New Rail Types
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Re: New Rail Types
Proprosed spec change for cost factor from a byte to a word. Any objections?
He's like, some kind of OpenTTD developer.
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Re: New Rail Types
This is the problem that I see in extra zoom levels. There are grass between track tiles. It could be solved easily, allowing to place the new sprites over the default track tiles instead of landscape tiles.
I know that extra zoom levels are not a part of the official OpenTTD build, but This is very easy to solve, only with a new option in the Action 0 sprite, It would take only a bit, like draw overhead wires.
The construction could be made with the landscape tiles, because these tiles doesn't have grass.
I know that extra zoom levels are not a part of the official OpenTTD build, but This is very easy to solve, only with a new option in the Action 0 sprite, It would take only a bit, like draw overhead wires.
The construction could be made with the landscape tiles, because these tiles doesn't have grass.
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Re: New Rail Types
So, that "cost factor" isn´t a factor, i.e. [0 .. 255] * base_cost.build_track, but already the final cost?petern wrote: Proprosed spec change for cost factor from a byte to a word. Any objections?
Being on topic.
- I´ve already seen that colour byte for tracks in the mini map in your test .grf. Will this be implemented?
- And there should be a track description in the query tool.
- And instead of "random tiles for track" (mentioned somewhere in this thread?), having random tiles for tunnels (and possibly depots) would be far more interesting.
In any way, a promising feature.
regards
Michael
Re: New Rail Types
It's a factor, although there are people that think a factor 255 difference between the cheapest and most expensive rail is not sufficient.michael blunck wrote:So, that "cost factor" isn´t a factor, i.e. [0 .. 255] * base_cost.build_track, but already the final cost?
Re: New Rail Types
Draw your ground tiles properly.maquinista wrote:This is the problem that I see in extra zoom levels. There are grass between track tiles. It could be solved easily, allowing to place the new sprites over the default track tiles instead of landscape tiles.
He's like, some kind of OpenTTD developer.
Re: New Rail Types
any other reason why not consider including more flexibility to the artist beside your definition of proper?
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Re: New Rail Types
The current tram graphics are drawn over roads.
It's only a option in the NFO code and It would be very helpful.
It's only a option in the NFO code and It would be very helpful.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: New Rail Types
This is going to get quite off-topic. So, moderators, feel free to split off and lock
@maquinista: Sorry, you are wrong. This is not a simple change of adding a single bit. The exact same glitch also happens with bridgeheads, various cases with foundations, and probably in a dozen similiar places with houses, industries, and esp. newgrf stuff.
@neob: It has been said quite some times, that ground tiles may not extent the tiles' borders. E.g. http://www.tt-forums.net/viewtopic.php?p=847576#p847576 . If artists decide to not care about that, it is their decision, and not a problem of OTTD. If this would be reported as bug to OTTD to an not-ignorable amount, the fix would be to crop groundsprites to the allowed extents or just to force-disable the sets with a big red error box.
@maquinista: Sorry, you are wrong. This is not a simple change of adding a single bit. The exact same glitch also happens with bridgeheads, various cases with foundations, and probably in a dozen similiar places with houses, industries, and esp. newgrf stuff.
@neob: It has been said quite some times, that ground tiles may not extent the tiles' borders. E.g. http://www.tt-forums.net/viewtopic.php?p=847576#p847576 . If artists decide to not care about that, it is their decision, and not a problem of OTTD. If this would be reported as bug to OTTD to an not-ignorable amount, the fix would be to crop groundsprites to the allowed extents or just to force-disable the sets with a big red error box.
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Re: New Rail Types
But I'm suggesting something that could be useful not only in 32 bpp extra zoom levels. This could be useful to develop a railtype with a third rail without draw the railways. The sprite could be only the third rail, drawn over the default railway sprite.frosch wrote:This is going to get quite off-topic. So, moderators, feel free to split off and lock
@maquinista: Sorry, you are wrong. This is not a simple change of adding a single bit. The exact same glitch also happens with bridgeheads, various cases with foundations, and probably in a dozen similiar places with houses, industries, and esp. newgrf stuff.
@neob: It has been said quite some times, that ground tiles may not extent the tiles' borders. E.g. http://www.tt-forums.net/viewtopic.php?p=847576#p847576 . If artists decide to not care about that, it is their decision, and not a problem of OTTD. If this would be reported as bug to OTTD to an not-ignorable amount, the fix would be to crop groundsprites to the allowed extents or just to force-disable the sets with a big red error box.
