What about Forklift trucks? Those are used A LOT in moving cargoes from a industry to the place of loading in small distances. All kinds of things can be handily moved by forklifts. Goods, food, and all kinds of other things including hazardous materials(like Oil). They can move anything from barrels(with a barrel clamp) to boxes stacked on a pallet. Almost any cargo applicable in TTD, can be moved by a forklift. Usually forklifts carry things from between 1 to 5 tons, though there are larger variants that carry up to 50 tons though those are mostly used around harbours, taking containers, and such.iNVERTED wrote:- Conveyor belts
Working on a fork of OpenTTD
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Re: Working on a fork of OpenTTD
- Toni Babelony
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Re: Working on a fork of OpenTTD
IMO these features are best to be used in animated station tiles... The user can decide to use them or not. Just as an eye candy or something... By the way, a conveyor belt with the size of a TTD tile??Akalamanaia wrote:What about Forklift trucks?iNVERTED wrote:- Conveyor belts

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Re: Working on a fork of OpenTTD
No, I personally hate the 32bpp graphics. In addition, not using a palette means no palette cycling animations or recoloring. Not to mention the filesize.couldn't you save a lot of tim by using the 32bit build as a base?
Anyway, I've finished my new sprite loading code and made new icons for the rail, road and water toolboxes. See attachment.
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Re: Working on a fork of OpenTTD
Thats what i was getting at, having conveyor belts is a bit silly, not to mention when Forklift trucks are used A LOT more in the purpose of moving cargo from a industry, to the station, and even loading the vehicles.Toni Babelony wrote:IMO these features are best to be used in animated station tiles... The user can decide to use them or not. Just as an eye candy or something... By the way, a conveyor belt with the size of a TTD tile??Akalamanaia wrote:What about Forklift trucks?iNVERTED wrote:- Conveyor belts
No offence, but that's a pretty silly place to start. You'll have to contend with updating to the new makefile, switching to C++, major changes to bridges for a start.iNVERTED wrote:Currently, this is still based on the ancient revision 5929, but I'm going to port all my new code to the latest nightly available when the time comes sometime between now and releasing the source code.
I wish you luck. You'll need it.
He's like, some kind of OpenTTD developer.
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Re: Working on a fork of OpenTTD
Then you can choose conveyor belts or forklift trucks in Configure Patches. It's all just eyecandy, anyway.Akalamanaia wrote:Thats what i was getting at, having conveyor belts is a bit silly, not to mention when Forklift trucks are used A LOT more in the purpose of moving cargo from a industry, to the station, and even loading the vehicles.Toni Babelony wrote:IMO these features are best to be used in animated station tiles... The user can decide to use them or not. Just as an eye candy or something... By the way, a conveyor belt with the size of a TTD tile??Akalamanaia wrote:What about Forklift trucks?
I'm not going to use C++, because pure C is better. Are you saying that the latest nightlies use C++? If so, I might as well just re-code all the features they added into my fork rather than the other way round.peter1138 wrote:No offence, but that's a pretty silly place to start. You'll have to contend with updating to the new makefile, switching to C++, major changes to bridges for a start.iNVERTED wrote:Currently, this is still based on the ancient revision 5929, but I'm going to port all my new code to the latest nightly available when the time comes sometime between now and releasing the source code.
I wish you luck. You'll need it.
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I think you're wrong, personally. Not all unload points for industries are right there next to said industry. The station near to me used to be a passenger and freight station for local goods which would be delivered from industry in the vicinity, but was only next to one factory. To implement something that meant your industry spur had to be right next to the industry would be... well... pushing it a bit far.
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How realistic do you want to make the game, though?
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Trams are a relatively easy thing to do, I think.As long as you're going to implement Trams and full GRF support I'll support you!
and as for GRFs, I hate GRFs

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Re: Working on a fork of OpenTTD
You're doing this and you're still in school? Good luck to you. I'm supporting your decision to implement trams, but give us a lot of graphics.iNVERTED wrote:Okay, I got bored of people telling me my coding style is bad. I personally think the coding style used in the openttd.com downloads is bad. So, I decided to start working on a fork with lots of stuff fixed to work much nicer...
(Side note: To anyone who's seen the various functions involving iterating over a tile area: Doesn't this look better?)
(end of side note)Code: Select all
ResetTileArea(t); while (IterateTileArea(t)) { // do stuff with the tile t->current here }
And the stuff I'm planning to make:
- Long train depots (depots must be as long as the train and depot is accessible from both ends, so trains can drive through)
- Brand new GUI for building things
- Diagonal roads
- Traffic lights on roads
- Civilian cars on roads
- Bridges and tunnels for canals (though they would be damn expensive)
- Custom airports - place spare land, runways, hangars, terminals, loading bays and jetties
- Design tool (ie. copy and paste)
- New railtype - vacuum tubes
- Bridges over bridges, bridges with corners and tunnels with corners
- Four- and six-lane roads
- Curved tracks and roads
- Rotate the view
- Different gradient slopes
- RCT-style water (i.e. different depths of water that cost different amounts of money to "reclaim" as land)
- Diagonal stations
- Conveyor belts
I have to go to school now. Some screens later. Very little is done so far.
Re: Working on a fork of OpenTTD
Hmm?Johnny B Goode wrote:I'm supporting your decision to implement trams, but give us a lot of graphics.
I'll need the graphics for the trams before I can implement them! They're not something I can draw...
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Re: Working on a fork of OpenTTD
GRF Crawler has German and Serbian tram sets at the moment. The Otenko site has Hiroshima trams, but there's no place to download.iNVERTED wrote:Hmm?
I'll need the graphics for the trams before I can implement them! They're not something I can draw...

EDIT: You can now download the Hiroshima trams. But they aren't showing up...
Last edited by Johnny B Goode on 19 Mar 2007 12:36, edited 1 time in total.
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