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PostPosted: Wed Jan 30, 2008 4:24 pm 
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Tycoon
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You don't need to use parameters for the driving side, there is is an action7 variable for that (86)., but apart from that looks good :D

I may just include the new roads in the newinfrastructure and add a parameter for 0 = default roads, 1 = UK-like roads, 2 = US-like roads. The current coding work you have done will slot nicely into that...

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PostPosted: Wed Jan 30, 2008 4:42 pm 
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Tycoon
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EDIT: OOPS.. Deleted the post content accidentally :P The code would be something like this then...

Code:

EDIT2:
EDIT3:
EDIT4: Ok. This code is dynamic now and action0A's can be added with real sprites. gone through linter, which didn't complain, so I guess it's ok now.. Will add sprites tomorrow.
Code:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4    36 00 00 00

    1 * 185    08 07 "LA24OpenGFX newInfrastructure Combined Roadset v0.1" 00 "OpenGFX newInfrastructure Combined Roadset v0.1. Extension to NewInfrastructure roads. Graphics by Zephyris, coded by LordAzamath." 00
    2 * 6    07 83 01 02 03 09                                                       //Action07, skip Toyland to label 09 (end)

//Parameter0=0 ==> Default roads
//Parameter0=1 ==> US style roads
//Parameter0=2 ==> UK style roads
    3 * 9    0D 00 80 FF 00 \d0                                                     //Action0D -> set default parameter0 to 0 -> Default roads


    4 * 9    07 00 04 \7! \d0 00                                                     //Action07 -> if parameter0 isn't equal to 0 then skip default road to label 00
//current road here
//current road here
    5 * 42    10 00 "Skip to here if param0 isn't equal to 0" 00                      // Action10, end of default road. 00

    6 * 9    07 00 04 \7! \d1 00                                                     //Action07 -> if parameter0 isn't equal to 1 then skip US style road to label 00
//US style road here | both

//paved road

    7 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
    8 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

    9 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   10 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   11 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   12 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02

//US style road here | right
//Action07 right side
   13 * 6    07 86 01 00 04 01


//paved road

   14 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
   15 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

   16 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   17 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   18 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   19 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02
//Action10 end right side
   20 * 41    10 01 "Skip to here if not right side traffic" 00                       //Label01     

//US style road here | left
//Action07 left side
   21 * 6    07 86 01 01 04 01

//paved road

   22 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
   23 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

   24 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   25 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   26 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   27 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end left side
   28 * 40    10 01 "Skip to here if not left side traffic" 00                        //Label01

   29 * 42    10 00 "Skip to here if param0 isn't equal to 1" 00                      // Action10, end of US style road. 00


   30 * 9    07 00 04 \7! \d2 00                                                     //Action07 -> if parameter0 isn't equal to 2 then skip UK style road to label 00
//UK style road here | both
//paved road

   31 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
   32 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

   33 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   34 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   35 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   36 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02


//UK style road here | right
//Action07 right side
   37 * 6    07 86 01 00 04 01

//paved road

   38 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
   39 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

   40 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   41 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   42 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   43 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end right side
   44 * 41    10 01 "Skip to here if not right side traffic" 00                       //Label01


//UK style road here | left
//Action07 left side
   45 * 6    07 86 01 01 04 01

//paved road

   46 * 6    07 83 01 03 00 02                                                       //Skip to label 02 if not temperate
//temperate
   47 * 32    10 02 "Skip to here if not temperate" 00                                //Label02

   48 * 6    07 83 01 03 01 02                                                       //Skip to label02 if not arctic
//arctic
   49 * 29    10 02 "Skip to here if not arctic" 00                                   //Label02

   50 * 6    07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   51 * 29    10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end left side
   52 * 40    10 01 "Skip to here if not left side traffic" 00                        //Label01
   53 * 42    10 00 "Skip to here if param0 isn't equal to 2" 00                      // Action10, end of UK style road. 00
   54 * 26    10 09 "Skip to here if Toyland" 00                                      // Action10, label for first action07. 09



Now structure is in place.

_________________
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Wed Jan 30, 2008 7:53 pm 
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Tycoon
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And on a slightly lighter note, look what I came across when coding DanMacK's trains...


Attachments:
Smiley face in train.png
Smiley face in train.png [ 1.12 KiB | Viewed 7529 times ]

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PostPosted: Wed Jan 30, 2008 9:00 pm 
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Director
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Now everyone will expect you to create a loco smiley set for forums.... ;D


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PostPosted: Wed Jan 30, 2008 9:02 pm 
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Tycoon
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hehe, never noticed that :D Since the Turbo train in the NARS is a combination of myself and Pikka's work, I just got permission from him to use it. Below is the Turner Turbo with matching coach and mail cars.

Hmmm, maybe I should look at doing the Toyland locos too :P

**EDIT** - Added File


Attachments:
Turbo.png
Turbo.png [ 5.35 KiB | Viewed 7441 times ]

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Regards,

Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
Image
CN Boxcar drawn by Dave Hersrud


Last edited by DanMacK on Wed Jan 30, 2008 9:13 pm, edited 1 time in total.
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PostPosted: Wed Jan 30, 2008 9:06 pm 
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Tycoon
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Below? humm... You forgot to attach :P

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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Thu Jan 31, 2008 12:29 am 
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Tycoon
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DanMacK wrote:
Hmmm, maybe I should look at doing the Toyland locos too :P


Yep. Time for digging up your "Toyland Renewal Set" and graphics_master's "Toyland Station Set". :wink:

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PostPosted: Thu Jan 31, 2008 1:56 am 
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Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much :)

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PostPosted: Thu Jan 31, 2008 3:28 am 
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Tycoon
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One more building! :D

EDIT: 4 or 5 pixels run away and I put them back in place. :lol:
EDIT: DO NOT USE THIS. Final sprite in next page.


