Articulated Road Vehicles
Moderator: TTDPatch Moderators
Argh! Meat! Damn typos...
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
If so, could you please use 4px size for wheels? On your pic they look a bit smallSanchimaru wrote:George: thanks a lot! I have only that view done,
Yes, I like itSanchimaru wrote:but if you are really interested in the model,
Yes, I like this view and would like to see all the viewsSanchimaru wrote:I can complete it
I hope that means all transporters types - a tank, a box, a platform, a dump truck, tarpaulin van, ref, timber truck, drop-side truckSanchimaru wrote:and even make some additional liveries.
nice to hear itSanchimaru wrote:I'd be glad to have it added to the set.
I'd prefer to see it as Freightliner COESanchimaru wrote:It is indeed a tribute to Optimus Prime. The model is a Freightliner COE
Drive-through truck stops are already available in the latest TTDPatch Nightly.
At last! Local mail delivery! The citizens will be happy.Patchman wrote:Drive-through truck stops are already available in the latest TTDPatch Nightly.
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
It never ends...
that's it!...You asked for it!
Tram freight stops ('tram truck stop' just sounds weird).
CarGo here we come!
As per usual, please see the first post.
Tram freight stops ('tram truck stop' just sounds weird).
CarGo here we come!
As per usual, please see the first post.
Please don't do this whilst we're testing this version...George wrote:...I made a save with your version of the patch, then loaded it in beta 5 and then saved again, and loaded your version of patch again...
- Attachments
-
- Tram Freight Stops!
- freightz.png (13.54 KiB) Viewed 7146 times
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: It never ends...
Do not worry, it was a test save, I did not lost anything. Just made a test.stevenh wrote:Please don't do this whilst we're testing this version...George wrote:...I made a save with your version of the patch, then loaded it in beta 5 and then saved again, and loaded your version of patch again...
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
I've just realised that if you then load it in b5, the head RV will move, the trailers wont? (but they will, but none of the code i've written will work)
They'll be completely independant and therefore when you reload it in my test version it'll all be out of sync!
Now, unfortunately this means that saved games henceforth will not be backwards compatible.
update check for revision 10, buildonslopes now works with new RV stops.
They'll be completely independant and therefore when you reload it in my test version it'll all be out of sync!
Now, unfortunately this means that saved games henceforth will not be backwards compatible.
update check for revision 10, buildonslopes now works with new RV stops.
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
if you send them to depot, then they become syncronised againstevenh wrote:I've just realised that if you then load it in b5, the head RV will move, the trailers wont? (but they will, but none of the code i've written will work)
They'll be completely independant and therefore when you reload it in my test version it'll all be out of sync!
- Wile E. Coyote
- Tycoon
- Posts: 8515
- Joined: 08 Jul 2004 22:14
- Skype: wile.e.coyote2
- Location: Belgrade, Serbia
- Contact:
George, is it time for FAP truck with semitrailers?
Steven, do you plan to allow coupling of 2 trams (with CTRL)?
Steven, do you plan to allow coupling of 2 trams (with CTRL)?
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
As I understand, articulated vehicles code will not go into ttdpatch 2.5. So, I plan LV4 would be for 2.5, and start LV5 as soon as new alpha stage begins. LV5 is planned for articulated vehicles.Wile E. Coyote wrote:George, is it time for FAP truck with semitrailers?
Trailers would be OK with articulated vehicles, but semitrailers would have problems. We’d need to have
1) var 45 (Curvature info) for road trains
2) some var to test the high diff between vehicle part to hold it correct in mountains
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
Wile, I'm still considering my options... As that would require an entire depot rewrite, I'd prefer not to... maybe have the refit button switch between consists.Wile E. Coyote wrote:George, is it time for FAP truck with semitrailers?
Steven, do you plan to allow coupling of 2 trams (with CTRL)?
