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I don't think so, most of the features shouldn't be that hard to do (I mean hard as writing such game from scratch), if you wouldn't mind dropping backwards save compatibility and GRF support and maybe some performance (which would be weaker with the new game anyways), because the map array would require some extensions.smallfly wrote:The games are to different. They share some graphics. That was it. It would take many years to make a fork of ottd so that it will work like the concept i decribed.
It will be much easier to write it from scratch.
The game i want to program will be compatible with the current GRF system. You will be able to use the ottd graphics. That will fasten the programming process. I can stick to the code and others (hopefully) provide the needed graphics.CommanderZ wrote:if you wouldn't mind dropping backwards save compatibility and GRF support and maybe some performance (which would be weaker with the new game anyways), because the map array would require some extensions.
But that "tenth" (which still makes 20.000 lines of code) will be very very hard to change. I dont think the game I make has enough parallels with openttd except graphics and those get managed by SDL.CommanderZ wrote:OpenTTD has 200 000 lines of code, IMO you surely wouldn't need to change more than tenth of it.
Sorry, I was a little unspecific, I meant NewGRF.The game i want to program will be compatible with the current GRF system. You will be able to use the ottd graphics. That will fasten the programming process. I can stick to the code and others (hopefully) provide the needed graphics.
There are so many concepts for new transport games. I want to reuse many features, stick to 2D and available libraries etc. so that the game has a chance to be playable in some years.
Not enough parallels? OTTD would provide you with GUI, controller support (mosue and keyboard), multi-player, signalling, graphics support, pathfinders,...But that "tenth" (which still makes 20.000 lines of code) will be very very hard to change. I dont think the game I make has enough parallels with openttd except graphics and those get managed by SDL.
In the next days, I will add more pictures and more features to this post. Then you will see that there are more differences than it looks like at the moment.CommanderZ wrote:Not enough parallels? OTTD would provide you with GUI, controller support (mosue and keyboard), multi-player, signalling, graphics support, pathfinders,...
All you are describing revolves around one concept which is not in OTTD - multi-tile rail and road elements. That's not that much.
I dont think that. And even if you wanted to bash my idea, i would like it. Cause if you tell me why, i have a chance to rethink my concept and recognize unlogic, bad, unrealistic etc. thingsCommanderZ wrote:Don't think I want to bash your idea!
Yeah. If I would realize a patch to manage that (a 20.000 lines long patch by the wayCommanderZ wrote:It sounds great and I would love to see these ideas in OTTD. But it would mean to diverge too much from the TTD-spirit, so it will nevr happen in OTTD.
This bites with lots of things you're suggesting, unless you only mean the base graphics and ditch NewGRF... but OpenTTD requires NewGRF support for quite some graphics and such. This would then mean you'd need to keep (some) parts of NewGRF, making the whole thing a mess in the process. Although, it also depends on what you call compatible; if replacing half of the road/rail graphics while leaving the others (on smooth slopes/curves) unchanged is seen as compatible then yes, otherwise not.smallfly wrote:The game i want to program will be compatible with the current GRF system
So you're going to develop a new GUI system and rewrite all windows? For what it's worth, OpenTTD's windows (excluding blitting, viewports, string system etc) consists of about 40.000 lines (~20%). The actual game business logic (moving cargo around, station ratings, etc) takes like 5% of the total.smallfly wrote:For now: I dont want to use the GUI of OTTD since it not intuitive enough for the programmer of a patch.
It is a nice features, but:Dante123 wrote:sounds very interesting, but only 1 line i put my "???" to:
"Features of OTTD that P1 will not have:
- new vehices being introduced over the years"
isn't this 1 of the things that makes OTTD good ?
if nothing new will be introduced over the years i think (for me) it gets boring after some playing time?
building the same trains/vehicles every time, without the foresight to new/better ones sounds like a whole less variability in the game.
I wouldnt bet a cent that this project will get finished anytimecmoiromain wrote:Interesting projet. I wish you good luck, it looks like a lot of work.
I just want my game to be able to extract the graphics out the newgrf, not the other data.Rubidium wrote:This bites with lots of things you're suggesting, unless you only mean the base graphics and ditch NewGRF... but OpenTTD requires NewGRF support for quite some graphics and such. This would then mean you'd need to keep (some) parts of NewGRF, making the whole thing a mess in the process. Although, it also depends on what you call compatible; if replacing half of the road/rail graphics while leaving the others (on smooth slopes/curves) unchanged is seen as compatible then yes, otherwise not.
yeah, thats why i will make it from scratch.Rubidium wrote:wouldn't you want the game to scale nicely when having lots of cores?
I would never refer to locomotion. I dont like that game (ok, I never played it, but I read reviews and saw videos of it)Gremnon wrote:This seems more to me like another attempt to bring Locomotion rail and similar features to OpenTTD. While they'd be nice, I'm happy the way it is, thank you.
