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Network type slots.

Posted: 09 Sep 2023 19:36
by WolfRamXx
Hi again, i've been once again working on my sprites, for the short while i actually have motivation to do so, when i came up with probably quite importent qestion. How many rail, road and tram types respectively we can have?

Right now i plan 64 rails, 63 roads, 45 tram rails, 3 overhaed monorails,13 decorative networks, beltway as road type and pipes and two powerlines as tram types... that is 64 rail slots, 64 road slots and 64 tram slots. Is there enough slots ingame for this many types or i have to cut allready hardly cuted plans? :?

Also don't expect to hear of this project ever again, i'm glad i made 3 sprites for base road in past 6 months, with this speed i maight have pre-alfa version before humanity officialy moves on mars... :roll: :lol:

Re: Network type slots.

Posted: 09 Sep 2023 22:42
by Quast65
WolfRamXx wrote: 09 Sep 2023 19:36 How many road and tram types?
64 TOTAL, so combined!!!! X(
Be aware of hidden roadtypes, they also count!
WolfRamXx wrote: 09 Sep 2023 19:36 How many rail types?
I believe also 64.

Re: Network type slots.

Posted: 10 Sep 2023 06:23
by WolfRamXx
Quast65 wrote: 09 Sep 2023 22:42
WolfRamXx wrote: 09 Sep 2023 19:36 How many road and tram types?
64 TOTAL, so combined!!!! X(
Be aware of hidden roadtypes, they also count!
You gotta be kidding... :? So... if i get 40 roads and 20 tram types it should fit and have space left for the hidden roads?
Quast65 wrote: 09 Sep 2023 22:42
WolfRamXx wrote: 09 Sep 2023 19:36 How many rail types?
I believe also 64.
That i can work with... still... having "just" 64 from original 200 (or so) ideas is also kinda meh, but oh well.

Then again, i made 3 sprites for the base road in 6 months, no way its ever gonna be ingame. :roll: Either way thanks for reply, have a good day. :bow:

Re: Network type slots.

Posted: 10 Sep 2023 10:34
by Quast65
WolfRamXx wrote: 10 Sep 2023 06:23 You gotta be kidding... :?
Nope...
Please also request over at JGR's PatchPack thread to increase the limit.
The more requests, the more he might consider increasing it :twisted:
if i get 40 roads and 20 tram types it should fit and have space left for the hidden roads?
That depends on:
1. How many hidden roads will there be in your roadset
2. How compatible do you want your roadset to be with vehiclesets that use hidden roadtypes?
(I believe Kreumelchen's SUV-set has the most hidden roadtypes, I believe 6, those are needed for the vehicles that can go on water and/or ice and then need to change graphics/speed).

Re: Network type slots.

Posted: 10 Sep 2023 11:32
by odisseus
WolfRamXx wrote: 10 Sep 2023 06:23 ...40 roads and 20 tram types...
...having "just" 64 from original 200 (or so) ideas...
If I were you, I would reconsider whether so many road types are needed in the first place. Do you really have ideas for 50+ distinct types of road and track, or is it more like many instances of essentially the same road, but each with a speed limit slightly larger than the previous one? In the latter case, I can't imagine a player who would want to figure out the nuances instead of just building the fastest type he can afford. For what it's worth, a dropdown list of 64 items probably wouldn't even fit into my screen...

Re: Network type slots.

Posted: 10 Sep 2023 11:35
by Captain Rand
If you don't mind sharing, how about just putting up a list of your ideas? You might inspire someone!

Pete.

Re: Network type slots.

Posted: 10 Sep 2023 11:39
by WolfRamXx
Quast65 wrote: 10 Sep 2023 10:34 Please also request over at JGR's PatchPack thread to increase the limit.
The more requests, the more he might consider increasing it :twisted:
Will do!
Quast65 wrote: 10 Sep 2023 10:34 That depends on:
1. How many hidden roads will there be in your roadset
2. How compatible do you want your roadset to be with vehiclesets that use hidden roadtypes?
(I believe Kreumelchen's SUV-set has the most hidden roadtypes, I believe 6, those are needed for the vehicles that can go on water and/or ice and then need to change graphics/speed).
1. I have no idea, i'll post my planning board (if you can even call it that way...) here later when i stop coming up with more useless stuff but all around i hope to have usable as many roads as possible.
2. I personaly don't play with SUV, i prefer generic pack like eGRVTS or Mop's RV pack... But i guess i could maybe get rid of some more roads or tram types so it would be suported in case it actually gets in the game. Or i'll preferably talk JGR to limit increase :P

Eiether way, thank you again so much for answers :bow:

Re: Network type slots.

Posted: 10 Sep 2023 13:04
by WolfRamXx
odisseus wrote: 10 Sep 2023 11:32 If I were you, I would reconsider whether so many road types are needed in the first place.
I'm aware its a lot, but most of that are completle different looks, like field roads, asphalt roads, cobblestone roads, ISR roads, guided busways, waterways, belts.... Trams with different beds, suspended monorails, over-street metros, pipes, powerlines, railings, street lights, trees, street marking.... Add to that the fact lot of roads and tram rails are also non electrified and electrified and lot of details and networks are also combined... I do indeed have a lot ideas that are actually different from each other, but...
Captain Rand wrote: 10 Sep 2023 11:35 If you don't mind sharing, how about just putting up a list of your ideas? You might inspire someone!
Will probably do. Once i complete it and clean it up that is...

Re: Network type slots.

Posted: 10 Sep 2023 14:35
by Quast65
To be clear regarding what you typed over at the JGRpp thread:
which means each has just 32 types
It's 64 combined, doesnt matter how much each gets.
So, for example, 60 roadtypes and 4 tramtypes is possible.

Re: Network type slots.

Posted: 10 Sep 2023 19:37
by WolfRamXx
Quast65 wrote: 10 Sep 2023 14:35 To be clear regarding what you typed over at the JGRpp thread:
which means each has just 32 types
It's 64 combined, doesnt matter how much each gets.
So, for example, 60 roadtypes and 4 tramtypes is possible.
I gues i could have written it better :oops: I'm just glad i did write at least something...