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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George
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Re: Long vehicles v5. Planning

Post by George »

Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately :) ...
As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.
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Re: Long vehicles v5. Planning

Post by Sensation Lover »

George wrote:
Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately :) ...
As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.
i was meaning to that... did you had any feedback... but from this anwer i guess not... I'm realy sorry!
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Re: Long vehicles v5. Planning

Post by Muzzly »

Hi,

if voting it is still actual, for me prototype BUS 4 ( T16=4+8+4 ) looks most realistic.

In my opinion, It is not a problem that vehicle has some glitches in tunnels. Most important that on normal roads and junctions it looks as realistic as possible. I is really funny when bus splits in 2 parts on a hil :-)

For trucks it would be alright to split.

George, just do nothing till openttd developers provide necessary interface for long vehicles OR make a patch :-). I think community will support your patch and will vote for it.
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Re: Long vehicles v5. Planning

Post by USAhq283 »

That's too bad. I'll have to stick to eGRTVS. I like this one better cause of the trucks, but the turning stinks. It's just not neat having the whole body turn. eGRTVS managed to do this, so maybe ask for help from them, if they still exist...
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Re: Long vehicles v5. Planning

Post by oberhümer »

Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
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Re: Long vehicles v5. Planning

Post by Bob_Mackenzie »

oberhümer wrote:Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
I'd be pleased with a better scaled version too, but the amount of work would be eye watering!
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Re: Long vehicles v5. Planning

Post by NekoMaster »

I too would rather have down scaled sprites, i have some down scaled buses in the NARVS set that look alright though the length could use some work
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Re: Long vehicles v5. Planning

Post by Digitalfox »

Hi George :D

Any plans to restart/continue LV5?

It would be awesome to have more trucks and buses than in LV4 :mrgreen:
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Re: Long vehicles v5. Planning

Post by George »

Digitalfox wrote:Any plans to restart/continue LV5?
It would be awesome to have more trucks and buses than in LV4 :mrgreen:
Not earlier than xUSSR train set would come out.
That means NOT soon.
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Re: Long vehicles v5. Planning

Post by boohey »

if you can get this working good id love to see this

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nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross
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Re: Long vehicles v5. Planning

Post by Hyronymus »

boohey wrote:if you can get this working good id love to see this

Image

Image


nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross
Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.
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Re: Long vehicles v5. Planning

Post by boohey »

Hyronymus wrote:
boohey wrote:if you can get this working good id love to see this

Image

Image


nuclear powered bus from THE BIG BUS movie from 1976.

now this would be amazing in transport sort of a bus train cross
Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.
haha sure does make you feel old. wish i knew how to make this for ttd i think it would be awesome!
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Re: Long vehicles v5. Planning

Post by NekoMaster »

Im thinking if something like that where made, it would probably be in the future. Though I doubt people would like having a nuclear powered bus running through their cities and country. Maybe a bus this big would have something like a small locomotive engine or a huge truck engine.
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Re: Long vehicles v5. Planning

Post by Derenzano »

I upgraded Openttd to 1.2.0, and I got this message when loading my savegame:

NewGRF 'Long vehicles v4 (13 jan 2008)'
provides incorrect information

Callback 0x11 returned unknown/invalid
result 0x19

I have two settings that might be causing this problem:

Road traffic is "Left".

Enable multiple NewGRF engines sets is "Off".


Also, some of the vehicles have the frontal part clipped in the menus.
clipped long vehicles.png
clipped long vehicles.png (46.35 KiB) Viewed 5296 times
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Re: Long vehicles v5. Planning

Post by George »

Derenzano wrote:NewGRF 'Long vehicles v4 (13 jan 2008)' provides incorrect information Callback 0x11 returned unknown/invalid result 0x19
Reported http://bugs.openttd.org/task/5262
Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would not be fixed in LV4
Would be fixed in LV5 in case a solution is found
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Re: Long vehicles v5. Planning

Post by SkiddLow »

George, wait for Update Long Vehicles version 5 next month or not.
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George
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Re: Long vehicles v5. Planning

Post by George »

SkiddLow wrote:George, wait for Update Long Vehicles version 5 next month or not.
There would be no LV5 this year
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Re: Long vehicles v5. Planning

Post by Eddi »

George wrote:
Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would not be fixed in LV4
Would be fixed in LV5 in case a solution is found
in case of LV4, you could try using extra_callback_info1 (var 10) to select a sprite with different x-offset for the vehicle GUI (lists, details, depot, etc.)

in case of LV5, if you make use of articulated vehicles, then you need to make sure the sprite is aligned properly for the front vehicle, the sprite should not "stick out to the front". since you probably use var61 to change the sprite appearance for the vehicle parts, then you also should use extra_callback_info1 to circumvent this magic for the GUI sprites.

see also: http://newgrf-specs.tt-wiki.net/wiki/Action2/Vehicles
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Re: Long vehicles v5. Planning

Post by Digitalfox »

Sorry to bring back from the dead's this topic, but...

I have coded in NML the Opel 3.6 from LV5.

Far from completed (on sprites, code is ready), but articulated with trailer.


How? I have decoded the NFO of LV5 trucks, the problem is that with only a PNG with thousands of sprites is hard to find all sprites needed even when looking at the NFO decoded as a guide.

So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?

I would finish the LV5 in NML and share the code with you, and if you then are then willing to, you could release it as your own LV5.

LV5.png
LV5.png (558.58 KiB) Viewed 646 times
Ignore the missing trailer, the code is there but I haven't added the sprites, cause a 6197 sprites PNG is not fun ;(
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Re: Long vehicles v5. Planning

Post by George »

Digitalfox wrote:So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?
no problem if you can operate PSD files

P.S. May be a project on DevZone would be good for NML based development?
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