I've been told that this should just work.George wrote:var 45 (Curvature info) for road trains
You mean you want them not to be 'staged' when on slopes? I don't like this idea... I prefer the TTD style .... OH!, your coaches would look pretty weird hey...George wrote:some var to test the high diff between vehicle part to hold it correct in mountains
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
they are not semi trailers, but trailers. That would work for trucks with trailers as well. The problem occurs only with semi trailers. That is the same problem, as with Garrets, that cosist of 3 parts. the front and rear part are placed bellow/over the main part, that leads to graphical collisions. It would be nice to have a possibilities to fix it.RK wrote:Articulated trains aren't at one height in mountains as well and it's ok.George wrote:2) some var to test the high diff between vehicle part to hold it correct in mountains
Yes and no. Yes for articulated buses and trucks with semi-trailers. No for trucks with trailers. For trucks with semi trailers I supposed 'wise' 'staged' state. That means the semi trailer would behaviour normally, while the tractors would have modified graphics.stevenh wrote:You mean you want them not to be 'staged' when on slopes?George wrote:some var to test the high diff between vehicle part to hold it correct in mountains
That was not intender for single-body coaches to be articulated. I though about standard articulated city buses.stevenh wrote:I don't like this idea... I prefer the TTD style .... OH!, your coaches would look pretty weird hey...
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
Okay, so I assume you want to have the trailers overlapping the prime-movers and thus when travelling on slopes, the coupling on the prime-mover will be drawn above, etc... causing the collisions.
Either way, this wont be an easy task to conquer. Feel free to offer any suggestions if you feel I need to code anything on my side.
I do believe that Josef mentioned including height details in var 45, this should be enough to then let you manipulate the sprites?
Either way, this wont be an easy task to conquer. Feel free to offer any suggestions if you feel I need to code anything on my side.
I do believe that Josef mentioned including height details in var 45, this should be enough to then let you manipulate the sprites?
- George
- Tycoon
- Posts: 4363
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
semitrailersstevenh wrote:Okay, so I assume you want to have the trailers overlapping the prime-movers
Visually - yes, that is what I want.stevenh wrote:and thus when travelling on slopes,
That should not look bad, because I plan to draw several views and choose them while testing the varstevenh wrote:the coupling on the prime-mover will be drawn above, etc... causing the collisions.
Nice to hear itstevenh wrote:Either way, this wont be an easy task to conquer.
I do not know, should it be RVs' code or general vehicles code. May be it would be useful for trains too.stevenh wrote:Feel free to offer any suggestions if you feel I need to code anything on my side.
what are the possible height diffs for two nearby RVs of the standard length? 4 units? so for max length it is 8 units?stevenh wrote:I do believe that Josef mentioned including height details in var 45, this should be enough to then let you manipulate the sprites?
While writing this, the following idea came to my mind: why should it be var 4X, while it could be var 6X, and the param is the offset in the consist? 01 means next part, ff the previous one.
Here is the pic, that shows problems. to prevent this glitches, I'd like to have a group of graphics with different cutouts, and to choose them depending on the size of these holes. And the only way to find it is to check the heigh.
- Attachments
-
- slopes.png (4.61 KiB) Viewed 6749 times
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
George, I now understand exactly what you need. Currently this whole development is in a seperate branch and I want to merge it into the trunk before I make a large addition (ie. the callbacks) to try and reduce the amount of code-conflicts I'm about to encounter.George wrote:While writing this, the following idea came to my mind: why should it be var 4X, while it could be var 6X, and the param is the offset in the consist? 01 means next part, ff the previous one.
So... For now, these callbacks wont be written till (quite possibly) the next alpha stage. Sorry for any inconvenience.
I suppose I just have to work out what needs to be done next... These vehicles seems to be quite up-to-scratch.
Any thoughts people? What's missing?
- Wile E. Coyote
- Tycoon
- Posts: 8515
- Joined: 08 Jul 2004 22:14
- Skype: wile.e.coyote2
- Location: Belgrade, Serbia
- Contact:
Separate IDs for trailers and possibility of coupling few vehicles (as I mentioned before).
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
- stevenh
- TTDPatch Developer
- Posts: 759
- Joined: 24 Jul 2005 05:07
- Location: Canberra, Australia
- Contact:
Feel free to post ideas on interfaces for this. It really helps me to work out how the code should work if I've got a prototype to work with.Wile E. Coyote wrote:Separate IDs for trailers and possibility of coupling few vehicles (as I mentioned before).
Seperate IDs for trailers is pretty straightforward, it's just working out what's a trailer and what's not (well, then again... I did it with trams) ... and then working out how to structure the depot window to work out which vehicle you're adding to.
And then... we might want to set a flag on a 'consist' that can't have additional trailers (ie. fixed-set trams). And then we'd also want a maximum... but then, that could be set to 0 for a fixed-set.
Interesting... This'll take some time... luckily I have quite a bit before the next alpha
Who is online
Users browsing this forum: No registered users and 3 guests