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spec_flags: bitmask(IND_FLAG_BUILT_ON_WATER, IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES);
Should I define any extra tiles? What are these 255 and 24 Id tiles for (as seen at firs source)? Added some but see no difference.
Moderator: Graphics Moderators
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spec_flags: bitmask(IND_FLAG_BUILT_ON_WATER, IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES);
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0.4.0.r5530:84d58305a9ed from 2015-02-21
Library versions encountered:
PLY: 3.4
PIL: 1.1.7
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env PYTHONHASHSEED=0 make
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- PASS: min(STAFF_RUNNING_COST + max(0,((v_mass) * ((e_displacement / 10) + (v_vmax) * (v_vmax)) * v_fuelsystem) >> 15), 255); \
+ PASS: return min(STAFF_RUNNING_COST + max(0,((v_mass) * ((e_displacement / 10) + (v_vmax) * (v_vmax)) * v_fuelsystem) >> 15), 255); \
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0 : (visual_effect_flag == VISUAL_EFFECT_DIESEL) ? switch_high_diesel_smoke_effect : \
((visual_effect_flag == VISUAL_EFFECT_DIESEL_LOW) ? switch_low_diesel_smoke_effect : CB_FAILED); \
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nmlc info: 5831 sprites, 0 cached, 0 orphaned, 43 duplicates, 5788 newly encoded (native)
nmlc info: Road Vehicle items: 78/65448
nmlc info: Concurrent Action10 labels: 1/240 ("src/gfx/truck/pragav3s.pnml", line 60)
nmlc info: Concurrent spritesets: 9/255 ("src/../src/gfx/truck/trailers3m.pnml", line 77)
nmlc info: Concurrent spritegroups: 37/256 ("src/defSTTM.pnml", line 225)
nmlc info: Concurrent Action2 registers: 11/127 ("src/defSTTS.pnml", line 77)
nmlc info: Concurrent ActionD registers: 25/64 ("src/palettes.pnml", line 240)
Honestly, I don't know, what is exactly difference between return <expression>; and <expression>;frosch wrote: I believe the problem is, that you are missing some "return" statements.
those are not warnings. it's purely informational, to show you whether you are close to some internal limits.McZapkie wrote:not sure if 'concurrent' warns about something wrong?Code: Select all
nmlc info: 5831 sprites, 0 cached, 0 orphaned, 43 duplicates, 5788 newly encoded (native) nmlc info: Road Vehicle items: 78/65448 nmlc info: Concurrent Action10 labels: 1/240 ("src/gfx/truck/pragav3s.pnml", line 60) nmlc info: Concurrent spritesets: 9/255 ("src/../src/gfx/truck/trailers3m.pnml", line 77) nmlc info: Concurrent spritegroups: 37/256 ("src/defSTTM.pnml", line 225) nmlc info: Concurrent Action2 registers: 11/127 ("src/defSTTS.pnml", line 77) nmlc info: Concurrent ActionD registers: 25/64 ("src/palettes.pnml", line 240)
Right. I just swapped strings and numerical values nested in string call, and it messed everything up (expected compiled constant value - but both string call and english.txt string/unsigned word placements were correct).frosch wrote:I checked various revisions. It looks like your changes in 163:508f369dc899 introduce the issue.
Thanks for helping Transportman .. I presume need to make 2 drawings of the vehicle .. 1 a length of up to 8 and the other the remaining length?Secretly those vehicles consist of two articulated parts
It depends.GarryG wrote:I presume need to make 2 drawings of the vehicle .. 1 a length of up to 8 and the other the remaining length?
The 2cc TrainsInNML goes up to length 12 as single sprites. But it really is a matter of what you think looks nice and what you find acceptable.TadeuszD wrote:It depends.GarryG wrote:I presume need to make 2 drawings of the vehicle .. 1 a length of up to 8 and the other the remaining length?
For vehicles with length up to 10 you can create only one bigger drawing for first vehicle only. The second vehicle should be invisible.
For vehicles longer than 10 you should create (complicated) algorithms for displaying sprites for first and second vehicle separately to prevent glitches with tunnels, bridges, curves, etc...
Please look at http://dev.openttdcoop.org/projects/pkp ... /bhxz.pnml, to find some tricks.
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