Long vehicles v5. Planning

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Select code

Poll ended at 24 Jan 2009 17:51

2 parts
2
8%
1 part
4
17%
Combined (1+2)
14
58%
Front part code
3
13%
Other
1
4%
 
Total votes: 24

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andythenorth
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Re: Long vehicles v5. Planning

Post by andythenorth »

George wrote:I've made some research about hill code. As you can see, it is impossible to solve shift on the hills problem on slopes without huge amount of sprites (No, I do not want that much sprites).
T3.png
So, I have to admit, that we'd get vertical shift on hills. What do you think about it?
The 'sloped' sprite is one foxy idea (i.e. it looks great) :P . However, there is no way I'd draw 4 or 8 extra sprites per vehicle in my grf set(s), it's just *too* much work for too little benefit* :(

*Even if I stopped pixel pushing and used 3D models, I think it's TMWFTLB. Fewer sprites means vehicles get done faster = better for players :)

cheers,

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planetmaker
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Re: Long vehicles v5. Planning

Post by planetmaker »

Not sure about proposals 2 and 3: do both proposals mean that those busses currently are not able to enter the default road stops (as opposed to drive-through road stops)?

From my naive POV non articulated vehicles should use then a single body code. After all it's what they are: a single body. Clipping at tunnels and bridges - that's IMO an issue which basically needs a solution at the tunnel drawing side - not the vehicle side.
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Tattoo
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Re: Long vehicles v5. Planning

Post by Tattoo »

I know I'm new here and you all have been at this a lot longer but I like bus #2 myself. I did vote for two part at first until I looked at the test.grf. I also agree with foobar that if they don't bend in real life, they shouldn't bend in the game. As for the tunnels, oh well, nothings perfect all the time. I can live with that. What I would like to see are your tractor-trailors bend tho. I think they would a lot better if they bent like in real life.

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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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George
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Re: Long vehicles v5. Planning

Post by George »

DJ Nekkid wrote:that vertical shifting almost gave me an erection! ... were that a mock-up or a real screenie?
You have a test GRFs
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George
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Re: Long vehicles v5. Planning

Post by George »

Code: Select all

[18:49:21] <George> frosch123: Tell me please, what is the chance to have FS#2521 done this month?
[18:49:55] <frosch123> by me: zero
[18:51:02] <TrueBrain> by me: zero
[18:57:43] <@Belugas> by me: zero
I suppose slope code will wait :)
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George
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Re: Long vehicles v5. Planning

Post by George »

I was working on creating code 4 (front part based code as frosch suggested). After a lot of iterations, I came back to the code I started from (11 states instead of default 8). Unfortunately, it has a group of problems that I'm unhappy with
T4.png
T4.png (15.88 KiB) Viewed 8148 times
  • 1) slope problem on curves after hills
    2) jump on curves after hills
    3) bridge overflow (intended)
    4) tunnel overflow (intended)
If you find this solution better, please, re-vote
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testw.grf
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George
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Re: Long vehicles v5. Planning

Post by George »

May be I'm not right, but because there is no faith in huge changes in vehicles code (at least this year :( ), I come (slowly) to solution to make things the easiest, but not the best way. I mean to choose solution one - 2 parts code. May be I shall fight :roll: for tourists buses and try to provide some improved solution, based on code 3, with huge number of sprites, but tourists buses is the only part that may get so much efforts. Lorries would definitely not get so much efforts.
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atalantino
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Re: Long vehicles v5. Planning

Post by atalantino »

Whats the pornography on the buses for??
The thing i dont like in this set is that the way the 2 carriages buses react on curves, they should like bend. Looks like they slip on ice.
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SHADOW-XIII
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Re: Long vehicles v5. Planning

Post by SHADOW-XIII »

ehm, that's censored pornography, don't you see pixels ... :P
and seriously, that's test graphics, I bet George will do cut version as with previous LongVehicles
what are you looking at? it's a signature!
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atalantino
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Re: Long vehicles v5. Planning

Post by atalantino »

Still, wasting more time on drawing perverted stuff...
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George
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Re: Long vehicles v5. Planning

Post by George »

