Title game competition for OpenTTD 1.2 series
Moderator: OpenTTD Developers
Re: Title game competition for OpenTTD 1.2 series
So, I gave it a shot on a 128x128 map. Though I didn't feel like getting to maglev, and I like steam stuff more anyways, I did get all the different types of transport in there. Maybe it's still a little empty though.
Is it looking a bit like a possible title game already?
Is it looking a bit like a possible title game already?
- Attachments
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- Sentston Transport, 1 Mrt 1955.png
- Zoomed in
- (347.85 KiB) Not downloaded yet
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- Sentston Transport, 11 Mrt 1955.png
- Zoomed out
- (300.9 KiB) Not downloaded yet
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- Sentston Title game.sav
- (40.39 KiB) Downloaded 191 times
- Level Crossing
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Re: Title game competition for OpenTTD 1.2 series
Looking just at the zoomed-out screenie:
where are maglevs? monorails? presignals? level crossings?
where are maglevs? monorails? presignals? level crossings?
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Re: Title game competition for OpenTTD 1.2 series
Level Crossing wrote:where are ... level crossings?


Agreed though, the point of the title game is to show all of the features of OTTD, including Monorail and Maglev, you can't just say you like the steam era, stick to that and still not show all the features available to standard railway...
That said, i like your railway junctions, they're clean of horrible "X's"
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Re: Title game competition for OpenTTD 1.2 series
I would like to share my first planning for this title game. This because all should be able to use it and of course i need some help 
The map i made so far is only containing signs, this is used to calculate how big the various opening screens will be and build some interesting structures into it.
Now I did some calculations myself to see how much tiles are being shown on the various green resolutions and this is my current data:
resolution: 640x480
X = 9.5 tiles
Y = 15 tiles
resolution: 800x600
X = 12 tiles
Y = 18.5 tiles
resolution: 1024x768
X = 15.5 tiles
Y = 24 tiles
resolution: 1440x900
X = 22 tiles
Y = 24.5 tiles
The following problem occurred for me. My laptop does not supper the higher resolutions used in the competition
I still need to know how big the screen will be for the following resolutions to make a nice entry for this contest.

The map i made so far is only containing signs, this is used to calculate how big the various opening screens will be and build some interesting structures into it.
Now I did some calculations myself to see how much tiles are being shown on the various green resolutions and this is my current data:
resolution: 640x480
X = 9.5 tiles
Y = 15 tiles
resolution: 800x600
X = 12 tiles
Y = 18.5 tiles
resolution: 1024x768
X = 15.5 tiles
Y = 24 tiles
resolution: 1440x900
X = 22 tiles
Y = 24.5 tiles
The following problem occurred for me. My laptop does not supper the higher resolutions used in the competition

