OpenTTD mod: far into the future...

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

Does this mod sound like something you'd play?

Poll ended at 07 Aug 2006 17:57

Yes, start developing it!
56
68%
Hmm, need more info.
9
11%
BOORRRINGG! Count me out...
17
21%
 
Total votes: 82

User avatar
CharlyHRO
Traffic Manager
Traffic Manager
Posts: 186
Joined: 13 Mar 2006 11:03
Location: ::1

Post by CharlyHRO »

Brianetta wrote:Even SirXavious resorted to this. I still have no idea what he means by ..., Kineto-nuclear power,...
Maybe it's a way to somehow get electricity from the atomic movement. Kinetic means moving, doesn't it?
moe moe pipebomb
Tidus97
Traffic Manager
Traffic Manager
Posts: 214
Joined: 06 Jan 2006 06:58

Post by Tidus97 »

stop trying to go off topic, again. and yes, kinetic in movement energy.
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Post by athanasios »

Alas, I don't have the patience to read all the details about your mod! I will get the hole idea when you bring out something playable.

Try to start with something simple, or you will never finish.

Your ideas are cool. Of course I will play your MOD.

I like anything new. I hope OpenTTD will one day have capability of more climates loaded from the configuration file, and not to replace Toyland even though I hate the colors used there, especially the terrain. You get dizzy after a few minutes. (Same with Dune 2000 (my favorite strategy game), it is so bright your eyes will pain. Well it is desert there they couldn't use other colors.) I hope someone will make some more polished graphics for toyland.

My counsel about graphics: Make the graphics 128x63 32bit resize and then reduce to the color palete of OpenTTD (I use Paintshop). (Do not forget to remove the cycle colors). The outcome will not be so nice but will be acceptable. Then you will not have to redraw when the new engine can handle 32bit grf's or whatever they will be called.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
BlasterTransport
Engineer
Engineer
Posts: 31
Joined: 22 Oct 2006 13:53

Post by BlasterTransport »

ottd miniin can already handle 32 bit grahphics :P
purely OpenTTD
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Post by Rubidium »

BlasterTransport wrote:ottd miniin can already handle 32 bit grahphics :P
Since when?
BlasterTransport
Engineer
Engineer
Posts: 31
Joined: 22 Oct 2006 13:53

Post by BlasterTransport »

try a 32bit grf--farm9.tar or that 32bit industries set
purely OpenTTD
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Post by Rubidium »

BlasterTransport wrote:try a 32bit grf--farm9.tar or that 32bit industries set
MiniIN doesn't have a 32 bits spriteloader.
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Post by athanasios »

:?: grf--farm9.tar...
Can you post the links to what you mention?[/quote]
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
User avatar
SirXavius
Transport Coordinator
Transport Coordinator
Posts: 302
Joined: 28 Jun 2006 18:25
Location: Florida

Post by SirXavius »

Thought i'd stop by to see what you guys are up to, and just as i suspected, the ideas without a proper motivation and guardrails have slipped into entropy.

But it's nice to see some of you care enough about a good inspiration to keep pushing it into existence.

While i'm here, i could clear up some misconceptions that i left behind...

Brianetta wrote:I can't see electricity being superceded by something "better" in 1,000 years. I don't hold to using Star Trek as a reasonable source of future speculation (it's called science fiction, but while there's plenty of the latter there's only technobabblewhere the former should be).

Even SirXavious resorted to this. I still have no idea what he means by any of the following terms, and they only were from his last post on the topic:
PlasmaSteel, Aqueflex, cybernauts, Kineto-nuclear power, planet carbonization.

I wouldn't mind the fact that they're just fictitious inventions, except he never said what they actually do. Is cybernaut a profession? Is it one who sails on, or by means of, a computer? Perhaps it is just somebody who surfs the web? I dunno. I can't get enthused with words like these.
I guess clarity is not my strong point. But let's go one at a time:

1. I intentionally, in all of my futuristic forethinking, avoid already blazed trails put up by others who have an agenda on where Mankind (ie, people) should go. It is why i detest just about every fictional invention of Star Trek. It is NOT based on reality and based on the most absurd notions of not only scientific THEORY but also societal and economic progression. If you'd like a debate, i'll start a new thread in the general discussion forum.

