Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sun Nov 18, 2018 2:47 am

All times are UTC




Post new topic  Reply to topic  [ 610 posts ]  Go to page Previous 127 28 29 30 31
Author Message
PostPosted: Fri Sep 01, 2017 9:54 am 
Offline
Tycoon
Tycoon

Joined: Wed Apr 27, 2005 7:09 am
Posts: 5237
andythenorth wrote:
[...] For all that, a web-based tool would likely be limited to a handful of 'standard' methods in terms of callbacks, graphics etc, so it would not be useful for anything other than 'standardised' vehicles. :twisted:

For anything more it´d need a good portion of AI. :twisted:

regards
Michael

_________________
Image


Top
   
PostPosted: Fri Sep 01, 2017 10:02 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4707
Location: Lost in Music
michael blunck wrote:
For anything more it´d need a good portion of AI. :twisted:


Or a huge library of recipes for common vehicle needs, which might or might not be arbitrarily combinable.

So eh, no :twisted:

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (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, released)


Top
   
PostPosted: Fri Sep 01, 2017 2:58 pm 
Offline
President
President
User avatar

Joined: Tue Nov 23, 2010 9:25 pm
Posts: 958
Location: ::1
andythenorth wrote:
The primary issue is that users would want to keep their entire set (graphics and configuration data) in the web-based tool. That means:
  • would need persistent storage (database) for the data, and for the graphics (potentially large)
  • there would need to be some accounts and log in system
  • some sets are multi-author, so there would need to be projects
  • there would need to be backups
  • despite being persistent, it would likely need import/export
  • probably users would pretty quickly want undo / history

This makes me wonder if one can write such a system as an add-on to Redmine, which powers dev.openttdcoop.org. That would take care of login, project, version tracking (undo).


Top
   
PostPosted: Sat Sep 02, 2017 12:57 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 6218
Location: Eastern KY
Of course, the reason this system fails is because everybody will create vehicles that have instant velocity and travels on all tracks and are 400x faster than maglevs and hauls 1.25 million of anything simultaneously.

It's a dumb idea. *bins it*

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
PostPosted: Sat Sep 02, 2017 6:18 pm 
Offline
Chairman
Chairman
User avatar

Joined: Thu Mar 25, 2010 1:36 pm
Posts: 823
Quote:
For all that, a web-based tool would likely be limited to a handful of 'standard' methods in terms of callbacks, graphics etc, so it would not be useful for anything other than 'standardised' vehicles. :twisted:



I don't think a tool needs be web based - its ease of use that is important

Also I guess many programming challenged people would welcome the chance just to do standardised vehicles, though that rather depends on what the standardised features were...


Top
   
PostPosted: Sun Sep 03, 2017 6:43 pm 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9051
Location: Sol d
Sylf wrote:
andythenorth wrote:
The primary issue is that users would want to keep their entire set (graphics and configuration data) in the web-based tool. That means:
  • would need persistent storage (database) for the data, and for the graphics (potentially large)
  • there would need to be some accounts and log in system
  • some sets are multi-author, so there would need to be projects
  • there would need to be backups
  • despite being persistent, it would likely need import/export
  • probably users would pretty quickly want undo / history

This makes me wonder if one can write such a system as an add-on to Redmine, which powers dev.openttdcoop.org. That would take care of login, project, version tracking (undo).


Yes... that would be possible. The currently-used web front-end to the repositories, https://kallithea.openttdcoop.org allows already in principle to edit the repository via the web frontend as well as to upload files to the repositories to logged-in people. It's just that no-one has a login there, as #openttdcoop has no unified identity service, thus it would be yet another service where people would need registering - which would need exactly the same permissions and users as redmin - thus a single sign-on is basically the stumbling stone here. Tieng a build trigger to a commit done there is possible. Thus if one sticks to a pre-defined format, it would likely be not overly compliccated to create such project

Undo is no concern when you have repositories - or you simply reset for e.g. not-logged-in people (but that'd be a pain with graphics to reverted.

Before that (or concurrently, I don't recall), I experimented a bit with an interface to jenkins which at least does the automatic build for you when you upload a zip which contains everything needed to build your grf from (and which follows a certain form of course): https://jenkins.openttdcoop.org/view/De ... load-test/ - but I didn't quite consider that too useful... it still requires you to get everything right and the only thing which could be skipped is the installation of the build tools; thus you'd be uploading megabytes for megabytes for every single typo you do in your code.

I'm actually unsure as to what "the best" interface would look like or should look like... if someone is eager in trying to implement something like that here, I'm happy to be of service.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
PostPosted: Mon Sep 04, 2017 10:21 am 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Sun Sep 09, 2007 5:03 am
Posts: 4677
Location: home
Wouldn't "version tracking" already break the goal of "easy to use"? ("clone, "commit", "push" aren't exactly trivial, and then we haven't even done anything with making an error somewhere)

Perhaps simpler is a more pre-made NML file and graphics template. Treat as much as possible to be "fixed template magic text", with a clear pointer where something must be changed, and an explanation what must be changed with examples (and register the examples at Bananas to avoid problems).

As first guess, an NML file with just GRF-ID and space to copy vehicle templates. (no grf parameters, not compatible with previous versions, only speed, model life. and TE for each vehicle)
Also a template NML file for each useful length of vehicle, and a graphic template, where the vehicle-images must be put in the exact right position (perhaps such that pixeltool output works?)
Make distinct template for each type of vehicle, even if the template content is otherwise the same.

It only requires only a text-editor and NML then.


Make a YouTube movie showing download+install of text editor and nml compiler.

Make a YouTube movie showing making a grf with eg 2 vehicles of different length,

EDIT:
Make a YouTube movie installing and testing the grf.

Make a Youtube movie uploading to bananas.

_________________
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.


Top
   
PostPosted: Sun Jul 01, 2018 6:51 pm 
Offline
Engineer
Engineer

Joined: Sun Jul 01, 2018 6:40 pm
Posts: 1

Hi I'm new at creating newgrfsm, but I've been reading about GRF Maker and I think I understand how it works. The only thing I still don't understand (and I haven't found any tutorials) how to draw the locomotives, wagons, cars...
Can anybody tell me how to draw them, or some usefull app?


Top
   
PostPosted: Sun Jul 01, 2018 8:10 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Nov 03, 2017 6:57 pm
Posts: 1619
Location: Courbevoie, near Paris, France
pbarrene wrote:
Hi I'm new at creating newgrfsm, but I've been reading about GRF Maker and I think I understand how it works. The only thing I still don't understand (and I haven't found any tutorials) how to draw the locomotives, wagons, cars...
Can anybody tell me how to draw them, or some usefull app?


You need to use the bmp format (BITMAP) and add a palette.

_________________
NewGRFs by Tony Pixel :
North American Passenger Railroads
Not Enough Subways


My screenshots


Top
   
PostPosted: Mon Jul 02, 2018 1:03 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Apr 24, 2007 9:37 am
Posts: 3002
Location: Straya
pbarrene wrote:
Hi I'm new at creating newgrfsm, but I've been reading about GRF Maker and I think I understand how it works. The only thing I still don't understand (and I haven't found any tutorials) how to draw the locomotives, wagons, cars...
Can anybody tell me how to draw them, or some usefull app?


Allow me to direct you to Purno's drawing tutorial. Just ignore the windows palette, use the DOS one instead. As for software, just use any image editing software you're familiar with such as Photoshop, GIMP or Paint.net.

_________________
--Stuff I made (or helped make)--
ImageImageImageImage

--My Award-Winning Screenshots and Videos--


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 610 posts ]  Go to page Previous 127 28 29 30 31

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.