EMU 680 (Release 3)

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ChrisCF
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Post by ChrisCF »

minime wrote:
Lakie wrote:(GRF files work in MPH * 1.6 for Km/h Confused )
i.e. km/h -- 1.6 is close to the conversion constant between the two units. I believe that is what TTD uses for the conversion as well.
Apaprently, the GRF format uses 1.6 since all the speeds for the original units were multiples of 5, which are then multiples of 8 in the resulting file - which is typically easier to deal with. I'm told the actual figure used for conversion to km/h is *not* 1.6. I think the game uses 1.609375.

And there's nothing wrong with Imperial units :P
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Post by Patchman »

Yes, that conversion factor is right. The reason speeds are stored as mph*1.6 for trains (and mph*3.2 for rvs and ships and mph*8 for planes) is just that that's how TTD stores them in memory, in the vehicle structure.

If I had to guess, I'd say that's a wart left over from TTO, where perhaps CS used 1.6 as conversion between km/h and mph, and thus mph*1.6 were equal to the km/h speeds.
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Post by Lakie »

First off, If I say it has been addressed or done, I mean that it is done for the next release.
minime wrote:One thing I forgot to mention - the second carriage from the start should be the kind with a pantograph as well (same like the second from the end, which you have correctly), with the panto on the front side. (I think Purno mentioned it already anyway)
That has been addressed. :D
minime wrote:Yes, I understand. I've been looking at the stuff as well, and it takes some effort to figure it out. One of the reasons why I would like to turn this little GRF into a tutorial - examples are essential to the learning process. And it is way easier to learn from a 50-line NFO than a several thousand line beast which DBSetXL is.
It *is* now built the same way, carrage by carrage, but I am not able to code the limits and I've been told it is a bad idea to limit it anyay.

You can build servial of them coupled together. (Unlimited)
minime wrote:i.e. km/h -- 1.6 is close to the conversion constant between the two units. I believe that is what TTD uses for the conversion as well. I agree that the way it is decribed in the documentation is quite confusing. Patchman probably wrote it that way to help our friends that still use those lovely imperial units :lol: Anyway, it's a small error, it could happen to anyone. I'm just picky, heheh
That has also been addressed.
minime wrote:Well, the passenger counts are 226+2 (1st class) and 331+2 (2nd class). Let's ignore the class distinction, since we can't use that anyway. That should give us a total of 561 passengers. That should give us roughly 80 passengers per carriage. So, if you can make both the engine and the carriages behind it hold 80 people, that would be most realistic. Otherwise make it the same as the normal passenger carriages (I think that's 40??). 560 passengers in a ttd train may be an overkill anyway.
This has been addressed, The engine is 40, and I cannot modify the coachs with a wagon override. :(

So 7 x 40 = 210 on each train, more than enough really.
minime wrote: Now that I think about it, it's most likely caused simply by the fact that the train shouldn't go that fast anyway. It's designed for 230km/h, and hence the power will be enough to get it going that fast and not much more.

When fixing it, make sure you make the engine 980 HP as well, so that in the correct configuration the train has the correct HP.
This has been addressed.

BTW, that adds up to 3,920 per train, should be 975

[edit]

The total power will be 3850 due to some problems.
minime wrote: Yeah, I'm quite aware of that. What you said is even an understatement. In my opinion the correct term for that would be "a real pain in the ass".
:wink:
It was a pain, got very simple after I understood how they worked.
minime wrote: Yes, please do that. I have decompiled the GRF and annotated the NFO as well. I will try to combine the comments and have a shot at making a nice tutorial document (hmm, good reason to play with LaTeX).

Anyway, keep up the great work.

Cheers,
minime

[WTF, I've been trying to submit this post for the last hour and it still didn't go through. Arrrgh!]
Just rewriting some of the notes due to me understanding Callbacks more now.

