Long vehicles v5. Planning

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Poll ended at 24 Jan 2009 17:51

2 parts
2
8%
1 part
4
17%
Combined (1+2)
14
58%
Front part code
3
13%
Other
1
4%
 
Total votes: 24

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mrMann
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Re: Long vehicles v5. Planning

Post by mrMann »

At the end of the day, OpenTTD would need more vehicle sprites to let articulation work at all. Even I know this. ;)
Hmm, what should I put here...
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Re: Long vehicles v5. Planning

Post by Sensation Lover »

what is a bridge glitch
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Re: Long vehicles v5. Planning

Post by colossal404 »

Sensation Lover wrote:what is a bridge glitch
Bridge glitch is when a long vehicle runs under the bridge.
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George
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Re: Long vehicles v5. Planning

Post by George »

colossal404 wrote:
Sensation Lover wrote:what is a bridge glitch
Bridge glitch is when a long vehicle runs under the bridge.
This problem can't be solved without splitting graphics in to parts (bending between front and rear parts)
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Re: Long vehicles v5. Planning

Post by DJ Nekkid »

isnt it possible to use VarAction2 variable 45 to fix a few of the cornering glitches if you split them in two or three, as that "fix" the tunnel/bridge glitch, tho up/down hill will still be "parted"...

(See dalestan, i did it correct this time:))
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Re: Long vehicles v5. Planning

Post by George »

DJ Nekkid wrote:isnt it possible to use VarAction2 variable 45 to fix a few of the cornering glitches if you split them in two or three, as that "fix" the tunnel/bridge glitch, tho up/down hill will still be "parted"...
Do you mean to have both splited graphics that is used on the straight road and single graphics for the corners? I did not line that solution. Unfortunately, vehicles are not houses / industry tiles, the can't be assembled of several sprites on a single bounding box.
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Re: Long vehicles v5. Planning

Post by DJ Nekkid »

well, the thing is, as i've understood it is it the cornering that is your main concern, but with the variable i mentioned i _think_ its possible to fix some of that, as you can have two parts on streight sections, including tunnels and bridges, and you can make it a one piece on a corner. (invisible 2nd part etc)
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Re: Long vehicles v5. Planning

Post by George »

DJ Nekkid wrote:well, the thing is, as i've understood it is it the cornering that is your main concern, but with the variable i mentioned i _think_ its possible to fix some of that, as you can have two parts on streight sections, including tunnels and bridges, and you can make it a one piece on a corner. (invisible 2nd part etc)
Yes, I can, but I have to provide a split view for straight sections and a single view for corner, so each view is stored at least twice. I do not have a handy solution for that. For example, on a corner right after the tunnel, bridge or a slope.
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Re: Long vehicles v5. Planning

Post by DJ Nekkid »

I guess ... just trying to help, as my understanding of .nfo have risen quite much the last months...
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Re: Long vehicles v5. Planning

Post by Pattle »

Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning

Post by George »

Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
I had a plan to make it on 01/01/2010, but looks like I fail.
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Re: Long vehicles v5. Planning

Post by blitzkrieg »

George wrote:
Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
I had a plan to make it on 01/01/2010, but looks like I fail.
:idea: How about On 01/02/2010 ????
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Re: Long vehicles v5. Planning

Post by George »

blitzkrieg wrote:
George wrote:
Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
I had a plan to make it on 01/01/2010, but looks like I fail.
:idea: How about On 01/02/2010 ????
I do not know
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Re: Long vehicles v5. Planning

Post by colossal404 »

I think George will release LV5 when it's done. :wink:
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Re: Long vehicles v5. Planning

Post by Sensation Lover »

blitzkrieg wrote:
George wrote:
Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
I had a plan to make it on 01/01/2010, but looks like I fail.
:idea: How about On 01/02/2010 ????
how about 666? :twisted:
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Re: Long vehicles v5. Planning

Post by mrMann »

How about you all stop being stupid? :roll:
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Re: Long vehicles v5. Planning

Post by Kogut »

Is it possible to
- make long vehicles combatibile with HEQS?
- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
Correct me If I am wrong - PM me if my English is bad
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Re: Long vehicles v5. Planning

Post by mrMann »

What don't you understand about "Long Vehicles"? If you want short vehicles, use other sets. It's not George's fault that TTD was written like this...
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Re: Long vehicles v5. Planning

Post by George »

Kogut wrote:Is it possible to
- make long vehicles combatibile with HEQS?
What compatibility do you expect?
Kogut wrote:- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
I do not plan to do it. But you are free to get your personal permission to redo the set and make RVs smaller. DanMacK already did it for NA buses. You can do the same with all the vehicles of the set. If necessary, you'll get my advise, but I shall never do it myself.
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Re: Long vehicles v5. Planning

Post by Kogut »

George wrote:
Kogut wrote:Is it possible to
- make long vehicles combatibile with HEQS?
What compatibility do you expect?
Kogut wrote:- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
I do not plan to do it. But you are free to get your personal permission to redo the set and make RVs smaller. DanMacK already did it for NA buses. You can do the same with all the vehicles of the set. If necessary, you'll get my advise, but I shall never do it myself.
- now LV4 changes purchase cost of HEQS vehicles (from 3k to 50k)
- i thought about smaller, but long vehicles - vehicles without problems on bridges, corners, slopes, tunnels and queues.
Correct me If I am wrong - PM me if my English is bad
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