1) Patchman .... I was thinking about running cost with waggons ....
if you could replace all of waggons by some kind of mixed engines and waggons ??
2) and my important question ... I was thinking about new program (or plugin for TTDPatchStarter) ... GRF editor (changing all settings of vehicles in my program, maybe possibility of painting there ..
anyway ... I was thinking... is it possible to edit GRF's "on the fly" or I have to always extract file ..
3) how could be hard to add negative years (count, to add possibility to play years before 1920)
SHADOW-XIII wrote:1) Patchman .... I was thinking about running cost with waggons ....
if you could replace all of waggons by some kind of mixed engines and waggons ??
2) and my important question ... I was thinking about new program (or plugin for TTDPatchStarter) ... GRF editor (changing all settings of vehicles in my program, maybe possibility of painting there ..
anyway ... I was thinking... is it possible to edit GRF's "on the fly" or I have to always extract file ..
3) how could be hard to add negative years (count, to add possibility to play years before 1920)
1) No.
2) If you can parse the .grf file format, you can edit it on the fly. Just look at the source code for GRFCodec, or link it into your program.
3) No, doesn't support negative numbers. For example, "-1" is "FF FF", which would instead be interpreted as 65535 days.
so it won't be IMPOSSIBLE to create running cost for waggons ... TTD still can recognizing it by HP but instead of waggons it can use "another_engine_waggon" type ....
SHADOW-XIII wrote:so it won't be IMPOSSIBLE to create running cost for waggons ... TTD still can recognizing it by HP but instead of waggons it can use "another_engine_waggon" type ....
well I once added hp via hex editor to the waggons and ttd didn't notice enything bat patch properely added power of the whole train. But I tried to same with grf coding and came up with nothing so i assume that Patchman simply made certain properties inactive for waggons. Am i right? (more or less?)
Patchman: Could you explain how shortened vehicles are calculated in station loading time?
eg 4 length 0.5 cars are the same as 2 full length cars or 4 full length cars?
The only thing that shortened cars makes a difference in is when the train leaves the depot, the vehicles are closer together, thus making them look right. It's 100% eye-candy.
[Actually, it also modifies how a train reverses, because now the vehicles can't just switch positions, but that's a technicality...]
This eye candy will have major gameplay impact once I finish the tropic set
EDIT:
Warning to all who want to create ttd graphics. Dunno if it is only me but TTD does not like odd numbers when it comes to sprite sizes.
EDIT 2.0
It is actually pcx file size - if the base image has odd numbers (such as 27x41) then sprites will come up scrambled. It is better to use non-odd size for the image the sprites are drawn on (for example 28x42). Sprites themselves can be of odd size.
what's about a zeppelin? Like that in the game? It has to be a kind of helicopter but the real problem is the landing of it. Where does it has to stop? It's too large, or not?
If I would be a good painter I would make it. But I'm not... (unfortunately; I admire MB and Dinges and Marcel and Andreas and ... )
You could probably make the landing / taking off look very realistic by using variation sprite IDs, that make it look different depending on the stage of ascent / descent it's at.