:shock: HALF AN HOUR. SERVER DOWN OR SOMETHING
ChrisCF wrote: Apaprently, the GRF format uses 1.6 since all the speeds for the original units were multiples of 5, which are then multiples of 8 in the resulting file - which is typically easier to deal with. I'm told the actual figure used for conversion to km/h is *not* 1.6. I think the game uses 1.609375.

And there's nothing wrong with Imperial units :P


well I'm using the speed of 230 Km/h so I don't have to convert it. :D

I prefer MPH to Km/h. :D

Ok, after a few minir fixes, it should be ready to release the next version.
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
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Post by Lakie »

New Version Released

Release 2 of EMU 680.

File On First Page

Fixes

:arrow: Wagons now add 55 tons each.
:arrow: Wagons now give 550 HP each.
:shock: This is because the wieght and power were going funny.

:arrow: Train speed set 143 MPH (230 Km/h)
:arrow: Train carrys 40 passengers now.
:arrow: The train weighs 55 tons now and has 550 HP
:shock: This is because x7 that amount is 385 tons (3850 HP)

:arrow: Fixed the sprite order. (have a dot each end. :P)
:arrow: Can build 2 coupled together.
:shock: You now build it like the ICE3, coach by coach.
There is no limit to how many groups of 7.

Notes

:!: It will not work with any sets.
:!: Single Train *
:!: Only works in Temperate
:!: Only Carrages are supported by this train. :P

* (Vehicle ID of 88 Wizzowow Rocketeer (58 in hex))

To Use

You buy a " EMU 680 (Front) "
then you add 6 Passanger Carrages
This makes one Train.

You add another 7 carrages to
another train coupled on to it.

There is no limit to how many
coupled train you can have.
But 1 coupled train for realistic.

DO NOT buy another Train head.
USE carrages, otherwise you will get errors.

Engine

Year = 2004
Speed = 230 MPH
weight = 385 tons
Power = 3,850 HP *
Cost = £69,000 **
Type = Electric

* Lowered due to problems.
** roughly on easy setting

Now the part you all wanted. ;)

(These notes have been modified, I would use quite a few but not all of them. :D)

My EMU680w.nfo file...

New code below. ;)
Last edited by Lakie on 20 Jul 2004 11:12, edited 2 times in total.
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Purno »

Is it me or does the EMU 680 accelerate extremly slow?
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Post by Lakie »

Purno wrote:Is it me or does the EMU 680 accelerate extremly slow?
Purno what Power does it say when you make a full (7 vehicle) train?

It should be 3,850.

[edit]

If it is not that, then TURN ALL OTHER SETS off.

It should work after that.

(IT should be at 95 MPH after 10 squares with 1 full train)
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by CZAR ALEKSANDER »

hello TTD Players:

I have played a game with this train and it appears in 2004 and it call GP-9
the speed it travels at is 120 Km/h and not at the right speed of 220 km/h.
I will stated this that is does work with the US set and DB XL set as well
and I say that it is a great looking train but it sounds like a monrail train
when leaving the station.
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Post by Lakie »

Yes, it does.

That is due to traction it has, TTD sets sound according to traction levels.


The REASON it does not work with those sets.

Is because they brake my Powered Wagon code, no-one at the moment knows why or how to fix this.

I believe it is because of the ActionD's and ActionE's that are coded into both sets.

In the US set it replaces the GP9u train.
And in the DB (XL) set it replaces the only monorail train.

It will not get to full speed (also takes along time to get to full speed.) because the power and weight have been broken...
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Purno »

Lakie wrote:
Purno wrote:Is it me or does the EMU 680 accelerate extremly slow?
Purno what Power does it say when you make a full (7 vehicle) train?

It should be 3,850.
550 hp
Lakie wrote:[edit]

If it is not that, then TURN ALL OTHER SETS off.

It should work after that.

(IT should be at 95 MPH after 10 squares with 1 full train)
I turned all trainsets off. Do I have to turn all other sets (RVsets, CanalSet, Trackfoundation, ElectricRail, etc...) off too?
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Post by Lakie »

Ok.