Attachments:
4659.png
4659.png [ 1.71 KiB | Viewed 6557 times ]
4659.pcx [4.03 KiB]
Downloaded 118 times

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Last edited by athanasios on Sun Feb 03, 2008 10:53 pm, edited 2 times in total.
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PostPosted: Thu Jan 31, 2008 1:58 pm 
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Tycoon
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AntBUK wrote:
Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much :)


I know.. There was a problem with depots.. Athanasios editied my road depot and changed the number... And then I changed the number :P
The main thing is that the big releases (complete sets) have unique.. And the last piece of code is LA24... I think I haven't reached there before.. But maybe I'll start all over using MA** (Madis Aasmäe)...

And as per request, I'll soon convert my tropical bank to 8bpp, make some pixel randomisation and present it... So we have something until better comes along.

madis

_________________
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Thu Jan 31, 2008 7:11 pm 
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Zephyris wrote:
And on a slightly lighter note, look what I came across when coding DanMacK's trains...


Only one? I've found two :P

Attachment:
smiley.png
smiley.png [ 1.06 KiB | Viewed 6838 times ]


And if you can't find them, here's a picture with one in red and the other in yellow:

Attachment:
smiley_colorized.png
smiley_colorized.png [ 1.02 KiB | Viewed 6842 times ]


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PostPosted: Thu Jan 31, 2008 7:43 pm 
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Tycoon
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Location: The Netherlands
I guess the toyland trains are finished already :mrgreen:

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PostPosted: Fri Feb 01, 2008 6:04 am 
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One guy is greeting you:


Attachments:
funny.png
funny.png [ 326 Bytes | Viewed 6555 times ]

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PostPosted: Sat Feb 02, 2008 10:06 am 
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Tycoon
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I have finished the road thingy :)

OpenGFX+ newInfrastructure Combined Roadset v0.1
Features:
- New US style road, fits to OpenGFX grass/snow/desert tiles
- New UK style road, fits to OpenGFX grass/snow/desert tiles
- GRF obeys to left/right side of road, which you have set
- Climate specific

Parameters
- param0=0 => Whichever road set you have, that will stay
- param0=1 => Road is US styled (excluding level crossing/bridges/tunnels)
- param0=2 => Road is UK styled (excluding level crossing/bridges/tunnels)

--Notes--
Zephyris, to include it to infrastructure, fill the
Code:
//Current road goes here
//Current road goes here
place with the default opengfx road. And then replace the road part in infrastructure one with the one you got :)

The nfo for Zephyris:
Attachment:
aa.nfo [20.22 KiB]
Downloaded 136 times

The pcx for Zephyris (had to change some things):
Attachment:
aa.pcx [500.64 KiB]
Downloaded 196 times

The grf for you:
Attachment:
OpenGFX+_newInfrastructure_Combined_Road_Set_v0.1.grf [228.35 KiB]
Downloaded 966 times


Sorry for this big delay, but I got some major flaws into the code, which took long time to repair.

madis

EDIT: I think I'll reverse the list in the second post, so newer grfs will come first :)

_________________
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Sat Feb 02, 2008 11:28 am 
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Tycoon
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And the two anim. screenies :)
Attachment:
screen.gif
screen.gif [ 363.22 KiB | Viewed 5967 times ]
Attachment:
screen2.gif
screen2.gif [ 357.49 KiB | Viewed 5965 times ]


madis

_________________
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Sat Feb 02, 2008 1:57 pm 
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Tycoon
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Sorry for triple post :oops:
But I have something to say.. I used Zephyris' tree sprites, his transition form rainforest terrain to desetr, and my own aritstic skills :P and created this.. It's supposed to be fruit plantation.. I hope Zephyris, you don't mind, that I used your graphics :)
Anyway, because there is one tile only for plantation, it tiles horrible much.. This is what I got now..
Attachment:
fruit.png
fruit.png [ 75.4 KiB | Viewed 5787 times ]


EDIT: other possible solution:
Attachment:
fruitb.png
fruitb.png [ 64.63 KiB | Viewed 5791 times ]


EDIT: Now without the cross... It's more similar to original.
Attachment:
fruitc.png
fruitc.png [ 78.08 KiB | Viewed 5766 times ]


And I can make it so too, that the darker ones will be rubber and lighter fruit.. but I need some feedback :D
madis

_________________
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.


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PostPosted: Sat Feb 02, 2008 2:57 pm 
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Traffic Manager
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athanasios:
Not sure if your buildings needed coding, but I was bored :roll:

Attachment:
toyland.png
toyland.png [ 62.63 KiB | Viewed 5714 times ]


Edit: Link removed, see page 40.


Last edited by buttercup on Tue Feb 05, 2008 12:07 am, edited 1 time in total.

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PostPosted: Sat Feb 02, 2008 3:25 pm 
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Tycoon
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Location: Up North
Will the white tower block in the above toyland pic be used for other climates? It looks as though it would fit perfectly in all the other climates.

_________________
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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--- ==== --- === --- === ---
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PostPosted: Sat Feb 02, 2008 3:32 pm 
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Tycoon
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Location: Abu Dhabi, UAE
ooo, I toyland picture that's nice to look at. I think the orange/brown building needs a little more contrast, (left hand side darker), but apart from that it's really nice. I would actually play that.

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PostPosted: Sat Feb 02, 2008 4:00 pm 
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Tycoon
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Nice progress guys!
Re: Lordazamath
Chop and change all my graphics as much as you want...

Re: athanasios
I agree that the orange needs some more contrast, but otherwise good!

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