German road vehicle set [WIP, first version released]

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George
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Re: German road vehicle set [WIP, first version released]

Post by George »

andythenorth wrote:Problem solved?
We need a better way to work with newgrf parameters. Frosch has proposed something.
http://devs.openttd.org/~frosch/texts/StaticGRFInfo.txt

Code: Select all

 However, as there are various ActionC being used out there (comments, disabled nfo, encoder/renum hints, ...) it should have some unique
 start sequence. For now this document just uses a second 0C, but this might need more discussion.
0C 0C is used for comments in all my GRFS
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Re: German road vehicle set [WIP, first version released]

Post by planetmaker »

Uwe wrote:The compatibility check itself will still be necessary for TTDPatch anyhow, but perhaps I can change it for OTTD.
In the 2cctrainset we use the following piece of code (even though the engine pool is activated by default, you want to be compatible only, if it's switched on):

Code: Select all

// Check for OpenTTD versions:
-1 * 0    07 A1 04 \7= FF FF FF FF 02
-1 * 0    07 A1 04 \7> \w16374 00 07 01
-1 * 0    0B 03 7F 06 "0.7.0 (r16374)" 00

// Notify user by means of an error, if engine pool is disabled
-1 * 0    07 85 01 \71 78 01
-1 * 0    0B 02 7F 02 "adv. setting '" 94 "vehicle->Enable multiple NewGRF engine sets'" 89 " = " 8E "ON" 89 00
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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

andythenorth wrote:Problem solved?

We need a better way to work with newgrf parameters. Frosch has proposed something.
http://devs.openttd.org/~frosch/texts/StaticGRFInfo.txt
Yes, thanks for help!
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Re: German road vehicle set [WIP, first version released]

Post by colossal404 »

Hi!
I found some glitches, all of them were caused by wrong positioning.
I show how to fix the problem.
Bombardier Flexity NGTD12: move the marked parts to the arrow's direction by one pixel.
Adtranz GT8N2: same as the previous, but wrists should not be seen?
Bombardier Flexity NGTD12, and the Adtranz GT8N2
Bombardier Flexity NGTD12, and the Adtranz GT8N2
hibax1.PNG (23.41 KiB) Viewed 4892 times
Duewag MGT6D: move the marked parts to the arrow's direction by one pixel.
Duewag MGT6D
Duewag MGT6D
hibax2.PNG (18.63 KiB) Viewed 4892 times
Tatra KT4D: It's the worst of all.
Up left: the first tram should be further from the second (or vice versa)
Down left: move the second part of the first tram up one pixel and then left one pixel. And then the second tram sould be further from the first.
Down right: The first part of both tram is needs to move by one pixel to the right.
Up right: The first part of both tram needs to moved by one pixel below.
Tatra KT4D
Tatra KT4D
hibax3.PNG (16.38 KiB) Viewed 4892 times
I'm sorry that I am always aware of the errors, but if You solve these problems, it will be a better set. :bow:
Last edited by colossal404 on 21 Feb 2010 21:15, edited 1 time in total.
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

The sprite positioning problems may be a pain my backside, but I really appreciate your screenshots that show me the problem in a very clear manner. The main problem with the multipart-trams (especially the KT4D) is the fact that there is actually only 2 parts A and B, with the whole consist being built as ABAB, so changing the positions becomes quite tricky. I'll see what I can do about it.
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Re: German road vehicle set [WIP, first version released]

Post by colossal404 »

I'm happy if I can help You.
If the KT4's problem cannot be solved only with the positions changing, try to code as a 4 part tram. It's more difficult to code, but you can modify the positions of each part separately. And at Germany, the KT4's and the other Tatras aren't run in single? Sometimes in the game I don't need such a big capacity, but I don't want to use the old trams, so I have to use a big tram almost empty. I think You should code the the Tatras in single (with the same sprite sheet), with half capacity, and if You don't want to shown them always in the buy menu, You can code it to use the second parameter, or something... But this is just an idea, I do not want to interfere in your work.
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Re: German road vehicle set [WIP, first version released]

Post by xyme »

both the NGTD12 and the tatra! thanks s much!
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Re: German road vehicle set [WIP, first version released]

Post by Eddi »

colossal404 wrote:And at Germany, the KT4's and the other Tatras aren't run in single?
in my city they don't have KT4, but the tatras are usually run in 3 parts (T4D+T4D+T4B), less comonly 2 parts. single parts maybe at night but that's very rare.