It works with these must have on graphics

ELRAILSW.GRF
TRKFOUNDW.GRF
SIGNALSW.GRF
CANALSW.GRF
NEWSTATSW.GRF

and and this track replacement. NEWMONORAILW.GRF


These Train sets sets.

CARGOSETW.GRF
DBSETW.GRF
TEMPSETW.GRF


These Boat sets.

NEWSHIPSW.GRF


These Road Vehicle Sets

LONGBUSESW.GRF
MCTRUCKSW.GRF
SCANIATRUCKSW.GRF
VOLVOTRUCKSW.GRF
SPITZERTRUCKSW.GRF
NAVISTARTRUCKSW.GRF

(All Long Road Vehicles sets work)


And these new station graphics

newgrf/SMALLPSGW.GRF
newgrf/stacjaw.grf


Does not work with

DBSETXLW.GRF
ussetw.grf


Purno, you got anything I don't have.
(Thats every thing I have other than test files.)

[edit]

TROPICSTW.GRF
ARCTICSETW.GRF

are never on when this .grf file is on. ;)
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by Purno »

My newgrfw.cfg file:

Code: Select all


#newgrf/nsicr.grf
#newgrf/nmbs1100.grf
#newgrf/ns1100tq.grf
#newgrf/ns1200rb.grf
#newgrf/ns1300.grf
#newgrf/ns1500.grf
#newgrf/ns1600.grf
#newgrf/ns2200.grf
#newgrf/ns2400.grf
#newgrf/ns6400.grf
#newgrf/nsdh1.grf
#newgrf/nsdm'90.grf
#newgrf/nskoploper.grf
#newgrf/nsmat64.grf
#newgrf/nsmddm.grf
#newgrf/nsplanu.grf
#newgrf/nsplanv.grf
#newgrf/nsplanx.grf
#newgrf/nsplany1.grf
#newgrf/nssm'90.grf
newgrf/canalsw.grf
newgrf/newstatsw.grf
newgrf/elrailsw.grf
newgrf/newshipsw.grf
newgrf/signalsw.grf
newgrf/trkfoundw.grf
newgrf/LongBusesw.grf
newgrf/McTrucksw.grf
newgrf/ScaniaTrucksw.grf
newgrf/VolvoTrucksw.grf
newgrf/SpitzerTrucksw.grf
newgrf/NavistarTrucksw.grf
newgrf/fence.grf
newgrf/emu680w.grf
#newgrf/y2dmuw.grf
#newgrf/ar2w.grf

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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Post by ChrisCF »

Lakie wrote:And these new station graphics

newgrf/SMALLPSGW.GRF
newgrf/stacjaw.grf
Tested with Prject New Stations yet?
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Re: EMU 680 (Release 3) [Final Release]

Post by Lakie »

New Version (Release 3)
Lakie wrote:Hello,

This is the third public release of EMU 680.

Needs

:!: TTDpatch 2.0.1 alpha 29 or higher
:!: Multihead = 0
(NOT multihead=off)

Fixes (Release 3)

:arrow: Fixed Name, was not being changed in other Languages
:arrow: Fixed General Bugs.

:!: Added Support for the US and DB XL sets.
:arrow: Fixed Powered Wagons
:arrow: Fixed Added Wieght*

* In the DB XL set wiegh will not be normal due to passenger carrages wieght DB XL.


Set Compatablity

IT will work with the US and BD XL sets now.

It DOESN'T currently replace anything.

The Make Year is slightly different (1-3 years later)

DB XL set 0.71

It will support both types of carrage. (Local and main line)

The alignment is slightly off, in deport and information.

The wieght will be different due to the DB XL's carrage wieghts

US set 8.2

The alignment is slightly off, in deport and information.

Notes

:!: Single Train *
:!: Only works in Temperate
:!: Only Carrages are supported by this train. :P

* This Release is not compatable with older releases.
It now uses a different Vehicle ID.