SHADOW-XIII wrote:ehm, that's censored pornography, don't you see pixels ... :P
and seriously, that's test graphics, I bet George will do cut version as with previous LongVehicles
Yes, but now it would be a parameter, not a new file. I hope that would not be too bad :oops:
atalantino wrote:The thing i dont like in this set is that the way the 2 carriages buses react on curves, they should like bend. Looks like they slip on ice.
That is what LV5 is started for. In contrary to LV4, LV5 would provide ARTICULATED vehicles. Currently I'm looking for the best articulated code.
atalantino wrote:Still, wasting more time on drawing perverted stuff...
It's drawn already :roll: As for usage - the public version will of cause provide no girls variant.
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ostlandr
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Re: Long vehicles v5. Planning

Post by ostlandr »

Getting a little confused here I vote for "one piece" vehicles that don't bend at all, and articulated vehicles that bend around corners but don't bend or flex on slopes.

Agreed, the up/down hill sprites are too much extra work for the benefit, but would look great- with one caveat:
The way those test bus sprites were drawn, the bus isn't "square" while going up/down hill but forms a paralllelogram- the front and back are still vertical in the up/down hill sprites.

LV4 was my favorite RV set until GRVTS came along. The Opel Blitz is my favorite. Then when eGRVTS and NARS2 came out, I was back in the 1800s a lot of the time.

Basically, if your gogeous vehicles animate the same way the RVs in GRVTS do, that works fine for me.
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NCarlson
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Re: Long vehicles v5. Planning

Post by NCarlson »

My only real request for this version is that the vehicle selection be done in such a way as to allow full sets of vehicles from a given region. Basically while I love V4 it drives me crazy that I can never use all the north american busses on the same climate (my preference would be to have a default based on climate, but have parameters to force any geographic areas vehicles).
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ostlandr
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Re: Long vehicles v5. Planning

Post by ostlandr »

I'm not sure LV ever had a national-type theme. Personally I will be more than pleased with whatever George releases, because it's just cool.

One hopes that a North American Road Vehicle set will be released someday, but the projects appear dead. :cry:
NCarlson wrote:My only real request for this version is that the vehicle selection be done in such a way as to allow full sets of vehicles from a given region. Basically while I love V4 it drives me crazy that I can never use all the north american busses on the same climate (my preference would be to have a default based on climate, but have parameters to force any geographic areas vehicles).
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George
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Re: Long vehicles v5. Planning

Post by George »

About solution 1 for trucks. This is how it may look like. What do you think?
T1-1.png
T1-1.png (7.24 KiB) Viewed 4156 times
SEE THE GRF!
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5LVtruckw.grf
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Last edited by George on 19 Jan 2009 21:20, edited 1 time in total.
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FooBar
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Re: Long vehicles v5. Planning

Post by FooBar »

I think that truck and trailer are a bit far apart, but otherwise it looks just fine.
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atalantino
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Re: Long vehicles v5. Planning

Post by atalantino »

Going up-hill the distance between is huge and highly visible.
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Benny
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Re: Long vehicles v5. Planning

Post by Benny »

I think that truck and trailer are a bit far apart, but otherwise it looks just fine.
+ 1 from me.
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George
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Re: Long vehicles v5. Planning

Post by George »

And what about front cabin?

P.S. I'm asking about a GRF, not a screen shot :roll: (3 comments and only 2 downloads :roll: )
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planetmaker
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Re: Long vehicles v5. Planning

Post by planetmaker »

I just tested this grf.

I must say that the lorry looks very nice indeed when running around on the roads! One thing which irritates me is that the driver's cabin bends in corners with respect to the cargo compartment (it's fine for the trailer, but not for the main vehicle IMO). Rather I'd have a more "solid" glitch at tunnel entrances. I'm not sure how that relates to the funny image which is shown in depots, but surely it's somewhat related:
depot view
depot view
Allelyst Transport, 1930-03-16.png (6.37 KiB) Viewed 4010 times
curve behaviour
curve behaviour
Allelyst Transport, 1930-03-20.png (3.39 KiB) Viewed 4011 times
Anyway, I think you're on a good track.

Oh, another note: don't let yourself be talked into cutting back on images which appear on your vehicles :) On 16 x 16 pixels or so they certainly don't show more "skin" than the usual day to day advertisements for cars, toothpaste or the newest body lotion in TV or magazines.
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