Tramways
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- Born Acorn
- Tycoon
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- Location: Wrexham, Wales
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- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
when i said that, i meant simply the underground veiw aspecs.
maybe something completly new?
maybe something completly new?
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I know, still, I don't like the way of working in Locomotion... Both RCT I/II and TT are absolutely great games, but the "childish" look doesn't fit for a Transport game...Just IMO.Born Acorn wrote:Originally RCT was the Transport Tycoon 2 engine, then something changed it all into rollercoasters. I remember seeing very old developer screenshots of it when it was a TT2 screenshot, it had red markings showing movements everywhere,
I am a fan of OpenTTD as well, so it would be great if we can release this set for OTTD (before the real tram are finished of course).BeSt-Com wrote:First it's done for TTDPatch, but i'm OpenTTD-Player much more than the patch, and so i Think we would be able to transfer it to OTTD soon.
We will need some help from the devs of course....
- bobingabout
- Tycoon
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- Joined: 21 May 2005 15:10
- Location: Hull, England
at the moment it doesn't because its not a road busses can travel on. but if its fully implemented, that could likely be a problem. there'd need to be a completly new thing added to the game.
trains(trams) that dan't just plough stright through any trafic ahead, but behave like road vehicles in the fact that the slow down or stop before creashing into the back of them.
trains(trams) that dan't just plough stright through any trafic ahead, but behave like road vehicles in the fact that the slow down or stop before creashing into the back of them.
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- khamura
- Traffic Manager
- Posts: 218
- Joined: 27 May 2005 21:50
- Location: Tourian, Planet Zebes, Orion Arm, Milky Way
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Which makes me think it would be easier to approach trams from the RV side instead of the Rail side. I mean, the behavioral code for RVs is exactly what would have to be achieved for trams, right? Same for road usage (bidirectional travel on one and the same tile without one direction interfering with the other, 180° turns on the appropriate "track end" tile, et cetera). The only thing I can think of that would have to come from the Railtype side of the code would be the purchase, since trams are essentially EMUs. (Or aren't they? I'm not as acquainted with the technical side as others here.)bobingabout wrote:at the moment it doesn't because its not a road busses can travel on. but if its fully implemented, that could likely be a problem. there'd need to be a completly new thing added to the game.
trains(trams) that dan't just plough stright through any trafic ahead, but behave like road vehicles in the fact that the slow down or stop before creashing into the back of them.
EDIT: Added a concept of how tramtracks would look in my proposal as opposed to the "normal" Railtype derivation.
- Attachments
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- A quick copy&paste doodle for LoMo-style tramtracks, which "RV-derived" trams would/could use.
Apologies to jamesvassie for appropriating and adapting his Highspeed Tracks for demonstration purposes. - tramtracks.png (6.69 KiB) Viewed 2732 times
Graduate of the LeRoy Funkified Badass School of Soul
khamura, yes trams behave just like road vehicles.
effectivly the tracktype for a tram is a road+light rail.
the New GFX engine had planned this stuff (but i didn't remeber that we had decided trams were just roads (same behaviour) overlayed with light rail, till you mentioned it)
we were planning
Roads (perhaps dirt, normal, highway
Rail
Light rail (trams when combined with roads)
steep rail (that centre track with teeth on it)
monorail (trams modern replacement)
maglev (rails modern replacement)
then a few futuristic ones. (i want to do a levitating ring system of rings placed every now and then, and the tracks don't really interfer with the other things)
canals
i think that is basicly all of them.
Alltaken
effectivly the tracktype for a tram is a road+light rail.
the New GFX engine had planned this stuff (but i didn't remeber that we had decided trams were just roads (same behaviour) overlayed with light rail, till you mentioned it)
we were planning
Roads (perhaps dirt, normal, highway
Rail
Light rail (trams when combined with roads)
steep rail (that centre track with teeth on it)
monorail (trams modern replacement)
maglev (rails modern replacement)
then a few futuristic ones. (i want to do a levitating ring system of rings placed every now and then, and the tracks don't really interfer with the other things)
canals
i think that is basicly all of them.
Alltaken
- bobingabout
- Tycoon
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- Joined: 21 May 2005 15:10
- Location: Hull, England
i agree with khamura
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- khamura
- Traffic Manager
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Good to know it's in consideration for the New GFX.Alltaken wrote:khamura, yes trams behave just like road vehicles.
effectivly the tracktype for a tram is a road+light rail.
the New GFX engine had planned this stuff (but i didn't remeber that we had decided trams were just roads (same behaviour) overlayed with light rail, till you mentioned it)

Graduate of the LeRoy Funkified Badass School of Soul
khamura wrote:Though that will probably have to wait until the whatsitcalled, tile array thingamabob is expanded, right? Because there's currently no way to implement the "road overlay" kind of track trams would need.
yeah basicly.
the new GFX will not be implimented untill a new map array (AFAIK)..... well they possibly will be, but hardly to their full potential, nor their full design. since most of the features in the new GFX are based on brainstorms created for the new Map array.
but yeah the important thing was that trams were just buses, (with more limitations of where they could go).
Alltaken
no probs khamura, nice to know my work is good enough to be used a s a base for something!!!
Keep up the good ol' work!
James
Keep up the good ol' work!
James
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- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
imo, also they should consider making the roads like rails where they are 1 way, and then maybe trams could use morelike railway type tracks too, aswell as road type tracks.
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