Download

From TTD Graphics
And on first page.

now for my new code.

(not quite as anotated. :cry: )

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos  compression ysize xsize xrel yrel
// Start always this
// number sprites (lines that are numbered) - 3E (hex)

 0 * 4   3E 00 00 00

// Check and deactive Code
//
// Action7 - 07
// check Climate - 83
// 01 because bit values - 01
// must be equal to... - 03
// temperate climate - 00
// skip whole .grf file - 00

 1 * 6   07 83 01 03 00 00

// Action8, 08
// Latest alphas so 06
// GRF ID = 4e 4c 04 50 (Needs to be different for each .grf file)
// Czech EMU 680 v4.0.1C
// Replaces the Wizzowow Rocketeer with the Czech EMU 680 (Vehicle ID of 88 (58))
// (all strings in hex followed by 00 for end of string)

 2 * 108 08 06 4e 4c 04 50 43 7a 65 63 68 20 45 4d 55 20 36 38 30 20 76 34 2e 30 2e 31 43 00 52 65 70 6c 61 63 65 73 20 74 68 65 20 57 69 7a 7a 6f 77 6f 77 20 52 6f 63 6b 65 74 65 65 72 20 77 69 74 68 20 74 68 65 20 43 7a 65 63 68 20 45 4d 55 20 36 38 30 0d 0a 28 56 65 68 69 63 6c 65 20 49 44 20 6f 66 20 38 38 20 28 35 38 29 29 00

// Set number images for first sprite
// Feature is Train so 00
// 4 sets of views. so 04
// 8 views per set, so 08

 3 * 6   0D 01 00 FF 00 73

 4 * 4   01 00 05 08

// Sprites code, standard.
// Format: spritenum pcxfile xpos ypos  compression ysize xsize xrel yrel
// Train

 5 C:\TTD\SPRITES\Emu680w.pcx 24  9      01         21    8     -3   -12
 6 C:\TTD\SPRITES\Emu680w.pcx 33  9      09         15    22    -14  -6
 7 C:\TTD\SPRITES\Emu680w.pcx 56  9      01         14    32    -14  -7
 8 C:\TTD\SPRITES\Emu680w.pcx 89  9      09         19    22    -4   -9
 9 C:\TTD\SPRITES\Emu680w.pcx 112 9      01         25    8     -3   -16
10 C:\TTD\SPRITES\Emu680w.pcx 121 9      09         19    22    -14  -10
11 C:\TTD\SPRITES\Emu680w.pcx 144 9      01         14    32    -14  -7
12 C:\TTD\SPRITES\Emu680w.pcx 177 9      09         15    22    -4   -5

// First Carrage

13 C:\TTD\SPRITES\Emu680w.pcx 464 9      01         23    8     -3   -14
14 C:\TTD\SPRITES\Emu680w.pcx 473 9      01         17    22    -14  -8
15 C:\TTD\SPRITES\Emu680w.pcx 496 9      01         12    32    -14  -5
16 C:\TTD\SPRITES\Emu680w.pcx 529 9      09         17    22    -4   -7
17 C:\TTD\SPRITES\Emu680w.pcx 376 9      01         23    8     -3   -14
18 C:\TTD\SPRITES\Emu680w.pcx 385 9      09         17    22    -14  -8
19 C:\TTD\SPRITES\Emu680w.pcx 408 9      01         12    32    -14  -5
20 C:\TTD\SPRITES\Emu680w.pcx 441 9      09         17    22    -4   -7

// Carrage

21 C:\TTD\SPRITES\Emu680w.pcx 200 9      01         23    8     -3   -14
22 C:\TTD\SPRITES\Emu680w.pcx 209 9      09         17    22    -14  -8
23 C:\TTD\SPRITES\Emu680w.pcx 232 9      01         12    32    -14  -5
24 C:\TTD\SPRITES\Emu680w.pcx 265 9      09         17    22    -4   -7
25 C:\TTD\SPRITES\Emu680w.pcx 288 9      01         23    8     -3   -14
26 C:\TTD\SPRITES\Emu680w.pcx 297 9      09         17    22    -14  -8
27 C:\TTD\SPRITES\Emu680w.pcx 320 9      01         12    32    -14  -5
28 C:\TTD\SPRITES\Emu680w.pcx 353 9      09         17    22    -4   -7

