[WIP] Trails
Moderator: OpenTTD Developers
Re: [WIP] Trails
This is the current specification I'm working to... http://wiki.openttd.org/index.php/Peter1138/Railtypes
This will follow on to road types, but I've not worked on that yet.
This is all in the OpenTTD wiki as none of it is set in stone yet.
This will follow on to road types, but I've not worked on that yet.
This is all in the OpenTTD wiki as none of it is set in stone yet.
He's like, some kind of OpenTTD developer.
- andythenorth
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Re: [WIP] Trails
Being an optimist, I'm thinking about theoretical gameplay possibilities for multiple road types, such as trails - and how to balance vehicle sets against them. I've read the documents from Zephyris and Peter...
1. How plausible is it to vary a vehicle's reliability depending on the road type it is using? For example, in the case of the heavy equipment set I am working on, there are rigid mining trucks and articulated dump trucks (ADT). Mining trucks are faster than ADTs, but much less reliable if used in rough conditions. Would having to balance reliability against other factors add something to gameplay?
2. Can vehicle speed be varied by road type?
3. Do RVs use vehicle HP in calculating speed up hills etc? There might be advantages in using a slow but extremely powerful vehicle in steep terrain.
cheers,
Andy
1. How plausible is it to vary a vehicle's reliability depending on the road type it is using? For example, in the case of the heavy equipment set I am working on, there are rigid mining trucks and articulated dump trucks (ADT). Mining trucks are faster than ADTs, but much less reliable if used in rough conditions. Would having to balance reliability against other factors add something to gameplay?
2. Can vehicle speed be varied by road type?
3. Do RVs use vehicle HP in calculating speed up hills etc? There might be advantages in using a slow but extremely powerful vehicle in steep terrain.
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [WIP] Trails
I had a thought about this after looking at a patch that added grass and rust to unused rails.
Perhaps if when you set down the trail the terrain didn't change much (perhaps a just a tiny flag at every junction or corner to show where the path is) but then if a certain number of vehicles drove along the trail it became progressively more rutted and cut up? you could slow vehicles down further on a heavily used trail which would make it a balance between the costs of a trail (very low to set up but delays delivery) and a road (more expensive but much quicker)
Perhaps if when you set down the trail the terrain didn't change much (perhaps a just a tiny flag at every junction or corner to show where the path is) but then if a certain number of vehicles drove along the trail it became progressively more rutted and cut up? you could slow vehicles down further on a heavily used trail which would make it a balance between the costs of a trail (very low to set up but delays delivery) and a road (more expensive but much quicker)
Formerly known as 'davepoth'
Re: [WIP] Trails
Im bumping an old thread for that great idea of trails.
The idea was quite popular (see old thread) so I guess this bump is a public service thing.
Any news on ottd capacity to manage new road types ?
The idea was quite popular (see old thread) so I guess this bump is a public service thing.
Any news on ottd capacity to manage new road types ?
Re: [WIP] Trails
'Public service' is the worst excuse for a bump I've ever heard.Yatta wrote:Im bumping an old thread for that great idea of trails.
The idea was quite popular (see old thread) so I guess this bump is a public service thing.
Any news on ottd capacity to manage new road types ?
I have read some of this and the project seams quite interesting, there's allot of work towards new road types, forgive me if this has already been raised, but could you make it useing code from this patch that new road types can be added via new grf, I imagine that would make allot of people very happy.
Re: [WIP] Trails
Nope, none of my code can be used for this, for two reason. One, it's a completely different thing. Two, unfortunately I lost my code on this patch some time ago.
- andythenorth
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Re: [WIP] Trails
Which in itself is a shame .Roujin wrote:Two, unfortunately I lost my code on this patch some time ago.
Regarding road types, far as I know peter1138 has done a bit of a disappear, which probably knocks them on the head for a bit. Unless anyone knows different...
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [WIP] Trails
I'm really sorry, especially for you, andy, since you also put work in this.andythenorth wrote:Which in itself is a shame .Roujin wrote:Two, unfortunately I lost my code on this patch some time ago.
On the other hand, it would have had zero chance for trunk inclusion anyway (or so I was told back then), because no new roadtypes should be added before we have some kind of flexible system, i.e. newgrf definable roadtypes.
And when are at that point, your graphics can still be made into a newgrf, so it was not completely futile for you to make them
- andythenorth
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- Joined: 31 Mar 2007 14:23
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Re: [WIP] Trails
I don't mind, I learnt to draw something other than bulldozers, it was useful and funRoujin wrote:And when are at that point, your graphics can still be made into a newgrf, so it was not completely futile for you to make them
I am hopeful that someone eventually picks up road (and rail) types. I'm not in a rush. I started playing OTTD for nostalgia; the reason I've kept playing for about three years is that every so often awesome new things come along like:
- reliable newgrf support
- new industry / new cargo support
- drive through road stops
- PBS (insanely awesome)
- freeform map edges
And then every so often there's a major newgrf set released which is another kind of variety.
Basically I need new stuff to keep me playing, and I don't want it all at once. I'm looking for evolution not perfection
So here's hoping these make trunk one day (in a nice slow-released way):
- cargo distribution
- improved RV acceleration
- more height levels
- new road and rail types
And meanwhile we know we can look forward to:
- FIRS set
- P1JK set
- FISH set
- TAI
- HEQS improvements
- Swedish houses
- maybe one day a North American Road vehicle set
- maybe an OTTD compatible CanSet 3
Hey ho, back to the nfo...
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [WIP] Trails
Hmm, nice to hear a third type of road is coming
My ideas is that trams + trail and trail + road is unviable, because the first would mean we need another offset (hey, who's car can drove directly coincidence on a slightly bare rail ?) and the second is because its just too silly to get them together. Or we need to change the dirt into some kind of sand on the first case.
My ideas is that trams + trail and trail + road is unviable, because the first would mean we need another offset (hey, who's car can drove directly coincidence on a slightly bare rail ?) and the second is because its just too silly to get them together. Or we need to change the dirt into some kind of sand on the first case.
YNM = yoursNotMine - Don't get it ?
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- andythenorth
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- Joined: 31 Mar 2007 14:23
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Re: [WIP] Trails
It isn't. This is an old thread discussing a long-dead proof-of-concept patch.Yoursnotmine wrote:Hmm, nice to hear a third type of road is coming
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [WIP] Trails
Oops, sorry, I think this thread is a continuing of this thread instead, and all of the post are new.andythenorth wrote:It isn't. This is an old thread discussing a long-dead proof-of-concept patch.Yoursnotmine wrote:Hmm, nice to hear a third type of road is coming
Sorry to all moderators, for mislooking the date of post, and for this additional post. Just to clear things up
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
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