Of course the Tatras get increasingly rarer nowadays, as most of the fleet got replaced by MGT6 (usually single) and MGT-K (usually double). before the MGT-K, the MGT6 was occasionally double.
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Re: German road vehicle set [WIP, first version released]

Post by Zukla »

I was looking for a tram set that I would enjoy (and I like the buses as well in this set) the only problem is the overly slow nature and small capacity of the cargo trams. All the trams could use a speed buff but I guess it depends on your playstyle. I usually have other trams running on a track though and that slow cargo tram kills the route. The profit is so abysmal and the pricing scheme + lack of compatibility with other sets makes it unfixable. I would propose we make sets compatible to the base vehicles so these sets can be added on without ruining other sets or the base vehicles. And of course the slow nature and small capacity of the cargo tram makes the trams useless to me. Even if it is realistic to the actual vehicle (CarGo), I hardly play the game because it is well grounded in reality. I could bring up 1000 discrepancies with reality and hardly get started. I realize it is your set, and I like the look a lot but I doubt I will be alone amoung tram lovers who find it exceedingly useless. I do thank you for the effort though, please don't let me come off too ungrateful in that regard.
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

Zukla wrote:I was looking for a tram set that I would enjoy (and I like the buses as well in this set) the only problem is the overly slow nature and small capacity of the cargo trams.
This is intended. Transporting cargo by tram has never been done big style, it was and is a niche for very specific circumstances: The early trucks (which are not yet modeled in the set due to lack of time) were even slower and had even less capacity, so using trams was a possibility for cases where no fullblown railway could be built. As for the modern CarGo-Tram, the city council of Dresden refused the let trucks pass the inner city, which is why the tram route has been established instead. For large style transport, trains are a much better option, and this is reflected in the speed and capacity values. It may indeed happen frequently that there is no situation in a game where one would really need the cargo trams.
Zukla wrote:I would propose we make sets compatible to the base vehicles so these sets can be added on without ruining other sets or the base vehicles.
Who is "we"? And what incompatibility issues do you encounter?
Zukla wrote:I hardly play the game because it is well grounded in reality.
Then you will never have much fun with the GermanRV set, as this is indeed heavily based on reality.
Zukla wrote:I could bring up 1000 discrepancies with reality and hardly get started.
Would you be so kind as to be a bit more specific? Otherwise things will never get noticed and thus never changed.

Regards,
Uwe
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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

You can try HEQS heavy industrial trams, also based on reality. (Note: so far available only in nightly vesion, downloadable from HEQS topic).
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

colossal404 wrote:Hi!
I found some glitches, all of them were caused by wrong positioning.[...]
These glitches have been worked on only yesterday, but there is no updated version yet. There are still some other issues like OTTD compatibility that I need to sort out first, and I am also working on the very first truck with new graphics, which kinda gives me lots of headaches with refitting and stuff...

As for the KT4, originally they were single units in the set. However, in that era, you also have the T4D and the Duewag GT8, both with extremely high capacities, so a single KT4 is comparably useless. Therefore it was doubled. In reality, all sorts of combinations could/can be found, on the German Wikipedia there is an old image showing a triple-unit in Erfurt. If anyone has a good idea about rebalancing these trams, I'd appreciate it.

Regards,
Uwe
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Re: German road vehicle set [WIP, first version released]

Post by Eddi »

with the HEQS industrial trams, andythenorth used refit options to change the number of wagons. as you cannot add vehicles during refits, the vehicles are turned invisible and shortened instead.

So for the T4 for example you could offer three refit options:
  • Single: T4D (leading wagon visually 8/8, but coded as 6/8 length + 2 invisible wagons of 1/8 length => total length 8/8 (=1/2 tile))
  • Double: T4D+T4D (leading wagon 8/8 + second wagon visually 8/8 but coded 7/8 + 1 invisible wagon 1/8 => total length 16/8 (=1 tile))
  • Triple: T4D+T4D+T4B (each wagon 8/8 => total length 24/8 (=1.5 tiles))
note that TTDPatch can't handle vehicles shorter than 3/8, so that might make cross-compatibility a little tricky.

in a similar system, trucks could be refitted with trailers.
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Re: German road vehicle set [WIP, first version released]

Post by DJ Nekkid »

or trains for that matter... in fact, in a test version of the dutch set did i do just that :)
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Re: German road vehicle set [WIP, first version released]

Post by frosch »

Eddi wrote:note that TTDPatch can't handle vehicles shorter than 3/8, so that might make cross-compatibility a little tricky.
That is a restriction of TTD's _train_ movement code. I doubt it applies to articulated road vehicles, though I did not test in TTDP of course.
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Re: German road vehicle set [WIP, first version released]

Post by wallyweb »

frosch wrote:
Eddi wrote:note that TTDPatch can't handle vehicles shorter than 3/8, so that might make cross-compatibility a little tricky.
That is a restriction of TTD's _train_ movement code. I doubt it applies to articulated road vehicles, though I did not test in TTDP of course.
Unfortunately it does. :(
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Re: German road vehicle set [WIP, first version released]

Post by Uwe »

It's been quiet for a long time, as I had to get accustomed to my new work and location and stuff, but I finally managed to release an updated version of the set, v0.23. This version updates some of the tram sprites and (hopefully) fixes some of the positioning problems that were mentioned by colossal404 months ago.

In addition I can show you a glimpse of things I'm working on... 2CC as usual, the third one is refitted to mail and is modeled after the trucks used by DHL.
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Re: German road vehicle set [WIP, first version released]

Post by oberhümer »

Yes! I've been waiting for this...
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Re: German road vehicle set [WIP, first version released]

Post by colossal404 »

Looks excellent!
One thing I not like: the wheels of the tractor aren't in one line, it looks like it heading down from a hill.
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Re: German road vehicle set [WIP, first version released]

Post by Kogut »

I have been waiting for it for so long time! And with the best cargo graphics ever!
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