// Last Carrage

29 C:\TTD\SPRITES\Emu680w.pcx 376 9      01         23    8     -3   -14
30 C:\TTD\SPRITES\Emu680w.pcx 385 9      01         17    22    -14  -8
31 C:\TTD\SPRITES\Emu680w.pcx 408 9      01         12    32    -14  -5
32 C:\TTD\SPRITES\Emu680w.pcx 441 9      09         17    22    -4   -7
33 C:\TTD\SPRITES\Emu680w.pcx 464 9      01         23    8     -3   -14
34 C:\TTD\SPRITES\Emu680w.pcx 473 9      09         17    22    -14  -8
35 C:\TTD\SPRITES\Emu680w.pcx 496 9      01         12    32    -14  -5
36 C:\TTD\SPRITES\Emu680w.pcx 529 9      09         17    22    -4   -7

// End of Train

37 C:\TTD\SPRITES\Emu680w.pcx 552 9      01         22    8     -3   -14
38 C:\TTD\SPRITES\Emu680w.pcx 561 9      09         17    22    -14  -8
39 C:\TTD\SPRITES\Emu680w.pcx 584 9      01         12    32    -14  -5
40 C:\TTD\SPRITES\Emu680w.pcx 617 9      09         15    22    -4   -5
41 C:\TTD\SPRITES\Emu680w.pcx 640 9      01         21    8     -3   -12
42 C:\TTD\SPRITES\Emu680w.pcx 649 9      09         15    22    -14  -6
43 C:\TTD\SPRITES\Emu680w.pcx 672 9      01         12    32    -14  -5
44 C:\TTD\SPRITES\Emu680w.pcx 705 9      09         17    22    -4   -7

// Action2 - 02
// Feature Trains - 00
// Action2 ID (must be different) 00 - 03
// 01 01 - (Always for trains.)
// 00 - 04 - set to use for this Action2 ID (unloaded)
// 00
// 00 - 04 - set to use for this Action2 ID (Loaded)
// 00
// Only for trains...

45 * 9   02 00 00 01 01 00 00 00 00
46 * 9   02 00 01 01 01 01 00 01 00
47 * 9   02 00 02 01 01 02 00 02 00
48 * 9   02 00 03 01 01 03 00 03 00
49 * 9   02 00 04 01 01 04 00 04 00

// Action2 Veriaction
// works out if Powered or not
//
// Action2 - 02
//
// Train - 00
//
// Action2 ID - 06
//
// Vehicle veriable - 81
//
// number of vehicle in the length of train - 40
// This is always 40
//
// groups of 7 - 80 FF 00 07
// <graphic(Action2 ID)> FF [<lowest value> RANGE  <highest value>]
// 00 FF 00 06
//
// <Graphic(Action2 ID)> 00
// For anything else

50 * 16  02 00 06 81 40 80 FF 00 07 01 00 FF 00 06 40 FF

// Works out the graphics.
// ***********************
//
// Action2 - 02
//
// Train - 00
//
// Action2 ID - 05
//
// Vehicle veriable - 81
//
// number of vehicle in the length of train - 40
// This is always 40
//
// groups of 7 - 80 FF 00 07
// <graphic(Action2 ID)> 00 [<lowest value> RANGE  <highest value>]
// 00 00 00 00 and 04 00 06 06 as some examples.
//
// <Graphic(Action2 ID)> 00
// For anything else

51 * 28  02 00 05 81 40 80 FF 00 07 04 00 00 00 00 01 00 01 01 03 00 05 05 04 00 06 06 02 00

// sorts out what should be applied
// Powered and graphic or just graphic or just powered

52 * 14  02 00 07 81 0C 00 FF 01 06 00 10 10 05 00

// Action3
//
// Action3 - 03
// Feature Trains - 00
// Number of IDs to change - 01
// ID of train in hex - 58
// 00 - normal
// 00 - Action2 ID to use
// 00 - normal
// Again only for trains, wagons have different code.

