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Trams! (Work In Progress)

Posted: 08 Dec 2005 23:39
by stevenh
To all those Ladies and Gents not frequenting the IRC Channel, I've been losing sleep lately over a new feature for TTDx.

Trams!

Now, A lot of you will be disappointed... since these are merely modified Road Vehicles; but they look damn fine.

I'm still ironing out a few bugs, but I hope to get a pretty solid preview available in the next Alpha....

...Stay Tuned....

[excuse the red fences on the 'light-rail' tracks, it was a bug at the time this screenshot was taken]

Posted: 08 Dec 2005 23:48
by Sanchimaru
Hey, I'm not dissappointed at all! Indeed, I'm glad that trams work as road vehicles and not as trains, since that's the way they are supposed to work!
So will they be compatible with trucks and buses? I mean, have a road with tram rails, and have buses and trams go on the same path.

It looks very good, I like it

Posted: 08 Dec 2005 23:54
by stevenh
Yeah, don't worry about that, they're all RVs and use the exact same roads, etc... they still fight for the road. Of course, standard RVs can't drive on the light rail tracks, and Trams can only screech on rails.

Posted: 09 Dec 2005 00:01
by PikkaBird
I'm lucky enough to have been able to test these, so I can tell you roughly how they work...

Tram tracks are built in a similar way to roads. You get the tram tracks construction window up by clicking-and-holding the road construction button, similar to how you get to maglev construction by clicking and holding the rail construction button.

Tram tracks can be built on-road or off (where they're "light rail"). Trams can only run on tram-tracks, RVs can only run on roads.

Trams act just like RVs, except they can't overtake and they ignore one-way roads. Trams interact normally with other RVs (ie, they get in each other's way), and busses can also use tram stops.

Posted: 09 Dec 2005 00:03
by stevenh
I'm hiring Pikka as my personal assistant.
Please direct all future enquires to him.

(I've realised I'm always conversing/thinking/speaking in code... :shock:)

Posted: 09 Dec 2005 00:50
by lobster
whoa, i got it from IRC as well, amazing 'innit?

Posted: 09 Dec 2005 02:33
by Sanchimaru
That's excellent! I reiterate myself, this is the opposite of a dissappointment; I'm very glad that there are trams that work properly!

Will we have a X'mas release for those? This would be a neat gift 8)

Posted: 09 Dec 2005 02:42
by stevenh
Are you willing to negotiate?

They will work on:
-tunnels
-bridges
...but there'll be no visible graphics.

And you are NOT allowed to complain if you try to build Level Crossings (rail/elrail/monorail/maglev) anywhere near my tram tracks... they're causing me grief.
Currently the trams can cross them when you build tram tracks over pre-built level-crossings... but it's nasty.

...am currently just working on getting DOS happening, then you'll see a release.

Posted: 09 Dec 2005 09:17
by The Irish
That's sweet :D

Great stuff Steven. Can't wait for this...

Question though... As they behave like RV's, I assume that they will also use those Vehicle IDs, correct?
Or did you manage to find different IDs for them?

Posted: 09 Dec 2005 09:35
by Raichase
I'll pop in here.

Yes, they do use RV ID's, they are coded just the same as RV's, except that they have properly 1C set to 01. Othwerise, exactly as RV's from a coding POV.

At least with my trams, I am giving them a slightly higher capacity to normal RV's, amd having them load slightly faster, whilst making them slightly slower. Combined with being restricted to rails, I hope this will make trams a standout from buses in regards to passenger RV transport.

I am currently working on proper tram graphics to go with this release, based on Melbournes trams. The ones shown in Steven's screenies are the trams I drew for the Sydney Bus Set I am working on, but they were done long before trams existed, and as such don't have the electric poles and they don't look as good as the ones I am working on.

ATM I have drawn and coded one tram specifically as a tram, and that is the C-Class, shown below.

This set will be compatable with the HOV's bus/truck set, but I doubt it will be compatable with other RV sets, as I am using the back end of the toyland ID's to avoid confliction (specifically, ID's 50-56, with 57 reserved for future use).

Posted: 09 Dec 2005 09:53
by Hyronymus
This is very interesting and really looks good at this stage already :bow: (hey, I don't do that often). I'm also glad to see they work no matter what roadset people use, that makes life A LOT easier for the few people who once made a roadset for TTD.

Posted: 09 Dec 2005 11:04
by eis_os
For the vehicle IDs I have already some plans. But this will be after we get to a stable version... :wink:

As my late ideas fundamental change how TTD/TTDPatch works you won't see much from me, but expect a chrismas version from me :)

Posted: 09 Dec 2005 12:18
by Raichase
A couple more trams roll out of the workshop and onto the tracks.

Of note is the fact that the C-Class is an example of the random selection of models running on all the different private tram companies around Victoria at the start of the 20's. I wouldn't mind learning how to code it so that this model appears in a random livery, but thats further down the line. We have a sample white/green livery, which will do.

I've also completed the W1 Class, which was brought in when the whole tramways network was brought under one company, and the W2, which is a later, higher capacity model.

The following screenies show you the two W-Class trams completed so far in their early livery.

As I say, these trams will be released alongside the trams feature, although only a few trams may be avaliable, depending on how many trams are drawn and coded by then ;).

Posted: 09 Dec 2005 12:55
by Oracle
Excellent work! I'm looking forward to playing with it! :)
Is there no limit to what can be done with TTD? :wink:

Posted: 09 Dec 2005 13:23
by Hyronymus
Oracle wrote:Excellent work! I'm looking forward to playing with it! :)
Is there no limit to what can be done with TTD? :wink:
Diagonal bridges, larger maps, 16-bit graphics. But it all faints in the light of what can and has be done :D.

Posted: 09 Dec 2005 13:47
by nilsi
Wonderfull :-)

A few days ago I tried the tramset and was a little disappointed
having tried locomotion trams earlier.
But this is just wonderfull :-)
Diagonal bridges, larger maps, 16-bit graphics. But it all faints in the
light of what can and has be done Very Happy.
Well diagonal bridges and 16 Bit graphics mit be possible (altough the later not worthwile IMHO)
For larger maps rewriting the whole game seems easier. (although if I ever find time to become a patch developer, I do larger maps just for the fame *gg* )

PS: Thanks Oskar for drive-through busstops ;-)

Posted: 09 Dec 2005 14:56
by eis_os
Where are trailers for the trams?! :D

Posted: 09 Dec 2005 15:06
by The Irish
Weeeeeeeh,

Me thinks that Oskar has a nice Christmas present in store for us. :D

Yepeeeh :!:

Posted: 09 Dec 2005 16:10
by orudge
Oooh, nice work, I look forward to playing with this sometime. :)

Posted: 09 Dec 2005 16:19
by Hyronymus
Looking at the way tram tracks blend in with whatever roadset made me wonder if that can't be done for normal rail crossings too (sorry for this OT queston).