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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Tue Jul 03, 2012 12:06 pm 
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Good work on ferries, and for the submarine, if you're really motivated, and you like challenges, you could try to do the great transatlantic, not necessarily to their actual size, but even if there are a certain scale is already well ...

It would be nice to see transatlantic as Normandy, the Titanic ...

I think you are able to do that,like the ferrie with two chimneys, is really great ! :)

Quast65 wrote:
The ferries are great!

And the sub is really fun! Can finally build the Den Helder Sub base in my Dutch games ;-) Is it possible however to have different graphics when it moves through rivers? It would be cool if it is half submerged in rivers and not fully submerged as rivers are not as deep as oceans.

Frigates, minesweepers and battleships would be nice too....


Warships? I wonder how that can be used to ... or you have an idea in mind. :P

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Last edited by Digitals on Tue Jul 03, 2012 3:07 pm, edited 1 time in total.

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Tue Jul 03, 2012 12:39 pm 
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Warships? I wonder how that can be used to ... or you have an idea in mind


They sure won't be useful (not to earn money with), but would be very nice eyecandy things. There are already a couple of fighterjets and military helicopters and there is a troopcarrier, so why not warships ;-)

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Tue Jul 03, 2012 3:14 pm 
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I thought these warships would be useful to destabilize.
the competitor by sinking their ships :lol: , but it would be a war game (Battleships).

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Tue Jul 03, 2012 8:18 pm 
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Thanks everyone for the feedback! :) Let me break this down:

FLHerne wrote:
Awesome :bow: Does it submerge when moving/loaded? That would be even more awesome... :P


Yes it does, it stays submerged with only the tower/bridge/whatever-it-is sticking out of the water, and only surfaces for loading.

Quast65 wrote:
Is it possible however to have different graphics when it moves through rivers? It would be cool if it is half submerged in rivers and not fully submerged as rivers are not as deep as oceans.


Should be possible, yes. However, I've set the speed on canals/rivers to be very slow, since it isn't really a practical river boat :lol: It would also look weird that it can travel up a lock submerged, but then pop up on the canal (unless there's a way to check for locks as well?). I'll have to think about this one. :)

ISA wrote:
I would make the submarine bit more in water... if You understand what I mean. At the moment the submarine lower side is dark in / view that means its lower roundish shape is seen, but normally it isn't so (see picture). I would leave the end as is but make it bit taller and lower it into water two or 3 pixels or recolor so that it looks like on the picture.


Yes, I guess it can look like it's sitting on top of the water in some views, but it actually isn't drawn that way. I don't know what you mean by making the end taller, though. Do you mean front or back?. Right now the sub is meant to be about 50% in the water, so not the whole tail fin area is exposed. As for the rest, getting a cylindrical shape (or half cylinder, I guess) to look right is somewhat difficult, and I didn't want the sub to be too bright, so I used some darker colors near the water line to accentuate the curve. Keep in mind the 'sun' is coming from up high, and I need a little contrast for shaping (otherwise it will look flat). I might touch up spots in a couple of views (like the one in the screenshot, now that I look at it), but I think mostly it is fine. More input on this would be helpful though :)

Digitals wrote:
Good work on ferries, and for the submarine, if you're really motivated, and you like challenges, you could try to do the great transatlantic, not necessarily to their actual size, but even if there are a certain scale is already well ...

It would be nice to see transatlantic as Normandy, the Titanic ...


That would certainly be a challenge, but sounds like something for another project. I've thought about broadening the scope of this set a little bit to include things like maybe a couple of cruise ships or a coastguard ship, but that's as far as I would take it ;) At some point this GRF will probably become "Ships of Puget Sound" rather than just "WSF Ferry Set", especially since I've already gone outside the bounds of its namesake :lol: That said though, I'm going to try to focus on ferries first before I wander off again on something random ;) Hopefully next I'll work on something 1800's, either that or try the Kalakala again.

Same goes for the warships, not really my thing, plus it sounds like a whole other game ;) Maybe someone needs to make a 'unique ship set'?

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Tue Jul 03, 2012 10:01 pm 
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Andrew350 wrote:
Should be possible, yes. However, I've set the speed on canals/rivers to be very slow, since it isn't really a practical river boat :lol: It would also look weird that it can travel up a lock submerged, but then pop up on the canal (unless there's a way to check for locks as well?). I'll have to think about this one. :)

locks should be reported as canals. otherwise it's probably a bug.