53 * 5   06 01 01 03 FF

54 * 7   03 00 01 58 00 00 00

// Special Action3 (Wagon Override)
// Action3 - 03
// Feature Train - 00
// Number of IDs + 80 (for Wagon Override) - 81
// 00 - normal
// 06 - Action2 ID to use
// 00 - normal
// For Passenger Carrage because it has only one sprite. (load state)

55 * 8   03 00 81 1B 00 07 00


// DB set Addon's

56 * 8   03 00 81 2A 00 07 00

// Action0 train properies
// ***********************
//
// Action0 - 00
// Feature Train - 00
// number of changes - 19 (hex for 25)
// number of vehicles to change - 01
// Vehicle ID - 58
//
// General Vehicle Properies
// *************************
//
// Introduction Date - 00
// Folled by to bytes - C4 77 (hex is 77C4)
// (date - 1920) * 365, convert into in hex (using calculator for whole thing.)
//
// reliability decay speed - 02
// Followed by a byte - 01
// byte is in hex
//
// Vehicle Life time - 03
// Follew by Byte - 16
// number of years in hex.
//
// Model life - 04
// Followed by a byte - 2E
// this is generally 2/3 times the vehicle life.
//
// Climates in - 06
// Followed by a byte - 01
// Add the bytes together.
// 01 = temperate, 02 = Arctic, 04 = Tropical and 08 = Toyland
//
// Train ONLY Properies
// ********************
//
// Track Type - 05
// Byte afterwards - 00
// 00 - for rail, 01 - monorail, 02 - Maglev
//
// AI special flag for passenger train only - 08
// Set a bit value for on (off is 00) - 01
//
// Change the Speed - 09
// This requires a word value - E6 00 (00E6 in normal hex)
// Speed in MPH * 1.6 for Km/h, (store in km/h)
// note that if the hex is one byte (E6) you need a 00 behind it.
//
// Change Power - 0B
// This requires a word value - 26 02 (0F3C in normal hex)
// Power is just power converted to hex.
//
// Running Cost Factor - 0D
// Factor is a bit value - 7D
//
// Running Cost base - 0E
// Base is a 'D' (four bits) value - 3C 4C 00 00
// 3C 4C 00 00 - Electric
// 30 4C 00 00 - Steam
// 36 4C 00 00 - Diesel
//
// Graphics - 12
// For new Graphics (bit) - FD
//
// Double Headed - 13
// bit value - 00
// 00 - Off, 01 - On
// (This will cut speed, Weight and Power in half)
//
// Cargo capacity - 14
// bit Value - 28 (40)
//
// Cargotype - 15
// bit Value - 00
// Refer to http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes
// for the bit values (coloum 3)
//
// Weight in Tons - 16
// Bit value only - 37 (55 tons)
// I chose this value because an extra
// 150 tons will be add by the carrages
// another 180 tons because of powered wagons.
//
// Cost Factor - 17
// bit value - 2C (about £68,000) 
//
// Engine Rank (AI flag) - 18
// Bit value - 64
// (100 good but should be out weighed)
//
// Engine Traction - 19
// bit value - 32 (just monorail traction)
// Refer to guide for the ranges
//
// Power added by Powered Wagons - 1B
// This a word value - 26 02 (03D4 in normal hex)
// This is the power added to the engine
// when one powered wagon is added
//
// Refitable (cargo types) - 1D
// D value (4 bytes.) - 00 00 00 00
// To disable refitting.
//
// Callbacks - 1E
// bit value - 00 (Powered wagons and visual effect)
// refer to Action0 for others
//
// The next to refer to Action0 Manual for the next 2
// http://wiki.ttdpatch.net/tiki-index.php?page=Action0Trains
//
// Coefficient of tractive effort - 1F
// bit value - E8 (200 kn/h)
//
// Coefficient of air drag - 20
// bit value - 07
// (Speed in MPH under 192 but over 128)
//
// Visual Effects (Steam as an example) - 22
// bit value - 3F (Electric Sparks)
//
// Powered Wagons Weight - 23
// bit vlaue - 1E (30 tons)
// (Powered Wagon Weight + wagon weight) for Powered Wagons

