Page 68 of 97
Posted: 24 May 2005 17:51
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?

Working on xUSSR set.
Great! Can't wait for the full release of this, and the release of the xUSSR set

Posted: 24 May 2005 20:29
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?

Posted: 24 May 2005 20:37
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)?
Posted: 24 May 2005 21:32
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.
Posted: 24 May 2005 21:36
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.
Posted: 24 May 2005 23:17
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...
Posted: 25 May 2005 05:15
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

Some one have tested it
so you can do the final release
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

Posted: 25 May 2005 05:19
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?
Posted: 25 May 2005 05:20
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.
Posted: 25 May 2005 05:25
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.
Posted: 25 May 2005 08:13
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?

Posted: 25 May 2005 09:41
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?

I don't see any problem in Firefox

Save as works here
Posted: 25 May 2005 09:56
by Prof. Frink
yes, right click -> 'save link as' works, but left or middle clicking the link results in a page of gibberish.
Posted: 25 May 2005 11:28
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?
Posted: 25 May 2005 13:17
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?

I don't see any problem in Firefox

Save as works here
i have the same problems
Posted: 25 May 2005 13:30
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?

I don't see any problem in Firefox

Save as works here
i have the same problems
With "save as"?
Posted: 25 May 2005 14:29
by Thade
George, I get an error on sprite number 198, any suggestions?
Posted: 25 May 2005 15:34
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!
Posted: 25 May 2005 15:36
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.
Posted: 25 May 2005 15:57
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?
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?