2. Sorry, Brianetta, i thought i had fully described these concepts in previous threads. You are correct in that they are made-up words that have no existence in our present world, but at one time, so did words like Teflon, fiberoptics, robot (a Czech word), nuclear fission, terraforming, words 100 years ago you might have also called technobabble :).
PlasmaSteel: name brand for an alloy of steel made by processing iron in molten form with methanic acids (simplified version). One of its interesting characteristics is that the wider the field of its structure (the larger the piece of PlasmaSteel), the stronger and more indestructible it becomes. This is due to future understandings of the relationship between the 2 nuclear forces, electromagnetic force, and gravity (geeks call it the Grand Unified Theory :lol: ). This makes PlasmaSteel the ideal metal for planet colonies and starships and makes for an interesting commodity in a new mod.
Aqueflux is again a name brand which i envision becomes an everyday word in future societies. It is basically a fiber-optic line whose internal "wire" is not a strand of glass, but of a purified fluid which transmits data much more effectively. Together with the invention of a new way of transmitting data with EM frequencies (computers that read color rather than off-on electrical pulses), the computers of the future (someone will nickname them 'cyberports', because you can apply the technology to practically anything -- even humans) will have processing speeds so fast that speed doesn't even need to accounted for anymore; multidimensional processing is limited only by the inventiveness of the humans programming our future computers (rather than the other way around as it is today).
Cybernauts are simply a futuristic word for robots that are constructed to work in the harsh environment of space, where there is no atmosphere (or if there is, it's highly toxic) and solar and planetary radiation bursts are a constant threat. I thought these could be an extra population beside humans that could be accounted for in the mod, or at the very least would replace Mail as a commodity that needed to be transported between industries and colonies.
Kineto-nuclear simply means the refined nuclear power of the future. Everyone would still call it 'nuclear power', but occasionally someone would want to distinguish the new means of processing electricity, with old, primitive way of nuclear processing they did way back in the 20th century, so they would say "Kineto-nuclear" -- future geeks simply call it KN :lol: .
Planet Carbonization is the term used by Planetary Bio-Engineers of the future, who develop a process that, instead of preparing a planet so that humans may live there (we call it terraforming today), they prepare it for industrialization, decided based on the planet's resources and its viability. Terraforming is on the border of one of those ideas that is patently absurd, as humans require a very thin sliver of environmental conditions in which they can survive without help from spacesuits or the like. But i can see it being VERY easy to convert an entire planetary surface (given time) to something less hospitable and more metallic. So, what the hell, i call it Planet Carbonization!

These are only clarifications to make realizing this idea easier. I took great pains to make sure that all the industries and cargoes helped each other and that gameplay would be smooth and interesting. With that said, these are only ideas and can be bandies about until something workable is done.

Just please don't turn it into Star Trek mod!! ;(
User avatar
Jim-San
Traffic Manager
Traffic Manager
Posts: 147
Joined: 25 Nov 2004 00:24
Location: Gosport, UK
Contact:

Post by Jim-San »

ok after reading most of the thread, the mod looks good, kinda reminds me of the Alt landscape in the TT WorldEditor pack, thou the only thing that bothers me is the industrys picked with the location (I read too many space books :? ) and the size of the location.

If your still going with dwalf-planet pluto's moon Nix, well just that some of the industries use things not found on the tiny moon, one being Iron (its made of ice), the other being Magma (too cold)and some would be in different forms like Nitrogen would most likely be in liquid form then Gas.

Also the diameter of the moon is about 40km and 2048*2048 maps are 51.2km wide if each square is 25*25 meters.

