Alpha 25b / Screenshots of Higher Bridges

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eis_os
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Alpha 25b / Screenshots of Higher Bridges

Post by eis_os »

Alpha Version can be found here:
http://www.tt-forums.net/viewtopic.php?p=156787#156787

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Hi

Higher bridges :shock:, yes :wink:

I am currently trying some proof of concept writeing of higher bridge support. (Don't expect anything, it's a proof of concept test)

Here is a screenshot:
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hbridge_test1.png
hbridge_test1.png (15.75 KiB) Viewed 7139 times
Last edited by eis_os on 02 May 2004 15:37, edited 1 time in total.
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Andrex
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Post by Andrex »

The bridge columns are still for 1 single level. They must be enlarged.
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Post by eis_os »

What did you didn't understand of proof of concept part?
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Post by GoneWacko »

Andrex!!!

You shouldn't comment, but PRAISE! :bow::bow::bow:
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Post by spaceman-spiff »

Hmm, higher bridges after the canals :D
Well, back to work, lot's of it in the near future
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Post by Hyronymus »

eis_os wrote:What did you didn't understand of proof of concept part?
Nice, I like :lol: . Looks promising, Oskar. Will they be spanning water too?
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Post by DanMacK »

Oskar,

Excellent! Looking forward to your progress on this. New graphics are going to need to be drawn for supports of course, but there are enough of us artists to do this no prob =>Just need to figure out how to add them. Maybe a default concrete pier? That way we only need one or 2 graphics spots taken up. It may look a bit odd with some bridges, but I think we can live with it :)

Question: Would this be a patch feature or a hard-coded modification?
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Post by Saskia »

I thought you meant OTTD with this:
Are higher bridges really impossible?
but now :bow: :bow: :bow:

Ludde, speed up! *g*
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Post by way_2_fun »

Canals were freakin awesome. This just plain old kicks ass!

Keep up the good work.
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Post by eis_os »

Things that stay impossible:
Bridges for water.
Signals, junctions under bridges.

If all works right, you can have uneven terrain under the bridges,
aka build a bridge on hillside...

But I have to say there are A LOT stuff not solved. Thats why I can't be sure if all works.

If it comes into TTDPatch I will be a feature as usally, I think it will be called "higherbridges"...
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Post by spaceman-spiff »

Not just any feature :)
Well, back to work, lot's of it in the near future
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Post by krtaylor »

DanMacK wrote:Maybe a default concrete pier? That way we only need one or 2 graphics spots taken up.
Agreed, that's the simplest way to do it and it would look fine mostly.

Would this support only up to 2 levels, or any TTD height?

Could the bridge cross over a perpendicular bridge on a level below?

If I'm understanding what you're saying, the bridge could cross over un-level ground using buildonslopes. That's just cool.
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Post by Arathorn »

Oskar keeps surprising me. :wink:
It's not the first time he's on to something deemed impossible. :D
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Post by krtaylor »

What's next? A bigger map? :D :shock:
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Post by eis_os »

Bridges over bridges? I never said that, thats impossible and will stay so because of limits by design...

(Any you know the answer of bigger map sizes)
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Post by Arathorn »

eis_os wrote:(Any you know the answer of bigger map sizes)
Ehr, wasn't that the same answer as about higher bridges? :wink:
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Post by eis_os »

No, mapsizes and stuff under bridges are fixed by design.

The height correction is hmm simple said a constant on some places, you have to find all and then think how you make a advance code that changes these constants :D
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Post by Rob »

I feel we already do have a slightly bigger map : thanks to the buildoncoasts feature. :wink:
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Post by eis_os »

Ohh and before you think it will be added in the next releases a little todo report:

First I have to fix groundsprite displays
Fix wires and pylons for erails
Add a new landscape array
Patch the bridge build routine ( without any clue how... )

Ask Josef for bridge sprite action codes,
then Marcin to help me with slopes...

:arrow: You have to wait A LOT...
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Post by squishycube »

I'd say no wait would be too long for a feature like this. Go and break those TTD laws eis_os!
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