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I had known that % is modulo (from C and C++) before, my problem was that I didn't understand how to code it (I'm so stupid... )
anyway, I know how to code it now.
Thanks Sunchimaru for the information, I've just tested my work that I did and it's work perfect. I think I'll finish the wagons tomorrow.
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First of all, krtaylor, can you please update the tracking table using the sprites in the attached file?
I think it is better to put the freight, passenger and mail cars apart from the engines, so that they can be found faster. Also as they are now, there are some liveries mixed where they don't belong (for passenger cars)
If it's not clear what are the ones, ask and I'll tell you with detail which ones.
Death: use the sprites in this ZIP to code. The distribution of liveries goes as noted in the scheme at the beginning of the tracking table. Only 2 remarks:
> the 1st age Long distance cars don't have a bed car livery. Only dining and normal.
> the last age Long distance cars have 2 liveries in the scheme. Don't mind the upper one, finally that one got discarded.
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Japan, American Transition, Planeset, and Project Generic Stations available there
Upon testing the file, I could only come with these bugs:
> in the purchause list, they don't change appearance with time. They should be shown according to their look. Also keep in mind that for the long distance car, the sprite for showing in the purchause window is the 2nd one in the file (normal car) not the first one (dining car)
> the 3rd age long distance cars have a graphic glitch in \ view; where a white bar is shown.
appart from passenger cars:
> 273 cocodrilo, in the first age has 2 different halves: one blue, one green, instead of being blue.
And that's all about bugs!
As for the progress, 3 points:
-Do you dare to include the mail car in the next release? you don't need to mess yet with the "baggage" cargo; just code it as a regular mail car. Since the liveries are the same for regional and long distance; you won't find many problems with it
-include the 030 steamer so that we can have a train since the beginning of the game. I have updated the Excel file, I hope the basic data needed for it is correct. Basicaly it's:
Name: 030 "Perruca" (not cockerill)
-That and removing all the original game engines, leaving only the freight cars. If you manage these 3 and release such a file; we can make an official taster release
With this still the GRF will be far from complete, but we will have a fairly nice taste version
Almost everything. the have the defult weight, not the correct weight. the mail coach has the max speed limit, since you've not written me the limit in the cars.txtSanchimaru wrote:OH YES! superb work, Death! We got the 2 passenger cars in the game!! with the capacities and everything
about the freight wagons - shall I code them, or it will be better that I'll wait untill we'll have a new cargo?
The bugs are fixed
As your wish:Sanchimaru wrote:As for the progress, 3 points: ...
- Taster: Version 1.24 (For windows)
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- Taster: Version 1.24 (For DOS)
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I will check the freight cars available at the moment and I'll tell you which ones we can already release. I am pretty sure the tankers are ready! I'll tell you about it later.
With this we already have an "official" taster ready!
I don't know the PB-mini set and I don't know which sounds are there,
but if we talk about the sounds while riding ("chik-chik-chik"), I think we should better forget it. Think about a huge junction with a lot of steam engines, it would slow down the game speed because the computer would have to give the sounds to each locomative, and second, I don't think the computer would be able to give the sounds without stammers if there would be to mach engines.
However, help will be highly appreciated here! if any user has a source for spanish rolling stock sounds, that would be a good point to be added to the set
- Spanish 594 TRD "Zodiac" DMU
- Spanish 594 TRD Zodiac DMU.PNG (8.26 KiB) Viewed 11303 times
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