Yeah it was such a promise...Voyager One wrote:So... anyone willing to take over the coding process? Pretty please, I miss this set immensely...
I hope 2014 is going to be a good year to it
Moderator: Graphics Moderators
Yeah it was such a promise...Voyager One wrote:So... anyone willing to take over the coding process? Pretty please, I miss this set immensely...
I'm willing to give a shot at recoding the set to NML, or at least make a good start with it so that it should be easy to modify and complete if someone wants to help. However, the graphics are of a different license (Creative Commons license Attribution-Noncommercial-No Derivative Works 3.0 Unported [BY-NC-ND]), so I don't know to what extent that can give problems with recoding (as the recode will be separate from the current version).Voyager One wrote:So... anyone willing to take over the coding process? Pretty please, I miss this set immensely...
I think it is best if you wait until the new topic with that, or even place it in the DevZone-project for easy reference.Voyager One wrote:So... if you're willing... I'd personally really really appreciate it. Also, someone (read: me ) should probably explain you the graphics' templating system...
Really? Because the wiki site we use as website states the set is under GPL v2+. I've always assumed the 2ccSet was released under GPL.Transportman wrote:However, the graphics are of a different license (Creative Commons license Attribution-Noncommercial-No Derivative Works 3.0 Unported [BY-NC-ND]), so I don't know to what extent that can give problems with recoding (as the recode will be separate from the current version).
Hmm, Bananas also says GPL (v3), but the readme says CC BY-NC-ND 3.0 for the graphics part.Purno wrote:Really? Because the wiki site we use as website states the set is under GPL v2+. I've always assumed the 2ccSet was released under GPL.Transportman wrote:However, the graphics are of a different license (Creative Commons license Attribution-Noncommercial-No Derivative Works 3.0 Unported [BY-NC-ND]), so I don't know to what extent that can give problems with recoding (as the recode will be separate from the current version).
version 94 of 2ccTS readme wrote: +Graphics Artists:
+Purno
+Snail (steamers)
+Wile E. Coyote (wagons)
+DanMacK (steamers)
Both happily agreed to the GPL when I asked them for the Dutch Trainset. Provided one can get a hold of them, I don't think there will be any problems here.planetmaker wrote:Snail And Wile E. Coyote might be harder to get by or their consent
Not dead, but I'd say it's complete for now. There are hundreds of trains and carriages in this set. Do more need to be added?
Because that's the way these trains were operated in real life.I played it today and there are trains, like very early ones, that are super expensive and have super high upkeep while basically having no HP or kph that matters. These seem pretty useless. Any idea why they were designed like that?
Can you, please, explain, how do I play with 1/4 costs, if it is impossible? (I play usually with 1/4 costs, since if you do not start early, the locos are too expensive IMHO)
Voyager One wrote: ↑27 Aug 2021 17:16 IIRC, this set has always had higher purchase and running costs compared to other trainsets. It was done intentionally to "better" simulate real world trains.
That being said, I see no reason to include a parameter for setting lower or higher costs... some time in tbe future if the need becomes an absolute must.
Sets like these are designed primarily for realism. Most players aren't bothered by the costs, they're trying to re-create a period of time, largely in sandbox game play rather than competitive game play. They want more "realistic" costs, they also want their favorite engines which may not be great for income. That's not wasted work for the many players who like that style of play. And you'll find that's the case for a lot of the sets that are based on real-world vehicles.Dreepa wrote: ↑27 Aug 2021 18:50 The problem I see is that even with towns on few and early start (say 1790) there is no use case in the game for them. No niche to make use of them.
Using them immediatelly destroys the players income, while their attributes make it rather impossible to use them for pulling cargo or keeping a passenger station from overflowing. I mean, sure, no one is forced to use them, but then again it is a bit sad that the beautiful work that went into these kind of "locomotives" by the modding team is essentially kind of wasted work if there is no use case provided by the game world to utilize them.
OK, my bad. I haven't played ottd for a looong time, it's likely there already is a parameter but I've forgotten about it, hahahahaha.
JohnFranklin523 wrote: ↑12 Dec 2022 13:59 From yesterday I started making a fork version of 2cc TrainSet, and I have successfully made one EMU - China Railways CR200J 'Garbage Bin' (train fans' nickname). Thanks to the code released on http://bundles.openttdcoop.org/2ccts/releases/3.1. I have only basic NML skills and don't know what "pnml" is. But I think I can make the variety of vehicles of this fantastic GRF even wider.
And, what is the maximum number of vehicles in one GRF? 255? But when I looked at the codes I found there can be much more.
CR200J.png
However, I would also like to change some configurations in the existing 2cc file. For example, the CRH380A EMU in the original file has too high loading speed (40). However, it is express train, not commuter train... and what about metro locomotives carrying mail?Emperor Jake wrote: ↑13 Dec 2022 03:55 First of all, it'd be nice to see some more Chinese trains in OpenTTD, but I think it would be better off as a separate project and not an extension to the 2cc trainset. I've actually also recently been drawing Chinese locomotives based on 2cc set's graphics, and hope to make a new addon out of it sometime.
Users browsing this forum: No registered users and 78 guests