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Posted: 26 Jul 2005 13:08
by Singaporekid
Just something from the Singaporekid Archive of Unposted Graphics, for you people! :)

Posted: 26 Jul 2005 13:21
by SirkoZ
Interesting posts the last 4. :)

Well - for now there will only be more brown (current) smoke and more steam baloons. I think it's better to add the other neat effects, if and when the grf's and graphics engine have been improved...

Oh BTW - Singaporekid - diesel_smoke can be brown because of "diluted" carbon particles and of course the nitrous dioxide (NO2), that forms after exaust touches air (gets more oxigen), but then becomes the colourless N2O4 under 125°C.

NO + 1/2 O2-> NO2 -> 1/2 N2O4

Posted: 26 Jul 2005 15:05
by SirkoZ
Well - here are screenies of Ginzu and Wills steam locomotive with 2x and 4x more frequent steam_pufs. :)

The locomotives are at top speed (128km/h and 88km/h respectively).

Which do you prefer?

Posted: 26 Jul 2005 15:23
by peter1138
SirkoZ, I think two is better than four times.

As for the sparks, can they be dependent on the time of year it is then, instead of age... hmm :)

Posted: 26 Jul 2005 15:34
by MeusH
Two times is better. This will also look much better with new graphics...

About sparks, I think these should appear on:
slope changes (flat to uphill, downhill to flat etc), curves, tunnel and bridge enterances, junctions.

Also these should appear randomly on straight pieces of track, and just like Peter wrote, more frequent on winter

Posted: 26 Jul 2005 18:16
by Killer 11
and ofcourse more frequent above the snowline in arctic climate :wink:

Posted: 26 Jul 2005 19:20
by SirkoZ
Slow down there Tex - there are no electric locos for snowland. :lol:

I can put a future switch for snowland though...

Posted: 26 Jul 2005 19:28
by Arsenal
x2 8)

Posted: 26 Jul 2005 19:37
by Bjarni
SirkoZ wrote:Slow down there Tex - there are no electric locos for snowland. :lol:

I can put a future switch for snowland though...
OTTD supports the arctic train set, so electric locos in snowland is possible :wink:

Posted: 26 Jul 2005 20:44
by SirkoZ
I know I know - new grf's. :)

Well - here's the updated patch with more sparks, smoke and steam_puf. :)

Posted: 28 Jul 2005 07:39
by SirkoZ
Well - I made it - now it behaves as it should - it was a simple matter of u and v - guess how long it took me. :oops: :lol:

Posted: 14 Aug 2005 22:22
by SirkoZ
Here it is the 1.3 version of my more_DIESEL/Other_SMOKE patch and compatible with source r2866 and up. :D

Posted: 21 Aug 2005 17:54
by SirkoZ
Again, some tweaking & testing has been done. :)

Posted: 22 Aug 2005 08:59
by Hadez
As Cygwin reported to me,

Code: Select all

u->cur_speed >= 0
on line 1766 is always true, due to fact that cur_speed is unsigned. Has this expression any other effect? I think I can remove it safely.

Posted: 22 Aug 2005 13:24
by SirkoZ
Well - the speed is taken into account in the

Code: Select all

(uint16)Random() = ....

equation, but for some strange reason, it still has to be there on the beginning - OTTD crashes, if it's not. (original is <= 40, so with this I just set it at >= 0, as it's always used.

EDIT/UPDATE: You can safely remove that line ( u->cur_speed >= 0 ), it's no longer necessary with v1.4 - infact - I have changed the patch ----> v1.4c (without that unnecessary line). :)

Posted: 09 Sep 2005 10:21
by SirkoZ
Here it is (without the unnecessary u->cur_speed >= 0):

Posted: 14 Sep 2005 04:41
by Jim Starluck
Minor question: Is this compatible with trainset patches? Does it affect the locomotives themselves at all, or is it changing global values?

Edit: Also, I feel stupid for asking this...but how do I get a .patch file to work? I know how to do .grf, but not .patch...

Posted: 14 Sep 2005 11:35
by SirkoZ
Jim Starluck wrote:Minor question: Is this compatible with trainset patches? Does it affect the locomotives themselves at all, or is it changing global values?
This patch affects general steam/diesel/electric emissions and is therefore compatible with all possible train-sets. I wouldn't want in any other way. ;)
Edit: Also, I feel stupid for asking this...but how do I get a .patch file to work? I know how to do .grf, but not .patch...
Oh please - feel free to ask anything. OpenTTD unfortunately doesn't yet have a patch-system implemented, that would allow inclusion of user "mods" the way Quake or UnrealTournament game do. Presently these .patch-es or rather .diff-s mean only the changes to the source code, which can be applied to the original source with a program like TortoiseSVN.
After applying the patch you have to compile the source into executable file for your OS (.exe in Windows).

Posted: 04 Dec 2005 10:32
by SirkoZ
New version - apart from some adjustments for the new source and better behaviour, there is a new switch in the "Vehicles" "Patches" control panel where you can choose the amount of smoke the locomotives emit (0= v1.4c equal amount, 1 and 2 = less/much less).

Again - the text beside the switch is english for all languages, for better compatibility with Integrated nightly build, you can translate it at any time. ;-)

The 0.4.0.1 equvalent of the patch can be found some posts up (v1.4c) - behaviour is like with the switch set to "0" - smoke galore. :)

----> r5478

Posted: 08 Apr 2006 18:53
by SirkoZ
New update......to source r5478.

P.S.: Translation-correctness update: I have removed all the english from non-english language files as per peter1138's request. No behaviour and none visible changes in-game though.