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Re: [OTTD] Zooks

Posted: 29 May 2013 15:39
by romazoon
lovely screenies Zooks :D ! would love to see more of it (or even better from the inside ;), anychance for a savegame ? :bow: )

Re: [OTTD] Zooks

Posted: 30 May 2013 12:10
by zooks
Quast65 wrote:Very nice! :bow:
What stationset did you use for the one in the top left? I believe its called Miya Moopet (bit difficult to read the name).
That is the SMITS station, I like how it combines with the Japanese Modular ones. Kudos to you for the dutch additions set btw :bow:
romazoon wrote:lovely screenies Zooks :D ! would love to see more of it (or even better from the inside ;), anychance for a savegame ? :bow: )
I'm afraid that would be hard, this game is finished (my computer cannot really handle more than ~3000 vehicles) so I started on a new one. As I always make many modifications to the ottd source the save is not loadable by other versions anymore.

Much more will be coming soon though ;)

Re: [OTTD] Zooks

Posted: 30 May 2013 12:37
by Pyoro
What usually kills of my CPU are loads of ships. RVs don't seem to do much - I think my current game has something like 4500 (3000 + 1500 "generic cars" or so) ...

Also - would you mind posting the line you changed to get towns to only build on flat space? ;)

Re: [OTTD] Zooks

Posted: 30 May 2013 19:53
by zooks
Pyoro wrote:What usually kills of my CPU are loads of ships. RVs don't seem to do much - I think my current game has something like 4500 (3000 + 1500 "generic cars" or so) ...

Also - would you mind posting the line you changed to get towns to only build on flat space? ;)
No ships involved here I'm afraid. It was only trains (~700), busses (~1100) and cars (~2000) that makes it crawl. I'm playing on a 1.2 ghz netbook though so my limits are slightly below normal computers these days.

The change is quite simple, I attached the diff. Maybe me or someone else make this into a decent patch with a setting someday.

Re: [OTTD] Zooks

Posted: 31 May 2013 16:51
by Pyoro
I see, in that case I'm actually positively surprised by how many vehicles OTTD can handle ;)
& thanks for the diff, works perfectly =)

Re: [OTTD] Zooks

Posted: 03 Jun 2013 11:56
by NeoCortex
How do add that patch to the game? I'd like to use it also but have never dealt with patches before.

Re: [OTTD] Zooks

Posted: 03 Jun 2013 16:58
by jvassie
NeoCortex wrote:How do add that patch to the game? I'd like to use it also but have never dealt with patches before.
There is an extensive thread on it here and several wiki articles here

Re: [OTTD] Zooks

Posted: 02 Jul 2013 20:51
by zooks
3 Screenshots from my current game, a work in progress.

The first shot is showing Dunya Orlais station, a multilevel station on the outskirts of Dunya, connecting the Roshani and Nimras Landing lines. Road and rail freight traffic is seen travelling towards the docks and airport, which we will visit later :)

Image

The next shot shows Lions Gate, another multilevel station serving trains towards Koila Pass and Sirin. It is also a metro hub, serving M4, M6 and M7.

Image

Final shot: The modern downtown WTC area, also partly showing Sheza Kaniz, the main central station.

Image

Re: [OTTD] Zooks

Posted: 02 Jul 2013 21:28
by slaca
lovely shoots
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?

Re: [OTTD] Zooks

Posted: 03 Jul 2013 02:55
by YNM
Who edited the Dutch Road Furniture to match ARRS ? That's great :bow:

Re: [OTTD] Zooks

Posted: 03 Jul 2013 03:31
by bwong
wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?

Re: [OTTD] Zooks

Posted: 03 Jul 2013 07:32
by kamnet
bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
It is a combination of FooBar's Metro Track Set v2.1.0 (used with a supported NewGRF train set) and several of Quast65's NewGRF Objects such as Custom Tunnel Entrances and Dutch RET Metrostation.

When you use a supported train set, Metro Track Set features an "Underground" station, which is just a station that has an earth or concrete surface above it. If you place this one level below your ground, and then fill the slope with another station or object tile, it can simulate the appearance of being underground. Quast's Custom Tunnel Entrances will overlay any regular train tunnels with a graphic of your choice, which helps to complete the simulation.

Re: [OTTD] Zooks

Posted: 03 Jul 2013 07:35
by zooks
slaca wrote:lovely shoots
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?
YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great :bow:
I edited it myself to fit ARRS, but it isn't perfect.
bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
It's trivial, there's actually 2 stations, one which serves as an entry waypoint, then a tunnel under the top station leading into the main station. Using some grfs, the tunnels are hidden. Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).

Re: [OTTD] Zooks

Posted: 03 Jul 2013 08:45
by alluke
Nice shots! :) And your trains get an extra thumbs up from me. :]

Re: [OTTD] Zooks

Posted: 03 Jul 2013 09:07
by Valle
zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
Could you please explain how you did that? Awesome screenshots, by the way.

Re: [OTTD] Zooks

Posted: 03 Jul 2013 09:17
by Supercheese
Valle wrote:
zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
Could you please explain how you did that?
You can comment out a section of economy.cpp that looks like this:

Code: Select all

	if (front->type == VEH_TRAIN) {
		/* Each platform tile is worth 2 rail vehicles. */
		int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
		if (overhang > 0) {
			unloading_time <<= 1;
			unloading_time += (overhang * unloading_time) / 8;
		}
	}
That will disable the short-platform loading speed penalty.

Re: [OTTD] Zooks

Posted: 03 Jul 2013 11:46
by Quast65
Excellent screenshots!!
Great combinations of GRF's and a nice alteration of the Dutch Road Furniture.
And indeed disabling the short-platform loading penalty allows some great visual effects.
:bow:

Re: [OTTD] Zooks

Posted: 03 Jul 2013 13:49
by slaca
could u upload that american road furniture grf?

Re: [OTTD] Zooks

Posted: 03 Jul 2013 13:59
by planetmaker
zooks wrote:
YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great :bow:
I edited it myself to fit ARRS, but it isn't perfect.
Still you might want to supply a patch (or the sprites) to FooBar: http://dev.openttdcoop.org/projects/dut ... ure/issues

Re: [OTTD] Zooks

Posted: 03 Jul 2013 14:37
by STD
Cool screenshots. I really like how you're building the railway station :)) .