I presume this is so that existing sets made for ottd would be compatible, that wouldn't really work, your proposed tile size would be 4 time smaller than in ottd and I'm shire you'd come across scaling issues, you have drawn sketches of smooth turns, you'll need more than 8 different angles for every vehicle, of course you could go into 3d but that would also remove any possibility of using grfs.smallfly wrote:I just want my game to be able to extract the graphics out the newgrf, not the other data.
Could you elaborate on this? I don't understand your phrase 'userfriendly coded'. What does that mean?smallfly wrote:I want to make a new GUI system, but mine will not be 40.000 lines of code long. And if it does. The lines will be userfriendly coded
for the magirail and mono rail, i totally agree.smallfly wrote:It is a nice features, but:Dante123 wrote:sounds very interesting, but only 1 line i put my "???" to:
"Features of OTTD that P1 will not have:
- new vehices being introduced over the years"
isn't this 1 of the things that makes OTTD good ?
if nothing new will be introduced over the years i think (for me) it gets boring after some playing time?
building the same trains/vehicles every time, without the foresight to new/better ones sounds like a whole less variability in the game.
1.) monorail and maglev dont look better than standard railways
2.) monorail and maglev do not make a difference between technologies (like steam, diesel und e-engines on standard railways)
3.) there is a lot of work to make additional cars, trains, planes, houses being introduced over the years and i dont think that this work is worth for having this small feature
i want to create a game that makes fun because of complex transport systems, not because of a view of historic engines as well as a view into future. i want to make a game, where not everybody wins, but only the best constructors do![]()
It looks like you could look into my headDante123 wrote: for the magirail and mono rail, i totally agree.
me, i personally prefer the period from the steam till the electrical ages. these are the most realistic ones.
but what i think is an important part, is the improvement you will need to make at your rails during time. this will bring the more realistic aspect of the game to life. you refer to: "the complex transport systems" that will make the game fun.
but the image i get in my head now, once a rail track is layed, and the train is running, you never have to look at it again.
thats maybe why the idea of introductions of new types of trains during the years is a important part withing the complex transport network building.
but maybe in the P1 you can take it to a next level where OTTD lacks. for example, upgrading rail from steam to electrical should take more time (and money) think of how you can start road constructions within OTTD. maybe some way like this could be a good idea to implant.
resulting in more careful consideration when, how, and what tracks to upgrade to get the new benefits. ( so you dont get the idea from ottd, once you make more money than you can spent, the fun is mostly gone).
maybe even more to this realistic aspect could be: faster trains, need bigger curves when they need to make a turn. maybe this could also be a aspect to take in consideration.
just 1 more thought on the whole introduction of the new trains and vehicles. maybe it is possible to approach it in a different way.
to quote you "i want to make a game, where not everybody wins, but only the best constructors do" what if, the trains don't get introduced over the years, but only once you start investing some money into the development of technologies. i see in my head several paths on this one. but have no clue on if and how it can be possible, but if possible i can try write down some if the ideas.
i need to say, i totally love the idea of a new road system like in your first drafing !
i dont know in what ways, or if it its possible at all the ideas i tryed writing down above, but im just sharing my thoughts as you asked ur your post
Really like the idea of the P1 project, and sure will follow the development on this one!
Of course you wont be able to import ottd's street/track/airport graphics. They are too small (or have no curves). But you will be able to import (correct sized) houses, trees, stones, light towers, signals, etc.lawton27 wrote:I presume this is so that existing sets made for ottd would be compatible, that wouldn't really work, your proposed tile size would be 4 time smaller than in ottd and I'm shire you'd come across scaling issues, you have drawn sketches of smooth turns, you'll need more than 8 different angles for every vehicle, of course you could go into 3d but that would also remove any possibility of using grfs.
I recommend you ditch the GRF and use a file type that's even easier to edit, for your sake and potential modders.
To be honest. I didnt even have a close look at the GUI code. I just looked trough all the source code files of ottd and i dont feel very comfortable with it. I dont want to discuss about that. I have no arguments to provide. So whatever you will reply, i will say: You are right.Alberth wrote:Could you elaborate on this? I don't understand your phrase 'userfriendly coded'. What does that mean?smallfly wrote:I want to make a new GUI system, but mine will not be 40.000 lines of code long. And if it does. The lines will be userfriendly coded
How is our code not?
I'm studying business economics and engineering and already worked in many industrial companies. Trust me: I will not make a game that is as primitive as the ones you mentionedDante123 wrote:just be carefull you dont end up like many, many of those other (in my opinion) failed transportation games. (to name some: Sid meier railroads, transport gigant, and so on) i tryed almost all of them, but only ottd was a real keeper.
I'm not very good at making graphics. I just like to good complex things. Object oriented but still bit-based. Easy to extend, but good in performance. You WILL surely be able to help me.Dante123 wrote:well, if you ever need some help with graphic stuff or just generating ideas, you can sure contact me. if possible i would like to contribute =) i'm 3D cad engineer, so i thing i can sure help with some of that kind. but about coding, i know nothing
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