For the size issue I would say move to Plutos partner dwalf-planet Charon, its coloured black and grey so the tiles I've seen will work with it too.
For the industries well if you want I could give hand doing them if you want.

Thou this is just my opinion, regardless if you want to change anything from it. Well hope that this does go well and do look forward to seeing it :P
Also sorry if putting too much realisum in my opinion :?
User avatar
Kolijn Wolfaardt
Engineer
Engineer
Posts: 41
Joined: 01 Jun 2006 14:13
Location: Somewhere

Graphics page

Post by Kolijn Wolfaardt »

I’ve created a website (http://www.geocities.com/kolijn_wolfaardt/main_page.htm) where I uploaded all the graphics I have made for the mod. It is separate from the wikispaces site, because the wiki can’t effectively handle the amount of graphics that the mod needs.

Please excuse any broken links or images that wont load. I haven’t really had the time to test every link,
ImageImage
ImageImage
Image

Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons

Don't pm, rather e-mail me.
New terrain graphics
User avatar
Kolijn Wolfaardt
Engineer
Engineer
Posts: 41
Joined: 01 Jun 2006 14:13
Location: Somewhere

Post by Kolijn Wolfaardt »

Sorry for the double post, but a lot has happened in between. :D

I compiled all the graphics I have made for the mod into a grf file, downloadable her: http://www.geocities.com/kolijn_wolfaardt/main_page.htm

Note: This grf file replaces the toyland grf file. You might want to backup first.
ImageImage
ImageImage
Image

Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons

Don't pm, rather e-mail me.
New terrain graphics
User avatar
HaloMaster
Engineer
Engineer
Posts: 8
Joined: 14 Jan 2006 07:49

Post by HaloMaster »

Look forward to trying it
This post courtesy of Me.
User avatar
cmoiromain
Chief Executive
Chief Executive
Posts: 655
Joined: 15 Jan 2007 21:45
Location: FRANCE
Contact:

Post by cmoiromain »

this mod looks great! look forward to it too!
User avatar
Kolijn Wolfaardt
Engineer
Engineer
Posts: 41
Joined: 01 Jun 2006 14:13
Location: Somewhere

Re: OpenTTD mod: far into the future...

Post by Kolijn Wolfaardt »

Topic BUMP. Is anyone still interested?
ImageImage
ImageImage
Image

Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons

Don't pm, rather e-mail me.
New terrain graphics
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: OpenTTD mod: far into the future...

Post by athanasios »

If you 've got some nice new graphics to show to us. :wink:
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
User avatar
AntBUK
Transport Coordinator
Transport Coordinator
Posts: 319
Joined: 02 May 2007 12:29
Location: Sheffield, England
Contact:

Re: OpenTTD mod: far into the future...

Post by AntBUK »

A quick read of the first post and I wouldn't mind seeing it implemented, I'd play it :P
Rasing Awareness: Aspergers Syndrome 1 (NAS UK)2 (BBC)3 (YaleDDC)


Something is driving you insane... It is me.
User avatar
mrMann
Tycoon
Tycoon
Posts: 2793
Joined: 27 Oct 2006 20:38
Location: A house.
Contact:

Re: OpenTTD mod: far into the future...

Post by mrMann »

same here :mrgreen:
Hmm, what should I put here...
User avatar
Kolijn Wolfaardt
Engineer
Engineer
Posts: 41
Joined: 01 Jun 2006 14:13
Location: Somewhere

Re: OpenTTD mod: far into the future...

Post by Kolijn Wolfaardt »

Okay. I'll start working again.
ImageImage
ImageImage
Image

Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons

Don't pm, rather e-mail me.
New terrain graphics
User avatar
mrMann
Tycoon
Tycoon
Posts: 2793
Joined: 27 Oct 2006 20:38
Location: A house.
Contact:

Re: OpenTTD mod: far into the future...

Post by mrMann »

yey! Good luck
Hmm, what should I put here...
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: No registered users and 12 guests