Weather framework
Moderator: OpenTTD Developers
Re: Weather framework
The point would be to add an extra recolouring....
Re: Weather framework
I like it A LOT, it really adds to the atmosphere of the game, but do keep it simple at start. instead of having it effect anything, dont yet, just add it now for looks only, (keep it simple) you see so many good patches die, because they have to many ambitions.
really hope this makes it in the game someday.
really hope this makes it in the game someday.
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Re: Weather framework
No, it adds the atmosphere to the gameit really adds to the atmosphere of the game
Weather, day-night cycle and smog are the things I want to see in this kind of games, so, continue to develop this patch and I wish it will make in trunk!
Re: Weather framework
Well I'm still very willing (and able ) to make graphics, just need borax to work out how to do palette replacement/screen colouring!
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Re: Weather framework
Very well put, RMJ. I can only second this statement. One small step after another is probably best than one big jump. And weather as an eye-candy effect is a great addition to the game by itself.RMJ wrote:I like it A LOT, it really adds to the atmosphere of the game, but do keep it simple at start. instead of having it effect anything, dont yet, just add it now for looks only, (keep it simple) you see so many good patches die, because they have to many ambitions.
really hope this makes it in the game someday.
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- Zhall
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Re: Weather framework
Sooo, i know this is a nubish question to ask.. but when the 32bpp/8bpp replacement set is completly done and weather/day night cycle implemented.. Can we just skip to 7.0?
Cant stop looking at the rain btw.
Cant stop looking at the rain btw.
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Re: Weather framework
I guess devs would like to have some more not-so-eyecandy functionalities in 7.0...for example NoAI.Sapphire united wrote:Sooo, i know this is a nubish question to ask.. but when the 32bpp/8bpp replacement set is completly done and weather/day night cycle implemented.. Can we just skip to 7.0?
Cant stop looking at the rain btw.
Re: Weather framework
You forgot daylength, I will be able to run the game fast forward and take 20 minutes to pass a month, 'cause I want to see quickly how my company works on the first years, but with f-f I'll find there are already passed 5 years without doing nothing (and a trains made only 1 trip at year)Sapphire united wrote:Sooo, i know this is a nubish question to ask.. but when the 32bpp/8bpp replacement set is completly done and weather/day night cycle implemented.. Can we just skip to 7.0?
Cant stop looking at the rain btw.
Re: Weather framework
Awesome effort, gang!
I like the idea of weather effects. Just wanted to throw in a couple of things here:
1. "Sun Kinks" - after 1986 or so when CWR {Continuously Welded Rail} comes in, hot sunny weather will limit speeds to 70 mph or so for railroad track.
2. Broken rail in cold- in extreme cold, steel turns to peanut brittle. This should limit speeds and perhaps remove certain segments of track which have to be replaced.
3. Washouts- minor flood, all wooden bridges wash out (will need to disable when using Pikka's brick viaduct, which OTTD thinks is a wooden bridge). Major flood, all bridges and all track/road tiles adjacent to water are removed. This should be limited to an area of the map, perhaps?
4. As long as you folks are into coding weather, what about snowplows? Would it be possible to make snowplows useful? In this case, I mean a locomotive with 1 horsepower and a lot of weight which would clear snow-covered tracks. Of course, nobody would want to see animated V-plows, Jordan spreaders, and Rotaries in arctic, or during winter in temperate. . .
I like the idea of weather effects. Just wanted to throw in a couple of things here:
1. "Sun Kinks" - after 1986 or so when CWR {Continuously Welded Rail} comes in, hot sunny weather will limit speeds to 70 mph or so for railroad track.
2. Broken rail in cold- in extreme cold, steel turns to peanut brittle. This should limit speeds and perhaps remove certain segments of track which have to be replaced.
3. Washouts- minor flood, all wooden bridges wash out (will need to disable when using Pikka's brick viaduct, which OTTD thinks is a wooden bridge). Major flood, all bridges and all track/road tiles adjacent to water are removed. This should be limited to an area of the map, perhaps?
