Zimmlocks creations develoment thread

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George
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Re: Zimmlocks latest creation

Post by George »

Zimmlock wrote:Hello George,
I have stoped drawing for ttp 100% to bad i know, but i simply cant anymore.
I even have left the game, its not on my pc anymore. So consider all my
drawings as yours.

Best regards
Zimmlock
I want to say that I've added the task to continue TTRS to my task list.
Because of the coding difference, I would not support TTRS3, but I would make TTRS4 based on ECS houses.

Key changes planned.
1) Default houses would not be supported.
2) Regular houses would not accept / produce mail. Post offices would act instead
3) Regular houses would not accept food. Only shops would.
4) Banks would be houses.
5) Ground tiles would have signs to illustrate accepting / producing cargo, different from passengers.
6) There would be much less high houses.

Any suggestions are welcome
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Re: Zimmlocks latest creation

Post by Csaboka »

I'm not an active TTD developer or player anymore, but I'm glad to answer any questions you may have about the coding of TTRS3 or the behavior of the buildings. I also have the original source PCX files (one per building type), I can send those to you if it makes things easier for you.

Feel free to contact me via PM or e-mail. I'm also watching this thread.
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Re: Zimmlocks latest creation

Post by Pingaware »

George wrote:Any suggestions are welcome
Oh good. Things which bug me slightly about the current version are the lack of drive through-stops which match the terminii for road vehicles, and the lack of one-way signs for the road. Hope they can be implemented!
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Re: Zimmlocks latest creation

Post by DJ Nekkid »

i wish for a parameter to half/quarter or even 1/8th'ify the pax generated...
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George
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Re: Zimmlocks latest creation

Post by George »

Pingaware wrote:
George wrote:Any suggestions are welcome
the lack of drive through-stops which match the terminii for road vehicles, and the lack of one-way signs for the road. Hope they can be implemented!
Could you explain you proposal in graphical form? Photos, drawings?
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Re: Zimmlocks latest creation

Post by George »

DJ Nekkid wrote:i wish for a parameter to half/quarter or even 1/8th'ify the pax generated...
Would

Code: Select all

// Generate mail = Population / (tiles * houses * 4)
per tile of post office would be enough?
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Re: Zimmlocks latest creation

Post by Irwe »

George wrote:
DJ Nekkid wrote:i wish for a parameter to half/quarter or even 1/8th'ify the pax generated...
Would

Code: Select all

// Generate mail = Population / (tiles * houses * 4)
per tile of post office would be enough?
That's really cool. I've been thinking about something similair for the Swedish house set. It adds more realism and makes cities more interesting.
Swedish Houses Version 1.1 Released
Swedish Road Vehicles Work in Progress
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Re: Zimmlocks latest creation

Post by Pingaware »

George wrote:Could you explain you proposal in graphical form? Photos, drawings?
Sure. I would like drive through stations, for trams and road vehicles, which match the TTRS ones (below)
TTRS Terminus Stations.png
TTRS Terminus Stations.png (446.44 KiB) Viewed 4543 times
instead of the current ones, which don't really match. (Below)
OpenGFX Top, Originals Bottom
OpenGFX Top, Originals Bottom
I would also like one way signs for TTRS which do not clash so horribly with the road surfaces (shown below).
OpenGFX left, Originals right
OpenGFX left, Originals right
I appreciate this may be difficult to implement due to the departure of the original artist, Zimmlock, but I hope this can be done. On a similar note, could the same be done for the tram depot, which currently doesn't really match the road vehicle one when TTRS is enabled.

EDIT: Sorry about picture pixelation, didn't look too bad when I was creating them.
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Re: Zimmlocks latest creation

Post by The Irish »

George wrote:...
1) Default houses would not be supported
...
I would prefer if TTRS could still be played mixed with the default TTD buildings and with other building sets, such as e.g. the Swedish houses, because they fit very well together and make your cities much more interesting.
George wrote:...
2) Regular houses would not accept / produce mail. Post offices would act instead
....
Great idea! But two things:
1. Number of post offices per town should be limited, based on the number of inhabitants, e.g. 1/1000
2. The post offices should be rather constant and not be demolished and rebuilt all over the cities. So that you can plan a mail network to deliver/collect.
George wrote:...
3) Regular houses would not accept food. Only shops would.
...
same as for the post office.

Rest sounds great too. I'll be looking forward to this.

Thanks.
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George
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Re: Zimmlocks latest creation

Post by George »

The Irish wrote:
George wrote:1) Default houses would not be supported
I would prefer if TTRS could still be played mixed with the default TTD buildings and with other building sets, such as e.g. the Swedish houses, because they fit very well together and make your cities much more interesting.
It would be possible to load it with Swedish houses.
But default houses do not change snowed status, while houses from the set do, making towns to look strange in Arctic. Because of that, no default houses would be available.
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Re: Zimmlocks latest creation

Post by Kogut »

George wrote:I want to say that I've added the task to continue TTRS to my task list.
Because of the coding difference, I would not support TTRS3, but I would make TTRS4 based on ECS houses.
Any suggestions are welcome
So it starts from scratch? Or "only" coding starts from scratch?

