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ive have look in the reales thread, development thread and dev zoneFooBar wrote:Maybe if you told us where you looked, we could tell you if it's the right place or not. What OpenTTD version you use may be relevant as well.
im playing with 1.2.1 rc1
I have this issue tooV453000 :) wrote:Could you please give me some more info how do you manage to get this error? I have just tried it with NUTS 0.1.5 or NUTS 0.1.0 and nutracks 1.0.0 or 1.1.2 and it works for me. Tried with OpenTTD 1.2.0.ColdIce wrote:this is an amazing set. there are some nice trains/wagons. but since 0.1.0 i cant use the set because of the universal rail. can you make a parameter settings to switch off the rail? I`m already using NuTraks, swedish rails, hankyu and other sets and now i get an error when i try to load this set. ( sprite error 11) thank you
Note aside: Quite honestly, I do not see a single reason why would you load nutracks with NUTS. But it works.
In regard to changes: I think removing the universal rail (even just optimally) would remove one of the most key features from the set, so I do not really intend to make such parameter available, at least just yet.
This happens to me when I place NUTS above NuTracks... If I place NUTS below NuTracks, it appears to work flawless.
I load nutracks along with nuts, because nuts's not the only train set I play with, and I like how nutracks works with other sets, plus I like it in my games...
It's a personal preference to choose which GRF combination to load and play with...
EDIT: awesome set
Here I have 4 versions of a side view of one of NUTS trains - the 3rd rail fast train.
These drawings differ a lot in the technique used, and all of it has some pros and cons:
Specifics: using shades 6-1 of company colour 1 (I consider "1" to be the brightest, 6 the 3rd darkest)
As it uses only 5 shades of the company colour, we can see that it does not add much depth, and the image feels somewhat flat.
By consisting of very bright colours, we can see that with orange and white it causes majorly overbrightened look.
Specifics: using shades 8-3 of company colour 1.
Here we have the same sprite but darkened to see what it does. Firstly, the image looks even a lot more flat than the former version. That is because of the lack of bright pixels.
On the other hand we gain a lot better "stability" of the output. Orange and white looks a bit dark, but doesnt get into extremes, while the darker colours as dark blue or mauve are still acceptable.
Specifics: using all shades of company colour 1. Systematic light.
The third version is consisting of all 8 shades that a company colour provides, and is made in a very similar systematic way as the first two versions.
By systematic light I mean that pixels on one "wall" are usually similar. (As opposed to the 4th version)
We gained a lot less flatness, however colours orange and white still are quite a bit different from the other colours.
Specifics: using all shades of company colour 1. Diagonal lighting.
This version uses all 8 shades of company colour and is enhanced by a different form of light. This is something like a diagonal reflection which comes from the left bottom to the top right.
This light gives it a lot more spark so the engine looks a bit like something more special.
Also, the train looks pretty good in all colours.
However it makes the structure of the train a bit less obvious.
What do you think?
My conclusions would be:
1. most important part - using as many shades as possible
2. diagonal lighting can make it look quite special, im going to use it more
Thanks for reading,
- The imageee
- railfast3_4tries.png (31.6 KiB) Viewed 3212 times
Redrawing the local trains and wagons comes next when I have it coded now
Behold the power of rainbow!
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
The Duke NUT'em is listed as an engine with an express wagon capacity of 60. However, if I actually attach express wagons to it, their capacity is 90.
Very nice set by the way, I really like its concept of concentrating on gameplay value
For example AI is able to construct and use WET type vehicles over normal rails (human players seems to be blocked from this). WET type vehicles are sometimes failing assertion "AIVehicle.GetVehicleType(engineId) == AIVehicle.VT_RAIL" (I think that from game mechanic side it is still normal train).
There are multiple other weird things but in this two cases I think that this set is buggy, not my AI.
EDIT: I am unable to reproduce the second one so I will blame it on cosmic radiation and pretend that it never happened.
Good guess, thanks!Brumi wrote:In that case the AI is using the universal rail I guess.Kogut wrote:For example AI is able to construct and use WET type vehicles over normal rails (human players seems to be blocked from this).
BTW, readme have too long lines to display properly ingame.
Merging different things in one newgrf is a bad idea, trainsets and railway sets should stay separate.
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