VAST Development

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planetmaker
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Re: VAST Development Thread

Post by planetmaker »

zero.eight wrote:
Kogut wrote:And small request - is it possible to have trees with grass, not tiles on the ground?
Like this?
vastgrasst.png
Ah, that's nice, too :-) That opens yet another eye-candy possibility. Something which will always fit its surroundings :-) I'd like more of those semi-transparent objects :-)
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Re: VAST Development Thread

Post by zero.eight »

planetmaker wrote:Ah, that's nice, too :-) That opens yet another eye-candy possibility. Something which will always fit its surroundings :-) I'd like more of those semi-transparent objects :-)
Problem is semi-transparent objects need a non-transparent ground sprite, which is problematic for stations, since the ground sprite changes for different rail types. Should be noticeable in VAST if you build anything using monorail. The quick solution is to use the default flat rail sprite (#1011/1012) as the ground sprite, but since the rail covers the whole tile, semi-transparent objects would have rails underneath. It isn't a problem for electrified/non electrified though. So right now the "solution" is to not use monorail/maglev for such objects. Unless I am missing something code wise? ?(
Coded using ground sprite 0xF8D (3981d - flat plain grass)
Coded using ground sprite 0xF8D (3981d - flat plain grass)
stationGroundSpriteProblem.png (34.82 KiB) Viewed 4147 times
Anyway. What to do with this? It needs something... :|
vaststatfounp1.png
vaststatfounp1.png (11.62 KiB) Viewed 4147 times
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Re: VAST Development Thread

Post by Kogut »

Trees/smaller sculptures on both sides of monument.
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Re: VAST Development Thread

Post by Kogut »

I know that it may be boring etc
But what about coding (end including to VAST) that:
SquareCompilation.png
SquareCompilation.png (28.23 KiB) Viewed 4114 times
It is Red*Star's work uncoded from 4 years.
http://www.tt-forums.net/viewtopic.php?p=454892#p454892

Another work of Red*Star:
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Re: VAST Development Thread

Post by XeryusTC »

Those squares are coded already, the newgrf they're in hasn't been officially released yet though as there is no readme for it yet :o
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Re: VAST Development Thread

Post by Kogut »

So is it possible to releace without readme? I think that VAST majority of users of that forum are able to build stations without proper readme.
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Re: VAST Development Thread

Post by oberhümer »

May I ask why the paths are pink, of all colors? Where'd the original for that come from?

Anyway, I have never seen a pink path. I would think they're more gravelish gray/ochre or asphaltish black.
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Re: VAST Development Thread

Post by George »

Kogut wrote:It is Red*Star's work uncoded from 4 years.
It was also coded as city square in ECS Houses on 19-th July 2008 (http://george.zernebok.net/news/news2008.html)
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Re: VAST Development Thread

Post by zero.eight »

oberhümer wrote:May I ask why the paths are pink, of all colors? Where'd the original for that come from?

Anyway, I have never seen a pink path. I would think they're more gravelish gray/ochre or asphaltish black.
The colour they currently are is a compromise between bright pink and dark red, both of which look worse (see first post). The colour comes from how I remembered the parks to look in SimCity 3000 (until about 5 minutes ago when I actually checked - they are pinker there, see this page). I am not completely happy with them either, so I will try to come up with something better. Grey paths will be in the next release :)
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Re: VAST Development Thread

Post by Kogut »

Or here
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Re: VAST Development Thread

Post by ChillCore »

Please keep the pinkey paths. I like them.
Ofcourse I would not mind additional gravel, dirt or other pavement colours.

Btw. Thank you for those slope tiles. I did not think you would have them so fast available after the request. :)

Also, according to a discussion I have read, there are only 32 slots for station sets.
Would it be possible to limit the slot use in some way please?

ps: Lovely how the trees change colour according to season.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

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Re: VAST Development Thread

Post by Gord »

I know some stations have pinky/red paths running up to them. They get quite slippery when wet. As I found out to my cost running for a train at Stourbridge Town!

I love this idea so far. Building good looking stations is all part of the game.
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Re: VAST Development Thread

Post by zero.eight »

v0.2.13 [2010-07-22]

Afternoon,

0.3.0 is almost complete, so here's the sum of everything that has gone into it. There are a few more tiles I want to include but the current structure of VAST should stay the same.
23 million well spent but no nice blue lanes
23 million well spent but no nice blue lanes
VAST-0.2.13-1.png (587.36 KiB) Viewed 3805 times
Changelog for 0.2.5 ->> 0.2.13
  • New class: Parks and Plazas
    Green areas and large public spaces, 2 "stations" currently
  • Ground
    Added grass and mud tiles with random variations. References the base grass/dirt tile, so whatever your base set uses (or has been overridden by)
    Added plaza base tiles
  • Paths
    Pinkey paths are staying and grey paths are in, so feel free to choose :)
    Added full variations for ramps
    Added extra shrubs to corner tiles
    Downscaled benches (approx 6/tile)
    Added EN-US strings (grey > gray)
  • Gardens
    Tweaked flowerbeds
    Added extra flowerbed
    Added potted shrubs
    Added topiary on grass
    Copper brown is more copper and less brown
  • Statues and Fountains
    Added 2 variations
===============

New behaviour:
1) The first parameter is a bitmask that allows classes to be disabled. Useful if you don't want to clutter the build menu with classes that will not be used (there is currently a limit of 31 custom station classes ingame) . Simply add up the values of classes that you want to disable and set the first parameter to this value.

Code: Select all

===================================
          Class           |  Value
===================================
Ground                    |    1
Paths                     |    2
Gardens                   |    4
Statues and Fountains     |    8
Parks and Plazas          |   16
===================================
e.g. to disable Ground and Gardens, set the first parameter to 5.

2) The second parameter can be used to disable some tiles within classes. Currently it handles the disabling of red and grey paths. Useful if you won't use one of the ranges of tiles and don't want it taking up space in the build menu.
Set to 1 to disable red paths.
Set to 2 to disable grey paths.
Disabling Paths in the first parameter will override the second parameter.

===============

What's left for 0.3.0 ?
1) A few extra trees + parks that look good on paper.
2) Bug fixing.
3) Rearrange tile order within classes
4) Other stuff. Any requests? Anything that isn't a big change (like a new class) could go in.

Enjoy :)
Last edited by zero.eight on 29 Sep 2010 00:06, edited 1 time in total.
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Re: VAST Development Thread

Post by Doorslammer »

By jiminy, that screenshot is impressive. :shock:

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Re: VAST Development Thread

Post by Bob_Mackenzie »

4) Other stuff. Any requests? Anything that isn't a big change (like a new class) could go in.
A tarmac road path interface tile might be useful - perhaps with bollards or a barrier across it?
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Re: VAST Development Thread

Post by oberhümer »

[xxx]
Last edited by oberhümer on 12 Feb 2012 07:21, edited 1 time in total.
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Re: VAST Development Thread

Post by Nite Owl »

Just had a quick look around at the grf in game and I must say I am most impressed. Thank you for your efforts. I will be looking forward to v0.3.
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Re: VAST Development Thread

Post by Doorslammer »

Hmmm, maybe some play parks, playing fields, public amenities, things of that nature.
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Re: VAST Development Thread

Post by kamnet »

You know what frightens me? He isn't on his way to having version 1.0 (either "final" or "feature complete"), he's still at 0.3.

HE WILL BE ADDING MORE TILES! That's madness, man!

Keep up the excellent work.
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Re: VAST Development Thread

Post by keoz »

Nice, nice, really really nice. I'll fast integrate it into my citystation plans !

Thank you very much for this impressive work !
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