But If this is not possible, Ok, don't problem. This was only a suggestion. Maybe It could be solved with a higher railway sprites, and maybe with a short grass in the rail way points (these areas can't be overlapped), leaving the ballast overlap the grass in the other areas.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: New Rail Types
As you are happy with the ground tile overlapping, there is no reason you can't go the whole hog and make the track overlay sprite overlap as well. Sure, it will look odd in some cases, but then you have that problem anyway.
He's like, some kind of OpenTTD developer.
Re: New Rail Types
Hmm, looks like this is a result of improper magnify algorithm. You cannot treat pixels that are out of a tile as simply transparent pixels. You must treat them as they are not a part of image. When you extrapolate new colours of pixels at edge, you cannot read surrounding pixels from original image that are out of a tile area.maquinista wrote:This is the problem that I see in extra zoom levels. There are grass between track tiles.
Nearest neighbour algorithm would be better here, modified a little to handle tile edges properly.
don't worry, be happy and checkout my patches
Re: New Rail Types
Yup, this is now in.michael blunck wrote:- I´ve already seen that colour byte for tracks in the mini map in your test .grf. Will this be implemented?
Still looking at this, hopefully simple enough but will cause quite a bit of string changes, along with a new property.michael blunck wrote:- And there should be a track description in the query tool.
The random data provided by random action2 will work for any tile with rail on it, be it level crossing, depot, tunnels, etc. However it is pseudo-random, so the random data will always be the same on the same tile, and can't be altered.michael blunck wrote:- And instead of "random tiles for track" (mentioned somewhere in this thread?), having random tiles for tunnels (and possibly depots) would be far more interesting.
He's like, some kind of OpenTTD developer.
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Re: New Rail Types
As long as the hole that the vehicles enter has the same size and form that should not be a problem otherwise you would get graphical glitches.petern wrote:michael blunck wrote:
- And instead of "random tiles for track" (mentioned somewhere in this thread?), having random tiles for tunnels (and possibly depots) would be far more interesting.
The random data provided by random action2 will work for any tile with rail on it, be it level crossing, depot, tunnels, etc. However it is pseudo-random, so the random data will always be the same on the same tile, and can't be altered.
The point of becoming visible, invisible is fixed. and unfortunately different for road vehicles and trains.
I do not know if the size of the tunnel entrances (hole) is defined.
EDIT: Thinking about that now It would be perfect if each tunnel sprite could define that x,y point for vehicle to become (in)visible.
Re: New Rail Types
Another interesting idea. Maybe, instead of random tunnels, we could have tunnels whose appearance changes according to the year the tunnel was built? So we could have "old style" stone-built tunnel entrances as well as modern entrances built in concrete...hackalittlebit wrote:As long as the hole that the vehicles enter has the same size and form that should not be a problem otherwise you would get graphical glitches.michael blunck wrote::
- And instead of "random tiles for track" (mentioned somewhere in this thread?), having random tiles for tunnels (and possibly depots) would be far more interesting.
The point of becoming visible, invisible is fixed. and unfortunately different for road vehicles and trains.
I do not know if the size of the tunnel entrances (hole) is defined.
EDIT: Thinking about that now It would be perfect if each tunnel sprite could define that x,y point for vehicle to become (in)visible.
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Re: New Rail Types
Since tunnels are linked to their track type class, we already have something like this, if track types are introduced over time.Snail wrote: [...] Maybe, instead of random tunnels, we could have tunnels whose appearance changes according to the year the tunnel was built?
But o/c, if Peter likes it, he may add more frills.
regards
Michael
Re: New Rail Types
Gentlemens,
Is it possible to disable the default rail types? (a la disabling default industries, houses...)
If not, a request!
Is it possible to disable the default rail types? (a la disabling default industries, houses...)
If not, a request!
Re: New Rail Types
Isnt it already? If no rail vehicles are able to run on the certain track, then they are disabled as well?
Re: New Rail Types
They're greyed out, but they're still in the list.
Re: New Rail Types
That's true, but there might be some track types that last for most part of the game and are never replaced (for instance, NG tracks).michael blunck wrote: Since tunnels are linked to their track type class, we already have something like this, if track types are introduced over time.
Also, a player might want to build a new branch line very late in the game using light, cheap SG track. In that case, that line should display modern-looking concrete tunnel portals rather than old-style portals built in stone...
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Re: New Rail Types
Tunnels:
Why not "only" use VarAction2 variable 23 or 24? They will update over time tho, and not on when they are built, but with some trickery they may not change all at once...
Why not "only" use VarAction2 variable 23 or 24? They will update over time tho, and not on when they are built, but with some trickery they may not change all at once...
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