4. As long as you folks are into coding weather, what about snowplows? Would it be possible to make snowplows useful? In this case, I mean a locomotive with 1 horsepower and a lot of weight which would clear snow-covered tracks. Of course, nobody would want to see animated V-plows, Jordan spreaders, and Rotaries in arctic, or during winter in temperate. . .
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Re: Weather framework
It is insane. Everyone plays with disabled disasters, why would someone add more (especially such brutal ones).
Re: Weather framework
Realism.
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Re: Weather framework
Soo under these rules the perfect condition is overcast?ostlandr wrote:Awesome effort, gang!
I like the idea of weather effects. Just wanted to throw in a couple of things here:
1. "Sun Kinks" - after 1986 or so when CWR {Continuously Welded Rail} comes in, hot sunny weather will limit speeds to 70 mph or so for railroad track.
2. Broken rail in cold- in extreme cold, steel turns to peanut brittle. This should limit speeds and perhaps remove certain segments of track which have to be replaced.
3. Washouts- minor flood, all wooden bridges wash out (will need to disable when using Pikka's brick viaduct, which OTTD thinks is a wooden bridge). Major flood, all bridges and all track/road tiles adjacent to water are removed. This should be limited to an area of the map, perhaps?
4. As long as you folks are into coding weather, what about snowplows? Would it be possible to make snowplows useful? In this case, I mean a locomotive with 1 horsepower and a lot of weight which would clear snow-covered tracks. Of course, nobody would want to see animated V-plows, Jordan spreaders, and Rotaries in arctic, or during winter in temperate. . .
Realism? To acheive realism you would have to completley outlaw 90 degree turns... fake airports would have to be implemented... everyone would have to build realistically, but i do see what your pointing at
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Re: Weather framework
90° turns are completely unrealistic and I agree with that, but since I play offten with the original AI, it can't do anything without putting those /\/\/\ stupid segments all over its railways, so I must keep it activeSapphire united wrote:Realism? To acheive realism you would have to completley outlaw 90 degree turns... fake airports would have to be implemented... everyone would have to build realistically, but i do see what your pointing at
With fake airports do you mean Richk67 airports?
OpenTTD, and TTD in general, allows you to build the way you want, I want to build "almost realistically", I don't care of the performance and I don't care if I build some "unrealistic" pieces like the load balancer, other people want to build "completely unrealistic", where their maps look like computer motherboards, with cliffs and mountains all planed and mainlines of 6-10 tracks
A minority of people want to build completely realistic, and their maps look like the dioramas and "my little railways" you can find in the hobby-shops
Realism doesn't mean you have to make all realistic, for example I like to have a more realistic scenery but not more realistic railways (I'm not looking for railway bends with different beam, like Locomotion or others)
And I like to have a fully flexible game which allows you to play from a sandbox where you can simulate electric circuits to a realistic simulation of transport management with micro-economy, advanced orders etc
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how do i add a patch
wow.what can i say?wow.
but how do you add the patch?or there is some new grf?
but how do you add the patch?or there is some new grf?
Re: Weather framework
My guess would be that this is a Dead patch as the last post of any files was February
Would be nice to see it revived though
Would be nice to see it revived though
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Re: Weather framework
It lost momentum as I got the info that there's currently only a 256color palette (which for course couldn't be edited) but there was some work being done to convert this to 32bit. As soon as that's done there shouldn't be any problems implementing this. The weather simulation part is quite well tested and I think it would be quite easy to add effects (like train slowdown etc). The hard part with this patch seems to be the graphics. Anyone that knows how far the 32bit conversion has come? Was a year since I looked at this last time...Lordmwa wrote:My guess would be that this is a Dead patch as the last post of any files was February
Would be nice to see it revived though
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Re: Weather framework
32bit palette is in trunk, but you have to enable it - see the wiki.
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