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Wed Jul 04, 2012 2:00 am 
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I just double checked to make sure, and I was mistaken. The visible part of the submarine is set slightly ahead of the center of the bounding box, giving the impression that it made it up the lock without changing speed, when it hadn't. So, that's all working fine. :)

That does mean I'd have to redo the offsets to make sure it doesn't look weird though. I'll make a note of it, just in case. :wink:

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Wed Jul 04, 2012 11:14 pm 
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Andrew350 wrote:
ISA wrote:
I would make the submarine bit more in water... if You understand what I mean. At the moment the submarine lower side is dark in / view that means its lower roundish shape is seen, but normally it isn't so (see picture). I would leave the end as is but make it bit taller and lower it into water two or 3 pixels or recolor so that it looks like on the picture.


Yes, I guess it can look like it's sitting on top of the water in some views, but it actually isn't drawn that way. I don't know what you mean by making the end taller, though. Do you mean front or back?. Right now the sub is meant to be about 50% in the water, so not the whole tail fin area is exposed. As for the rest, getting a cylindrical shape (or half cylinder, I guess) to look right is somewhat difficult, and I didn't want the sub to be too bright, so I used some darker colors near the water line to accentuate the curve. Keep in mind the 'sun' is coming from up high, and I need a little contrast for shaping (otherwise it will look flat). I might touch up spots in a couple of views (like the one in the screenshot, now that I look at it), but I think mostly it is fine. More input on this would be helpful though :)
You understand me correctly and You don't have to make nothing I just pointed out how it felt for me :) I would help You out but atm I don't have the time to do it. All my own drawings and ideas are on hold for the future...

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Sun Nov 18, 2012 4:40 am 
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Small update. While working at a place the other day, I had a good view of the ferry terminal and was able to watch some ferries go by. Ever since I drew up my second ship, the Rhododendron, I've been somewhat dissatisfied with how my first one turned out. After watching the ferries for a while, it was painfully obvious my drawing looks nothing like the real thing, and it inspired me to try again. So, I've redrawn the Jumbo Mark II from scratch, and this time I think it actually looks like the ship it's supposed to be :lol: . What do you think?

Attachment:
oldvsnewmarkii.png
oldvsnewmarkii.png [ 21.39 KiB | Viewed 2482 times ]


It is a little smaller than the first try too, so hopefully it's scaled a bit better for the game.

The other thing I did was switch everything to use the first company color instead of 2cc, something which I probably should've done from the start, but just didn't feel like changing until now. I also took the chance to darken the company color on all ships by just a shade, since I felt they were a tad too bright. Very minor and pretty unimportant, but thought I'd mention it.

And finally, a question for someone with knowledge:

Quast65 wrote:
Is it possible however to have different graphics when it moves through rivers? It would be cool if it is half submerged in rivers and not fully submerged as rivers are not as deep as oceans.

I looked through the NML documentation to try and do this, but it doesn't look like there's any callback to check the type of water tile a ship is on. Obviously they can check that to change speed, but how would one change the graphics depending on the tile type? Did I just overlook something simple, or is it even possible?


Here's the grf with the new Mark II:


Attachments:
wsfferryset.grf [31.34 KiB]
Downloaded 133 times
wsfferryset 11-17-2012.zip [61.05 KiB]
Downloaded 107 times

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Sun Nov 18, 2012 5:32 am 
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I'm not sure if this would work, as I've not tried it, but you could set a different speed for rivers vs. ocean and then check the variable current_max_speed to see if it returns the river speed or the ocean speed. That might tell you whether the vehicle is currently on a river or not, for a graphics switch.

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Sun Nov 18, 2012 5:45 am 
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Yeah, that's the only way I could figure myself, but that's only available in nightlies, so not something I really want to do yet (if it would even work). Hopefully there's another way, otherwise it'll have to wait until 1.3.

EDIT: I just tested the above idea, and after a little messing around with it, it does work. However, like I said, it would be nice if there was another way.

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Sun Nov 18, 2012 3:56 pm 
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I must say that I like both versions, is the first version also still included?

