
Dutch Trainset v2.0
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Re: Dutch Trainset Development Thread / Alpha release pending
Removing post just makes a mess of a topic, with posts making no sense anymore. 

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

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Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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Re: Dutch Trainset Development Thread / Alpha release pending
No posts will be removed unless they are utter spam. That type of posts are never missed. There is no and never will be a rule that you have to switch off signatures that link to a different graphics development than that of the topic you're posting in. I don't know how this suggestion was made (as someone edited his post) but it's utter nonsense. It's not against the rules to advertise for another set in the topic of another set either, albeit a question of good taste.
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- Tycoon
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Re: Dutch Trainset Development Thread / Alpha release pending
Oh poop, I only asked how far we've gotten and I get back: FOUR pages of "When is it done?" - "When it's done!" ramblings!
I can sum it up nicely for those with questions:
The set is 99% complete,
There is no consensus at what that 1% is (bugsfixing, coding, graphical alligning etc.),
It took 5 years to get to 99% that means that last 1% won't take that long (statistically, because we have no other measurement methods),
In theory, keeping in mind that everybody has actually a live (amazingly
), completing that 1% of undefined development might take another month when everything turns into our favor and might take up to 3 quarters of a year if everything goes wrong (school, work, famine, women etc.). So statistically don't be amazed when it takes half a year on average, keep your hopes up for a nice fast welcoming release and ask about the release date if it takes longer than 9 months from now if the project seems dead.
[/anchorpost]
I can sum it up nicely for those with questions:
The set is 99% complete,
There is no consensus at what that 1% is (bugsfixing, coding, graphical alligning etc.),
It took 5 years to get to 99% that means that last 1% won't take that long (statistically, because we have no other measurement methods),
In theory, keeping in mind that everybody has actually a live (amazingly


[/anchorpost]
Re: Dutch Trainset Development Thread / Alpha release pending
good, now we've got everything covered. i hereby end any kind of ongoing discussion. because i can, hah!
onwards to NS set-related subjects! BlueEagle, correct me if i'm wrong, but the upcoming release (which was our last test version - i'm still having a lot of fun with it) isn't the one with the animated new steamers, is it?
more-over, i'll be looking into the sounds. this is a long term project, seen as it's:
- almost inhuman to manually implement (according to some coder)
- simply a lot of work.
i've already sorted out some samples, but for instance running sounds will be tough. although i'm already looking forward to doing the diesel running sound, which will be alike Locomotion's; awesome sounding material.
onwards to NS set-related subjects! BlueEagle, correct me if i'm wrong, but the upcoming release (which was our last test version - i'm still having a lot of fun with it) isn't the one with the animated new steamers, is it?
more-over, i'll be looking into the sounds. this is a long term project, seen as it's:
- almost inhuman to manually implement (according to some coder)
- simply a lot of work.
i've already sorted out some samples, but for instance running sounds will be tough. although i'm already looking forward to doing the diesel running sound, which will be alike Locomotion's; awesome sounding material.

"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

<orudge> make love to me while I surf, dear lobster

<orudge> make love to me while I surf, dear lobster
- trainboy2004
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Re: Dutch Trainset Development Thread / Alpha release pending
Maybee you can ask Illegal Alien for support. He has coded some nice custom sounds for his dutch Locomotion set.
Last edited by trainboy2004 on 02 Oct 2008 18:28, edited 1 time in total.
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Re: Dutch Trainset Development Thread / Alpha release pending
It's a just a question, but are the "Twents" livery form the syntus train also part of the set because i can't see it on the site ????
Greetz


Greetz
"A million years into the sky is Ra, Sun God. Sealed and buried for all time, his Stargate."
Re: Dutch Trainset Development Thread / Alpha release pending
Nopes, just the Syntus and NS liveries. Twents came after we planned the trains. This problem occurs more often: New trains popping up in RealLife. However, since we don't include every train in history, we also don't have to include every modern train. 

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
- STT Transport
- Chairman
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- Joined: 22 Feb 2008 11:26
- Location: Vriezenveen, The Netherlands
Re: Dutch Trainset Development Thread / Alpha release pending
It's pitty because i travel every day with that trainPurno wrote:Nopes, just the Syntus and NS liveries. Twents came after we planned the trains. This problem occurs more often: New trains popping up in RealLife. However, since we don't include every train in history, we also don't have to include every modern train.

Anyway thxs for the information!

"A million years into the sky is Ra, Sun God. Sealed and buried for all time, his Stargate."
- BlueEagle_nl
- Transport Coordinator
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Re: Dutch Trainset Development Thread / Alpha release pending
It hasn't got animated sprites in it, nor are the steamers replaced by Snail's sprites (still working on it, for Ameecher gave me the fix for the problem...). Also, Livery Overrides for Pax/Mail coaches are not directly implemented in the set (perhaps with the seperate GRF). This will be implemented in the second release, including the replacement of the Steamers...lobster wrote:good, now we've got everything covered. i hereby end any kind of ongoing discussion. because i can, hah!
onwards to NS set-related subjects! BlueEagle, correct me if i'm wrong, but the upcoming release (which was our last test version - i'm still having a lot of fun with it) isn't the one with the animated new steamers, is it?
more-over, i'll be looking into the sounds. this is a long term project, seen as it's:
- almost inhuman to manually implement (according to some coder)
- simply a lot of work.
i've already sorted out some samples, but for instance running sounds will be tough. although i'm already looking forward to doing the diesel running sound, which will be alike Locomotion's; awesome sounding material.
Just got very busy with building the bugtracker...
Is it possible to implement the sounds through GRFMaker? Else, we'd have no use of it...
- trainboy2004
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Re: Dutch Trainset Development Thread / Alpha release pending
Didn't Foobar add some custom sounds to his tram pack?
- BlueEagle_nl
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- Skype: tilly5014
- Location: Tillywood, The Netherlands
Re: Dutch Trainset Development Thread / Alpha release pending
Yeah, but he did that through NFO coding. I can do that too, but it'll desync the dev-files, making it impossible to use GRFMaker again...trainboy2004 wrote:Didn't Foobar add some custom sounds to his tram pack?
Re: Dutch Trainset Development Thread / Alpha release pending
My guess would be that GRFMaker does not support sound.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Re: Dutch Trainset Development Thread / Alpha release pending
I was about to say that I'm an old school coder, but you beat me to it 
EDIT: isn't it possible to add the sounds through a secondary sound-only grf? Should be possible IMO