I still need to know how big the screen will be for the following resolutions to make a nice entry for this contest.
- 1680x1050
- 1920x1200
- 2048x1536
- 2560x1600
Re: Title game competition for OpenTTD 1.2 series
to create a screenshot of size 1680x1050: resize the window to 840x525 (i.e. exactly half. you can use the config file for that), zoom out to x2 (one level), use the [?]->"zoomed-in screenshot" menu point.Vinnie_nl wrote: I still need to know how big the screen will be for the following resolutions to make a nice entry for this contest.
I would highly appreciate it if someone could provide me the amount of tiles on the X and Y axis. And i hope others can also use some of the information i already acquired. Savegame below
- 1680x1050
- 1920x1200
- 2048x1536
- 2560x1600
Also:
a tile is 64px from left corner to right corner
a tile is 32px from upper corner to lower corner
- Plasma_Wolf
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Re: Title game competition for OpenTTD 1.2 series
First of all: A happy new year to everyone!
Here's my commission, along with a 640x480 screenshot (without the program's window it is at that resolution), and a1920x1200-ish screenshot.
I'm always surprised at how the screenshots can be 2 to 3 times larger than the game itself...
Well, the size restriction is to the game and I believe my game doesn't break that restriction.
Enjoy!
EDI: New save file (a minor fix)
Here's my commission, along with a 640x480 screenshot (without the program's window it is at that resolution), and a1920x1200-ish screenshot.
I'm always surprised at how the screenshots can be 2 to 3 times larger than the game itself...
Well, the size restriction is to the game and I believe my game doesn't break that restriction.
Enjoy!
EDI: New save file (a minor fix)
- Attachments
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- Screenshot 640 480.png (383.39 KiB) Viewed 3759 times
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- 1920 1200-ish.jpg
- (538.26 KiB) Not downloaded yet
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- Plasma_Wolf 2012 Title Game Contest.sav
- (90.59 KiB) Downloaded 196 times
Last edited by Plasma_Wolf on 20 Jan 2012 18:58, edited 3 times in total.
Re: Title game competition for OpenTTD 1.2 series
Don't save Windows-made screenshots in JPEG format then. Use the in-game screenshot facilities and stay with PNG.Plasma_Wolf wrote:I'm always surprised at how the screenshots can be 2 to 3 times larger than the game itself...
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Re: Title game competition for OpenTTD 1.2 series
I forgot about that. Thanks. Using photoshop for PNGs fails as well. Those are even larger than low quality jpgs.
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Re: Title game competition for OpenTTD 1.2 series
Likely because they default to RGB rather than palletized, resulting in needless filesize bloating.Plasma_Wolf wrote:I forgot about that. Thanks. Using photoshop for PNGs fails as well. Those are even larger than low quality jpgs.
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Re: Title game competition for OpenTTD 1.2 series
I'VE GOT AN UPDATE. A piece of track that went nowhere is now removed. The old .sav (three posts earlier) will be replaced as well.
Also a new screenshot, one from OpenTTD directly.
Also a new screenshot, one from OpenTTD directly.
- Attachments
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- Plasma_Wolf Transport, 2 Okt 2051.png
- (827.79 KiB) Not downloaded yet
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- Plasma_Wolf Transport, 9 Okt 2051.png (125.67 KiB) Viewed 3632 times
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- Plasma_Wolf 2012 Title Game Contest.sav
- (90.59 KiB) Downloaded 146 times
Last edited by Plasma_Wolf on 20 Jan 2012 18:58, edited 2 times in total.
Re: Title game competition for OpenTTD 1.2 series
you should reconsider your signalling on at least the monorail track, as you're setting totally the wrong example there. That's not how one is supossed to use path signals.
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Re: Title game competition for OpenTTD 1.2 series
How is it supposed to be then? It works the way I made it.
Re: Title game competition for OpenTTD 1.2 series
Check the wiki for details.
With this setup you may encounter cases where trains wait on the junction, blocking it. In general only place path signals on locations where you want trains to wait.
With this setup you may encounter cases where trains wait on the junction, blocking it. In general only place path signals on locations where you want trains to wait.
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Re: Title game competition for OpenTTD 1.2 series
I haven't encountered that and I am 100% certain that I will not encounter that problem at any time. You are of course referring to the Limitations
That is not the case here. The trains, from both directions, can make it to the station from the entry presignal and when they leave the station, they can make it to the normal signal in their new direction.
Check the attachment "Incorrect" to see what I had first. That obviously goes wrong. While both of the rails at the stations are occupied, the area after the exit signal is not, so the entry signal gives the green light.
I had it like that because I thought that was the way it worked (some 6 months ago when I last played OpenTTD before I joined this competition - I've been extremely busy, sorry).
Now check the attachment "Correct". The situation is the same as the situation in my save file. Two trains are occupying the station. The exit signals give red, so the entry signal will give red as well.
The entry signal disregards the normal signals because the entry signal does have an exit signal.
That is not the case here. The trains, from both directions, can make it to the station from the entry presignal and when they leave the station, they can make it to the normal signal in their new direction.
Check the attachment "Incorrect" to see what I had first. That obviously goes wrong. While both of the rails at the stations are occupied, the area after the exit signal is not, so the entry signal gives the green light.
I had it like that because I thought that was the way it worked (some 6 months ago when I last played OpenTTD before I joined this competition - I've been extremely busy, sorry).
Now check the attachment "Correct". The situation is the same as the situation in my save file. Two trains are occupying the station. The exit signals give red, so the entry signal will give red as well.
The entry signal disregards the normal signals because the entry signal does have an exit signal.
- Attachments
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- Incorrect.png (125.88 KiB) Viewed 3578 times
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- Correct.png (123.05 KiB) Viewed 3578 times
Re: Title game competition for OpenTTD 1.2 series
No issue with your pre signals. It is just how you have mixed block signals with path signals in a strange way.
Edit: see the wiki for help on how signals are intended to be used: http://wiki.openttd.org/Signals
Edit2: More specifically, take a look at the basic examples of the wiki: http://wiki.openttd.org/Signals#Basic_Examples
Edit: see the wiki for help on how signals are intended to be used: http://wiki.openttd.org/Signals
Edit2: More specifically, take a look at the basic examples of the wiki: http://wiki.openttd.org/Signals#Basic_Examples
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Re: Title game competition for OpenTTD 1.2 series
I know about every single basic example and every single way of using pre-signals. That's no problem for me at all, I won't need any help with them.
But using them in the standard obvious way is a bit boring, don't you think?
I know that the same can be achieved without pre signals, but it is a case of explaining what exactly happens and therefore this configuration works really well. It also won't use much area on screen simply because you don't need to extend the railway from the other side of the station (or use at least two and probably four squares for tunnels). That really counts for the low res screens.
But using them in the standard obvious way is a bit boring, don't you think?
I know that the same can be achieved without pre signals, but it is a case of explaining what exactly happens and therefore this configuration works really well. It also won't use much area on screen simply because you don't need to extend the railway from the other side of the station (or use at least two and probably four squares for tunnels). That really counts for the low res screens.
Last edited by Plasma_Wolf on 02 Jan 2012 22:19, edited 1 time in total.
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Re: Title game competition for OpenTTD 1.2 series
Not for new users, for whom the title screen example scenario is useful.Plasma_Wolf wrote:I know about every single basic example and every single way of using pre-signals. That's no problem for me at all, I won't need any help with them.
But using them in the standard obvious way is a bit boring, don't you think?

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Re: Title game competition for OpenTTD 1.2 series
A rail system containing a short 45 degree turn as a menu level is a complete desacration of the very openttd franchise.Level Crossing wrote:First!
Starting with a screenshot...
EDIT: This version is out of date. See new version below.
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Re: Title game competition for OpenTTD 1.2 series
You've got a point on that one. I'll make an adjustment *somewhere*. Though my monorail will remain the same. It'll leave the maglev or the steam train for adjustment. I think I'll go for the steam train since the maglev is all hidden behind buildings.Supercheese wrote:Not for new users, for whom the title screen example scenario is useful.Plasma_Wolf wrote:I know about every single basic example and every single way of using pre-signals. That's no problem for me at all, I won't need any help with them.
But using them in the standard obvious way is a bit boring, don't you think?
Re: Title game competition for OpenTTD 1.2 series
Add some more trains and it will go wrong 
It may work in this case, but in general having path signals in these locations is a bad idea. I don't think a title game should set such and example. IMO it should teach what works in any case, and then it's up to the player to try different setups.

It may work in this case, but in general having path signals in these locations is a bad idea. I don't think a title game should set such and example. IMO it should teach what works in any case, and then it's up to the player to try different setups.
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