if i get 40 roads and 20 tram types it should fit and have space left for the hidden roads?
That i can work with... still... having "just" 64 from original 200 (or so) ideas is also kinda meh, but oh well.
Then again, i made 3 sprites for the base road in 6 months, no way its ever gonna be ingame. Either way thanks for reply, have a good day.
Owner of WolfTrans.com. An fictional trucking company.
Re: Network type slots.
Nope...
Please also request over at JGR's PatchPack thread to increase the limit.
The more requests, the more he might consider increasing it
That depends on:if i get 40 roads and 20 tram types it should fit and have space left for the hidden roads?
1. How many hidden roads will there be in your roadset
2. How compatible do you want your roadset to be with vehiclesets that use hidden roadtypes?
(I believe Kreumelchen's SUV-set has the most hidden roadtypes, I believe 6, those are needed for the vehicles that can go on water and/or ice and then need to change graphics/speed).
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Network type slots.
If I were you, I would reconsider whether so many road types are needed in the first place. Do you really have ideas for 50+ distinct types of road and track, or is it more like many instances of essentially the same road, but each with a speed limit slightly larger than the previous one? In the latter case, I can't imagine a player who would want to figure out the nuances instead of just building the fastest type he can afford. For what it's worth, a dropdown list of 64 items probably wouldn't even fit into my screen...
My add-ons: • AdmiralAI fix • Persistence for vehicle evolution lines
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My pictures: • The animation thread
- Captain Rand
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Re: Network type slots.
If you don't mind sharing, how about just putting up a list of your ideas? You might inspire someone!
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Good manners cost nothing, but earn respect.
" 'Impossible' is not in our vocabulary." Jack Chrichton, Farscape
Re: Network type slots.
Will do!
1. I have no idea, i'll post my planning board (if you can even call it that way...) here later when i stop coming up with more useless stuff but all around i hope to have usable as many roads as possible.Quast65 wrote: ↑10 Sep 2023 10:34 That depends on:
1. How many hidden roads will there be in your roadset
2. How compatible do you want your roadset to be with vehiclesets that use hidden roadtypes?
(I believe Kreumelchen's SUV-set has the most hidden roadtypes, I believe 6, those are needed for the vehicles that can go on water and/or ice and then need to change graphics/speed).
2. I personaly don't play with SUV, i prefer generic pack like eGRVTS or Mop's RV pack... But i guess i could maybe get rid of some more roads or tram types so it would be suported in case it actually gets in the game. Or i'll preferably talk JGR to limit increase
Eiether way, thank you again so much for answers
Owner of WolfTrans.com. An fictional trucking company.
Re: Network type slots.
I'm aware its a lot, but most of that are completle different looks, like field roads, asphalt roads, cobblestone roads, ISR roads, guided busways, waterways, belts.... Trams with different beds, suspended monorails, over-street metros, pipes, powerlines, railings, street lights, trees, street marking.... Add to that the fact lot of roads and tram rails are also non electrified and electrified and lot of details and networks are also combined... I do indeed have a lot ideas that are actually different from each other, but...
Will probably do. Once i complete it and clean it up that is...Captain Rand wrote: ↑10 Sep 2023 11:35 If you don't mind sharing, how about just putting up a list of your ideas? You might inspire someone!
Owner of WolfTrans.com. An fictional trucking company.
Re: Network type slots.
To be clear regarding what you typed over at the JGRpp thread:
So, for example, 60 roadtypes and 4 tramtypes is possible.
It's 64 combined, doesnt matter how much each gets.which means each has just 32 types
So, for example, 60 roadtypes and 4 tramtypes is possible.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Network type slots.
I gues i could have written it better I'm just glad i did write at least something...
Owner of WolfTrans.com. An fictional trucking company.
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