57 * 5   06 01 01 04 FF

58 * 69  00 00 1B 01 58 00 C4 77 02 01 03 16 04 2E 06 01 05 00 08 01 09 E6 00 0B 26 02 0D 7D 0E 3C 4C 00 00 12 FD 13 00 14 28 15 00 16 37 17 2C 18 64 19 32 1A 58 1B 26 02 1D 00 00 00 00 1E 01 1F E8 20 08 22 3F 23 1E

// Action0 to override the wagon graphics
//
// Action0 - 00
// Feature Trains - 00
// number of changes - 02
// number of ID's to change - 01
// Vehcile ID (Passenger carrage) - 1B
// Graphics - 12
// For new Graphics - FD
// Callbacks (small part of) - 1E
// Powered wagons and visual effect - 01

59 * 9  00 00 02 01 1B 12 FD 1E 01

60 * 9  00 00 02 01 2A 12 FD 1E 01

// Action4 - the name
// Action4 - 04
// Feature Trains - 00
// All Languages - 1F
// number of IDs - 01
// Vehicle ID 58
// String in hex. Ending with a 00

61 * 5   06 01 01 04 FF

62 * 21  04 00 1F 01 58 45 4d 55 20 36 38 30 20 28 46 72 6f 6e 74 29 00
Last edited by Lakie on 21 Jul 2004 11:51, edited 1 time in total.
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
TT Junkie
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Location: Basel, North-West Switzerland

Post by TT Junkie »

What are ur Problems?
In my case it works with DBSetXLw.grf and pkpsetw.grf. In temperate climate are only this two trainsets of my newgrf.cfg activated! I don't have any problems with this train!
Sorry if u can't understand my english
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TGVfan
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Post by TGVfan »

On my PC it also works good with DBxl.grf.

And I got it on full speed. It's simple, just make (something like) a High Speed Line. Strait, no curves or bends, Using Tunnels and bridges.
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Lakie
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Post by Lakie »

TT Junkie wrote:What are ur Problems?
Lakie wrote:Set Compatablity

...

DB XL set 0.71

It will support both types of carrage. (Local and main line)

The alignment is slightly off, in deport and information.

The wieght will be different due to the DB XL's carrage wieghts

TGVfan.

Thats good, which means it seems bug-less
Last edited by Lakie on 21 Jul 2004 11:50, edited 1 time in total.
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
TT Junkie
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Posts: 54
Joined: 23 Apr 2004 15:22
Location: Basel, North-West Switzerland

Post by TT Junkie »

U must know, the newest DBSetXL version is 0.71 not 5!
Sorry if u can't understand my english
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Lakie
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Post by Lakie »

Sorry, I will correct the mistake.

DB set - v0.5
DB XL - v0.71
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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TGVfan
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Joined: 10 Oct 2003 19:52
Location: Almere, greater Amsterdam

Post by TGVfan »

Getting this train on it's full speed? Create a special line for HST travel. Reduce curves to a minimum, No slopes.... Tunnels and Bridges everywhere.

Uh. what kind of program can I use to open those TTD screenshots???
Last edited by TGVfan on 21 Jul 2004 21:04, edited 2 times in total.
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Villem
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Post by Villem »

Paint Shop Pro,Image,Paint, Photoshop,Infranview...
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