[OTTD] ...BANDIT...

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alluke
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Re: [OTTD] ...BANDIT...

Post by alluke » 12 Feb 2012 21:59

Those twin axles in front....never seen them in nosey trucks irl...also in coes there should be room for driver's door. Otherwise very nice looking set, looking forward to it. :)
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Re: [OTTD] ...BANDIT...

Post by SkeedR » 12 Feb 2012 23:05

I LOVE YOU ANDYTHENORTH.
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Re: [OTTD] ...BANDIT...

Post by Emperor Jake » 13 Feb 2012 00:42

alluke wrote:Those twin axles in front....never seen them in nosey trucks irl
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Otherwise, very nice selection of trucks!! Will there be more variation between models in the future?
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Re: [OTTD] ...BANDIT...

Post by NekoMaster » 13 Feb 2012 03:11

Nice work andy, I super can't wait until this set is released or at least at a playable state. For now I'll just keep watching you work
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Re: [OTTD] ...BANDIT...

Post by andythenorth » 13 Feb 2012 07:19

Emperor Jake wrote:Will there be more variation between models in the future?
Depends on artist support :)

BANDIT trucks and trailers are made up of modular sections
- sections are 4px long in the - view
- once the basic sections are drawn, the truck can be tweaked to a more unique appearance
- the scale is 'small', DanMacK established it this way to fit better with train sets

I'll post some templates + examples later.

If you've drawn for the game before and you want to try drawing trucks or trailers drop me a line. The set will appear much faster if I have help :D

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Re: [OTTD] ...BANDIT...

Post by NekoMaster » 13 Feb 2012 23:24

i rather like the slightly smaller scale, that way it makes north american locomotives look a lot bigger compard to road vehicles
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Re: [OTTD] ...BANDIT...

Post by andythenorth » 14 Feb 2012 07:29

NekoMaster wrote:i rather like the slightly smaller scale, that way it makes north american locomotives look a lot bigger compard to road vehicles
Good - that was the intention :)

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Re: [OTTD] ...BANDIT...

Post by YukonRob » 14 Feb 2012 21:46

I was playing with the new nightly (or rather just being nosy) and I uncovered a 'core' bug. Not sure were to report it so I will start here and then move onto flyspray if needed.
Bug: While trying to sell one of the trucks (obviously malformed - trailer only - due to incomplete coding in the GRF) when I tried to left click it to grab it the cursor disappeared. There was no way to grab the vehicle. I understand this is due to the incompleteness of the grf, but it seems like OTTD should handle this better?

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Re: [OTTD] ...BANDIT...

Post by Eddi » 14 Feb 2012 23:17

when you grab a vehicle, the cursor takes the form of the head vehicle. If that's invisible, then you get an invisible cursor, obviously. :p
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Re: [OTTD] ...BANDIT...

Post by YukonRob » 15 Feb 2012 00:26

Thanks. Makes sense now that I consider it.


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Re: [OTTD] ...BANDIT...

Post by colossal404 » 18 Mar 2012 21:30

Looks nice! I'm waiting to see more of these trucks :)

Shouldn't the wheels have a lighter pixel to represent the hub/wheel's center? Now it cannot be seen, the wheel merge to the roads color.
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Re: [OTTD] ...BANDIT...

Post by oberhümer » 19 Mar 2012 00:49

It didn't compile, unfortunately...
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Re: [OTTD] ...BANDIT...

Post by andythenorth » 19 Mar 2012 07:46

oberhümer wrote:It didn't compile, unfortunately...
The makefile doesn't build the trailer graphics...yet. :wink:

If you run make or python main.py in src/pixel_generator , it should build the trailer graphics.
You may also need to create an 'output' directory in that location first.

EDIT, forgot to say that the pixa python module is a dependency (as is PIL, but that's needed for nml anyway).
http://dev.openttdcoop.org/projects/pixa/repository
Download, then python setup.py install

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Re: [OTTD] ...BANDIT...

Post by andythenorth » 20 Mar 2012 04:16

Commit r446 (and some prior) add the pixel generator call to the main makefile, eliminating some of the steps above.

The pixa python module must still be installed, as per post above - this is a one-time step.

The set can then be built by calling 'make' in the usual way from project root dir. Build checks are not very accurate for BANDIT yet, so build may require 'make clean' first. ;)

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Re: [OTTD] ...BANDIT...

Post by andythenorth » 13 May 2012 21:39

BANDIT build is now stupid and over-complicated.

So the (misguided) aim was to be able to build everything from scratch, including graphics.

To get BANDIT to build from scratch requires a long chain of deps and scripts.
- main makefile calls python script to build and template bandit.nml (build_bandit.py)
- main makfile calls pixel generator makefile, which then creates certain dirs
- pixel generator is called by its makefile, and has to call nmlc -M on bandit.nml to get a deps file, which it then parses
- pngs are then generated in multiple passes
- finally main makefile builds grf from nml and pngs

This is stupid, and it doesn't work on the compile farm, and I don't understand yet what causes the issue.
http://bundles.openttdcoop.org/bandit/n ... ld.err.log

So I'm thinking: why does the pixel generator need to run at compile-time? Why don't I just run it locally when needed and commit the resulting pngs?

Currently I'm trying to edit makefiles I don't understand, to run on a compile farm that I don't control, to fix a makefile that works locally for me, but not on the compile farm.

Committing the pngs would be simple and robust.

Worse is better.

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Re: [OTTD] ...BANDIT...

Post by Voyager One » 16 May 2012 08:04

If I didn't know better... I'd say you're frustrated... :mrgreen:

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