George's Long vehicles V4 beta4 is out (07 sep 2007)

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G-Klav
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Post by G-Klav »

George wrote:
Snail wrote:Hmm, shorter than the Opel Blitz? ;)
No. But is the first truck that woud have long and short versions available in the same grf file. Look at the ref!
Snail wrote:Great work George, those trucks look really nice! So what's gonna be next now? :D
Working on xUSSR set.
Great! Can't wait for the full release of this, and the release of the xUSSR set :D
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KrevRenko
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Post by KrevRenko »

I don't know if this is the place to ask, but since there is an animated loco in the USset, is it possible to animate RV sprites too? It could pretty much solve the articulated buses' behaviour in turns (replacing diag sprites w/maybe 2 or 3 sprites, like entry, mid-turn, exit, but could be difficult as far as timing goes, and also coordinates, but that would be feasible I guess), with some tinkering (moving the bus around within the sprites themselves) it could even look pretty natural...

:?: So? :?:
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Post by Shindler »

OK guys I don't have time to read this all so give me a link or an answer. How do I install version 3? And do I need to have all vehicles? What about this AI or whatever (what is this)?
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Post by DaleStan »

KrevRenko wrote:I don't know if this is the place to ask, but since there is an animated loco in the USset, is it possible to animate RV sprites too? <snip>
NOOOO!!!! Please don't ask that question! Now I have to go figure out the answer.
...
...
I think the answer is yes. Variable E2 can be used to determine if and how the vehicle is turning, and then (optionally) variables 9A and 9C can be used to figure out where in the turn the vehicle is.
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Post by krtaylor »

I would say, that the answer is yes... but.

There's a reason there's only one animated loco in the US set - they are a big flaming pain to draw.
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PikkaBird
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Post by PikkaBird »

krtaylor wrote:There's a reason there's only one animated loco in the US set - they are a big flaming pain to draw.
That, and the fact that it uses 3-4x as many sprites...
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George
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Post by George »

zero1000 wrote:
George wrote:
zero1000 wrote:very nice!!! small bug: no preview in vehicle buy list.
The test for the set usage is passed :roll: Some one have tested it :lol:
so you can do the final release :lol:
Done 10 minutes ago.
KrevRenko wrote:I don't know if this is the place to ask, but since there is an animated loco in the USset, is it possible to animate RV sprites too? It could pretty much solve the articulated buses' behaviour in turns (replacing diag sprites w/maybe 2 or 3 sprites, like entry, mid-turn, exit, but could be difficult as far as timing goes, and also coordinates, but that would be feasible I guess), with some tinkering (moving the bus around within the sprites themselves) it could even look pretty natural...
The 24 sprites action 1 is in Josef's TODO list for about 1.5 years. Ask him. Without it it requires x5 sprites. It is too much sprites to waste.
PikkaBird wrote:
krtaylor wrote:There's a reason there's only one animated loco in the US set - they are a big flaming pain to draw.
That, and the fact that it uses 3-4x as many sprites...
It uses x5 sprites :(
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Post by DaleStan »

George wrote:
PikkaBird wrote:
krtaylor wrote:There's a reason there's only one animated loco in the US set - they are a big flaming pain to draw.
That, and the fact that it uses 3-4x as many sprites...
It uses x5 sprites :(
How do you figure? Specifically, why would one way of showing a certain set of graphics require a different number of sprites than any other way?
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George
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Post by George »

Shindler wrote:OK guys I don't have time to read this all so give me a link or an answer. How do I install version 3?
As usual. as all the other grf files. The only diff is that they have to be placed after some other grf files, for example after cargo set.
Shindler wrote:And do I need to have all vehicles?
If you use AIManager then yes. If you don't, than no
Shindler wrote:What about this AI or whatever (what is this)?
AImanager is the file to teach the AI to buy LVs. Still in alpha state. Works only in temperate.

Still have one big problem. If there are no RV that can carry some cargo type by default, it will not try to build the route for this cargo type, even if there are models, which can be refitted to this cargo.
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George
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Post by George »

DaleStan wrote:
George wrote:
PikkaBird wrote:That, and the fact that it uses 3-4x as many sprites...
It uses x5 sprites :(
How do you figure?
I made the test grf. If I have not deleted it, you can download it from my site
Win http://ttd.cernun.net/download/testw.rar
Dos http://ttd.cernun.net/download/test.rar
DaleStan wrote:Specifically, why would one way of showing a certain set of graphics require a different number of sprites than any other way?
To show articulated bus you need
1) not turning sprite
2) first part turned left
3) last part turned left
4) first part turned right
5) last part turned right
it is x5 sprites. With new action 1 it would require only 1,2,4 groups of sprites.
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Post by DaleStan »

Fix yer site! Those are not text/plain. (ditto for the rest of the downloads directory.)

Or are you intentionally making your site inaccessable to anyone not using IE? :evil:
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George
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Post by George »

DaleStan wrote:
Fix your site! Those are not text/plain. (ditto for the rest of the downloads directory.)
Or are you intentionally making your site inaccessable to anyone not using IE? :evil:
I don't see any problem in Firefox :? Save as works here
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Post by Prof. Frink »

yes, right click -> 'save link as' works, but left or middle clicking the link results in a page of gibberish.
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Post by Wile E. Coyote »

I suggested to George some time ago to have buses with open doors while loading/unloading. But, there is sprites x 2. So I think it's the reason why you don't have animated vehs, isn't it, George?
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Post by goalie »

George wrote:
DaleStan wrote:
Fix your site! Those are not text/plain. (ditto for the rest of the downloads directory.)
Or are you intentionally making your site inaccessable to anyone not using IE? :evil:
I don't see any problem in Firefox :? Save as works here
i have the same problems
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George
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Post by George »

goalie wrote:
George wrote:
DaleStan wrote:Fix your site! Those are not text/plain. (ditto for the rest of the downloads directory.)
Or are you intentionally making your site inaccessable to anyone not using IE? :evil:
I don't see any problem in Firefox :? Save as works here
i have the same problems
With "save as"?
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Thade
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Post by Thade »

George, I get an error on sprite number 198, any suggestions?
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KrevRenko
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Post by KrevRenko »

George wrote:It uses x5 sprites
actually, to cover all the angles, I guess it's x8. Maybe I'm missing something because of my lack of patch knowledge...

I think I'm gonna get flamed, but, I thought that the turning sprites could be assembled from those already done, by adding the stretched 'joint' so it would not have to be so much work to draw. But, a waste of sprites is a waste of sprites... :(

The testw.grf won't load here either - sprite #198...

OK, I'm quiet already!
Last edited by KrevRenko on 25 May 2005 15:44, edited 1 time in total.
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krtaylor
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Post by krtaylor »

Well, possibly you might be able to do something with layering multiple sprites? I know the Patchteam are doing some experiments with that.
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KrevRenko
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Post by KrevRenko »

You mean the spritestreams? Looking forward to hearing from a dev on this, although I could guess what the answer will probably be...

*Looks at the spritestream discussion @ Tubular Bridge Replacement Topic*

Hmmmm.......

so, this means you can assemble a sprite out of several, with the final result being a single sprite?

8)

This could then be used for articulated RVs, like assembling the vehicles from 2(3?) sprites (front/back(joint?)), depending on their angle.

Or not?
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