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Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 23 Nov 2008 20:16
by giuseppe
bugtransrapid.PNG
bugtransrapid.PNG (34.35 KiB) Viewed 4030 times
Peaces of wagon dissapear when loading/unloading.
Anyway thanks for the speed! :wink:

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 23 Nov 2008 22:26
by This is my name
For the signal part - may I suggest to you taller signals :wink: ?

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 23 Nov 2008 23:06
by FooBar
giuseppe wrote:Peaces of wagon dissapear when loading/unloading.
Seems to be some sort of clipping. I'll look into that. Thanks for reporting.
This is my name wrote:For the signal part - may I suggest to you taller signals
Yes, the signals are still a bit of an issue indeed. The biggest problem however is drawing (and coding) the signals, which I really don't like doing right now :D

May I also suggest you upgrading to BETA 1.1?

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 01 Dec 2008 03:41
by Travox
Hi,

I'm new to this forum. I tried to install this grf, but it doesn't work. I receive the attached error message once the game starts:

Translated in english it means:

"Error while loading the graphics: file "newgrf\TransRapidTrackSetW.grf" has invalid Sprite #669 (code 4/5).

Can anyone help me fix this problem?

I'm using ttdpatch2.5.9 under Windows Vista.

Many thanks for your help.

brgds
Travox

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 01 Dec 2008 13:42
by FooBar
Could you try the file attached below and let me know if it works? If so, I'll make it into an official release.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 02 Dec 2008 22:08
by Travox
FooBar wrote:Could you try the file attached below and let me know if it works? If so, I'll make it into an official release.
Hi FooBar,

yes, it seems to work. No error message received anymore.

But I can't find any maglev trains/rails, only the "normal" TransRapid as show in below pic.
I think this will be only a wrong configuration in my game, can you help me how I need to fix the config?

Thanks a lot.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 03 Dec 2008 06:53
by This is my name
FooBar wrote:The biggest problem however is drawing (and coding) the signals...
I can draw you signals since I have nothing to do :) , but will signal lights have to be drawn separately?

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 03 Dec 2008 07:53
by FooBar
Travox wrote:But I can't find any maglev trains/rails, only the "normal" TransRapid as show in below pic.
Oh, you don't get vehicles. You only get the tracks, kinda like what the title of the set suggests :wink:
Try setting your unifiedmaglev switch to use the Maglev tracks instead of the Monorail tracks and see what happens then.
This is my name wrote:but will signal lights have to be drawn separately?
Not really, however, you need to draw every signal twice, where one is showing the red light and another showing the green light. I suggest to take a look at a decoded trg1r/ttdpatchw/openttdw grf file.

And then there's the presignals and the pbs-signal graphics. For all 8 directions. Which comes to a grand total of (1+3+4)*8*2 = 128 spites. That's also kinda the reason why I keep postponing to draw the signals myself...
But if you like to give it a shot, be my guest!

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 03 Dec 2008 08:33
by This is my name
*Draws a signal*

Hmm... a bit big :? . What do you think?

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 03 Dec 2008 16:49
by FooBar
This is my name wrote:What do you think?
Well, exactly this:
This is my name wrote:Hmm... a bit big
Otherwise it's very nice. If you could do something like that in TTD scale, we might hire you to do the PBS signals for OpenGFX :P

Oh, and put the red light at the bottom, as it's usually there and not at the top in most countries.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 04 Dec 2008 07:09
by DaleStan
FooBar wrote:And then there's the presignals and the pbs-signal graphics. For all 8 directions. Which comes to a grand total of (1+3+4)*8*2 = 128 spites.
You missed a factor of two somewhere. Likely the semaphores.

Alternatively, at least for the lighted signals, you can use newsignals to build them up from a few parts and possibly some recolorings. Recolorings are especially useful in the case of signals that use one lens aperture for all aspects.

It is more difficult to do this with semaphores, but you can at least tack the pre-signal-type signs on, reducing the requirement to 35 semaphore sprites instead of 128. And three of those 35 will probably be shared with the lighted signals.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 04 Dec 2008 07:42
by FooBar
DaleStan wrote:You missed a factor of two somewhere. Likely the semaphores.
No, I didn't, but thanks for noticing :D
I don't think it's necessary to have two signal types for the maglev tracks, given that maglev is post-semaphore anyways :wink:

Using newsignals is quite interesting indeed. And given the sprite reduction very useful too! I should look into that...

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 04 Dec 2008 11:00
by Roujin
well, one could use normal light signals and something futuristic, instead of semaphore and light signals.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 05 Dec 2008 06:34
by This is my name
Much better? :)

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 06 Dec 2008 10:36
by FooBar
Looks good to me, but how does it look next to the track? :D

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 06 Dec 2008 11:59
by Ammler
I fear, missing signals aren't the lack of drawer, then a patch coder. You need "special" signals which are for maglev, only. We discussed that already around page 5/6 of this thread.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 06 Dec 2008 18:09
by FooBar
Although a patch would be optimal, I figured this as a temporary solution:

Since there are two signal 'slots', one semaphore and the other for light signals, one could use one slot for (mono)rail (possibly semaphores at first, overridden by light signals after a certain gameyear) and the other slot for some specialized maglev signals.
Or something like that.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 07 Dec 2008 00:44
by Travox
FooBar wrote:Oh, you don't get vehicles. You only get the tracks, kinda like what the title of the set suggests :wink:
Try setting your unifiedmaglev switch to use the Maglev tracks instead of the Monorail tracks and see what happens then.
Yeah thanks, that was the missing switch. After setting the unifiedmaglev switch to 2, then it worked.

But can you please tell me where I get a train for the maglev set? It looks very stupid having the monorail train driving on the maglev track :?

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 07 Dec 2008 11:30
by FooBar
Except for the default maglev vehicles in TTD there's the Transrapid in the DBXL set and the UKRS had the Transrapid and a freighter. And that's all the maglev vehicles I know about.

Re: TransRapid Track Set [Updated: Beta 1.1 available]

Posted: 07 Dec 2008 12:27
by wallyweb
Travox wrote:But can you please tell me where I get a train for the maglev set? It looks very stupid having the monorail train driving on the maglev track :?
One of the Maglevs mentioned in FooBar's post will satisfy this question, but there is something else to consider. Maglevs appear in TTDX only after Monorails have been available for a while. It is quite possible, if not probable, that your game has not yet progressed to the point where Maglevs become available. 8)