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Sun Nov 18, 2012 9:01 pm 
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No, I've left it out for now. I'll probably make some adjustments to it and add it as a different ferry, like a super class or something. If you still want to use it in the mean time though, it is included in FISH 2 (with different stats of course, but looks the same). :)

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Mon Nov 19, 2012 10:28 am 
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I like both. For FISH scale, the large one fits better to the capacity I've given it. The smaller one is better pixel art though :)

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Fri Mar 15, 2013 7:17 am 
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It's been awhile, so here's a little update to show some progress. I've drawn a new ship, the S.S. Beaver, available from about 1836. This will be the earliest vehicle in the set. Here's a little preview:

Attachment:
beaverpreview.png
beaverpreview.png [ 11.72 KiB | Viewed 2095 times ]


I should be posting an update of the grf soon :)

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Fri Mar 15, 2013 8:15 am 
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Nice beaver :wink:

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Fri Mar 15, 2013 1:50 pm 
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SquireJames wrote:
Nice beaver :wink:

Is it full of seamen?
Attachment:
dr-evil.jpg
dr-evil.jpg [ 11.69 KiB | Viewed 2045 times ]

Guess we have had all the jokes now ;-)

Nice ship!

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Mon May 13, 2013 3:05 am 
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Finally, I have the update ready that I mentioned 2 months ago :roll:

Attachment:
currentfleet.png
currentfleet.png [ 24.13 KiB | Viewed 1837 times ]


Changes include:

- The addition of the Beaver, available from 1836, refittable to all cargoes
- Moving sprites added for all ships (as shown in the screenshot), along with fixed (static) gui sprites
- The graphics for the Jumbo Mk II, Rhododendron, and Tacoma ships have been slightly adjusted in a couple views
- Multiple changes to the submarine, including changes to stats, fixed gui sprites, and it will now surface when travelling through rivers or canals if using OpenTTD 1.3.0 (r24246) or greater (in earlier versions it will stay submerged)
- Speed in canals for the submarine and Jumbo Mk II increased to 15mph, I felt it was too slow before. Other ships don't change speed in canals.

I'm hoping the Beaver (and eventually a few other early ships) will help fill in some of the gaps between Sailing Ships and FISH to keep things interesting in the mid-1800's by adding some variety. I just took a wild swing at the stats though, so I'm not sure how balanced or favorable it will be compared to other ships available at that time. Feedback in that area would be nice, if someone happens to play a game with these sets in that era. That will also help determine stats for other future ships :)


Attachments:
wsfferryset.grf [77.52 KiB]
Downloaded 133 times
wsfferryset 5-12-2013.zip [189.5 KiB]
Downloaded 112 times

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Mon May 13, 2013 1:49 pm 
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Andrew350 wrote:
Finally, I have the update ready that I mentioned 2 months ago :roll:

Attachment:
currentfleet.png


Changes include:

- The addition of the Beaver, available from 1836, refittable to all cargoes
- Moving sprites added for all ships (as shown in the screenshot), along with fixed (static) gui sprites
- The graphics for the Jumbo Mk II, Rhododendron, and Tacoma ships have been slightly adjusted in a couple views
- Multiple changes to the submarine, including changes to stats, fixed gui sprites, and it will now surface when travelling through rivers or canals if using OpenTTD 1.3.0 (r24246) or greater (in earlier versions it will stay submerged)
- Speed in canals for the submarine and Jumbo Mk II increased to 15mph, I felt it was too slow before. Other ships don't change speed in canals.

I'm hoping the Beaver (and eventually a few other early ships) will help fill in some of the gaps between Sailing Ships and FISH to keep things interesting in the mid-1800's by adding some variety. I just took a wild swing at the stats though, so I'm not sure how balanced or favorable it will be compared to other ships available at that time. Feedback in that area would be nice, if someone happens to play a game with these sets in that era. That will also help determine stats for other future ships :)

Beautiful work! I like this set of graphics :)) .

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Mon May 13, 2013 9:16 pm 
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This does look useful.
Will it overlap with FIRS and give two different 'Rhododendron' types, or does one disable itself if the other is detected?

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 Post subject: Re: WSF Ferry Set [WIP]
PostPosted: Mon May 13, 2013 11:32 pm 
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No, they will both show up if both sets are loaded. :)

They are arguably completely different ships, it's just that the graphics make them look the same. :wink:

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