It may be nice to have some very rare special objects. Now cities looks much too similar.
  • ancient ruins
  • castle
  • abbacy
  • zoo
  • big park
  • towers
  • medieval walls
  • Dubai-like skyscrapers
  • port
  • mound
  • botanical garden
  • pier
And fix glitches (high skyscrapers).
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Re: Zimmlocks latest creation

Post by George »

Kogut wrote:
George wrote:I want to say that I've added the task to continue TTRS to my task list.
Because of the coding difference, I would not support TTRS3, but I would make TTRS4 based on ECS houses.
Any suggestions are welcome
So it starts from scratch? Or "only" coding starts from scratch?
Only coding
Kogut wrote:It may be nice to have some very rare special objects. Now cities looks much too similar.
  • ancient ruins
  • castle
  • abbacy
  • towers
  • medieval walls
  • mound
In towns? There are tourists centres for that.
Kogut wrote:
  • zoo
  • big park
Fix glitches (high skyscrapers).
Planned
Kogut wrote:
  • Dubai-like skyscrapers
  • botanical garden
  • port
Not planned. And would not, unless someone else wants to draw them.
Kogut wrote:
  • pier
And how do you see to code it?
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Re: Zimmlocks latest creation

Post by Kogut »

George wrote:
Kogut wrote:
George wrote:I want to say that I've added the task to continue TTRS to my task list.
Because of the coding difference, I would not support TTRS3, but I would make TTRS4 based on ECS houses.
Any suggestions are welcome
So it starts from scratch? Or "only" coding starts from scratch?
Only coding
Kogut wrote:It may be nice to have some very rare special objects. Now cities looks much too similar.
  • ancient ruins
  • castle
  • abbacy
  • towers
  • medieval walls
  • mound
In towns? There are tourists centres for that.
But I play with FIRS or default industries (many ECS industries are ugly and almost all look like from other game (except torist centres)).
And castles/abbacies/towers/old walls are usually located in towns.
George wrote:
Kogut wrote:
  • pier
And how do you see to code it?
Like fishing industry? (I know nothing about newGRF coding, it may be impossible)
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Re: Zimmlocks latest creation

Post by George »

Kogut wrote:But I play with FIRS or default industries (many ECS industries are ugly and almost all look like from other game (except torist centres)).
You can use ECS Town vector alone with FIRS and specifying parameters 1 1 1
Kogut wrote:And castles/abbacies/towers/old walls are usually located in towns.
It is the question for ECS Town vector, imho.
Kogut wrote:
George wrote:
Kogut wrote:
  • pier
And how do you see to code it?
Like fishing industry? (I know nothing about newGRF coding, it may be impossible)
But it is a house set! It is possible to make houses that can be build only on shores, but nothing else. Houses can't be build on water, only industries can.
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Re: Zimmlocks latest creation

Post by Moens »

Any chance of TTRS3 being added to bananas? Or is there any other ECS compatible sets available on bananas?
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Re: Zimmlocks latest creation

Post by George »

Moens wrote:Any chance of TTRS3 being added to bananas? Or is there any other ECS compatible sets available on bananas?
TTRS4 will.
ECS houses are waiting for FS#3512 and FS#3477. After that they can be added to bananas.
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Re: Zimmlocks latest creation

Post by andythenorth »

George wrote:But it is a house set! It is possible to make houses that can be build only on shores, but nothing else. Houses can't be build on water, only industries can.
Code the Pier as an industry? Make it accept / produce stuff? Maybe not. It would be a headache.

How about: hope for new airports to be in OpenTTD trunk (which may include new docks), then code it as a public port? Or replace the existing dock graphics with a pier.

Just suggestions :)
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Re: Zimmlocks latest creation

Post by Moens »

George wrote:
Moens wrote:Any chance of TTRS3 being added to bananas? Or is there any other ECS compatible sets available on bananas?
TTRS4 will.
ECS houses are waiting for FS#3512 and FS#3477. After that they can be added to bananas.
Sorry, George, I dont know what FS#3512 and FS#3477 is :roll: Is it much work to be done? Can't wait for a decent town ESC compatible set to be available on bananas.
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Re: Zimmlocks latest creation

Post by FooBar »

Moens wrote:FS#3512 and FS#3477
Those are reference numbers in Flyspray: http://bugs.openttd.org/
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Re: Zimmlocks latest creation

Post by Yexo »

andythenorth wrote:How about: hope for new airports to be in OpenTTD trunk (which may include new docks), then code it as a public port? Or replace the existing dock graphics with a pier.
It very likely will include docks, but it won't hit trunk before 1.0 is branched off.
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