EDIT: isn't it possible to add the sounds through a secondary sound-only grf? Should be possible IMO
- BlueEagle_nl
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Re: Dutch Trainset Development Thread / Alpha release pending
Perhaps. AFAIK GRFMaker accepts NFO snippets in the code. Isn't it possible just to place the NFO-blocks containing the sound in the LST? Or telling GRFMaker to create the NFO, and adding the sounds manually...FooBar wrote:I was about to say that I'm an old school coder, but you beat me to it
EDIT: isn't it possible to add the sounds through a secondary sound-only grf? Should be possible IMO
So, it wouldn't be necessary to create a second GRF I think...
Re: Dutch Trainset Development Thread / Alpha release pending
You can always use the 'generic NFO block' where you enter the hex just as in plain NFO coding.BlueEagle_nl wrote:Is it possible to implement the sounds through GRFMaker?
Edit: You've already answered that yourself, oh well...
Re: Dutch Trainset Development Thread / Alpha release pending
Can't you ask the UKRS development team for tips on this subject? (just a comment)
Re: Dutch Trainset Development Thread / Alpha release pending
did that already, talked it over with Pikka. in fact, he offered to help us earlier already.Deblaauwn wrote:Can't you ask the UKRS development team for tips on this subject? (just a comment)
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

<orudge> make love to me while I surf, dear lobster

<orudge> make love to me while I surf, dear lobster
- BlueEagle_nl
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Re: Dutch Trainset Development Thread / Alpha release pending
I'll just need the NFO snippets (or an explanation about how to create the blocks and what to put in them) and I can add them in the second release (with the replaced steamers and livery override for Pax and Mail Coaches)
Re: Dutch Trainset Development Thread / Alpha release pending
i need some tips on the sounds as well in the 2cc-topic, i am almost there, but i have some error somewhere...
Re: Dutch Trainset Development Thread / Alpha release pending
edit: i found my problem, and here is the recepy in .nfo code:
First add all sounds in a single command.
The directory and name here is pretty obvious (i assume?), and the \b1 is the number of sounds that are added. If more "sound-sprites" are added this number is increased accordingly.
The first sound have the "id" or 73 (id) as u will see in the sound-code
This code adds a sound when the train leave a depot or a station. If more or others are wanted it's added in this fashion: (see others here)
Note: a sound callback needs to be enabled in the train's action0 property 1E (setting it to 80(hex), or adding 80 to any other callbacks already enabled). See here
For example we have three sounds:
* When leaving a depot or station (id 73)
* Running sound (id 74)
* When un/loading (id 75)
If there are any questions, feel free to ask!
First add all sounds in a single command.
Code: Select all
-1 * 0 11 \b1 00
-1 ** sprites/sounds/metro3.wav
The first sound have the "id" or 73 (id) as u will see in the sound-code
Code: Select all
<Previous Action2 to use have cid A0, this can be a "normal" action2 or a VarAction2, for example a difference between the front and back (red/yellow lights)>
-1 * 0 02 00 A1 81 10 00 FF 01 // 1 range
\b73 80 // use sound id 73
01 01 // Use when leaveing station or Depot
A0 00 // Default ID
-1 * 0 02 00 A1 81 0C 00 FF 01 // 1 range
A0 00 // Use AD "10"
33 33 // CB 33
A0 00 // Attach grapics from the prev "real" Action2 or VarAction2
Note: a sound callback needs to be enabled in the train's action0 property 1E (setting it to 80(hex), or adding 80 to any other callbacks already enabled). See here
For example we have three sounds:
* When leaving a depot or station (id 73)
* Running sound (id 74)
* When un/loading (id 75)
Code: Select all
<Previous Action2 to use have cid A0, this can be a "normal" action2 or a VarAction2, for example a difference between the front and back (red/yellow lights)>
-1 * 0 02 00 A1 81 10 00 FF 03 // 3 ranges
\b73 80 // use sound id 73
01 01 // Use when leaveing station or Depot
\b74 80 // use sound id 74
07 07 // Use when leaveing station or Depot
\b75 80 // use sound id 75
09 09 // Use when leaveing station or Depot
A0 00 // Default ID
-1 * 0 02 00 A1 81 0C 00 FF 01 // 1 range
A0 00 // Use AD "10"
33 33 // CB 33
A0 00 // Attach grapics from the prev "real" Action2 or VarAction2
Last edited by DJ Nekkid on 08 Oct 2008 18:12, edited 2 times in total.
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