"Project Generic Stations" Thread

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Born Acorn
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Post by Born Acorn »

If its not supposed to follow the picture, then its OK, but if it is, you should be going for something more like this
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Post by Jezulkim »

It was supposed to follow the picture, but not anymore. I won't do any changes to it.
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Post by cornelius »

Born Acorn wrote:If its not supposed to follow the picture, then its OK, but if it is, you should be going for something more like this
Yeah, I was gonna say you definitely ought to be able to fit it onto one tile.
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Post by Aegir »

Grab them while they're hot:

http://www.bur.st/~aegir/Projects/

(New stuff, fixing old fuxxored stuff, the works. The next official release is gonna be a big step forward from the old, but for now, gorge yourselfs on my test versions.)
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Post by Singaporekid »

Just a request, make my suburban dutch station be avaible from 1940-1970, and my city station 1960-2000
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Post by Aegir »

Singaporekid wrote:Just a request, make my suburban dutch station be avaible from 1940-1970, and my city station 1960-2000
Not yet, busy with other stuff.

:P

Fancy frilly things like that come after. Im in the process of re-doing all the extent, offset and rel values at the moment.
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Post by krtaylor »

Aegir, your palette is stuffed up again. I think both versions you have posted are using the DOS palette. Not sure though. Which version of TTD do you personally play?
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Post by Aegir »

Windows version of-course. Bloody hell, whats going wrong with it...

Thats twice in a row its done that...
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Post by lobster »

i guess you got them mixed up. but anyhoo, the dos-version isn't updated at all, i noticed since i play only dos-version. :wink: but after all, it doesn't matter that much. it's not as if we're in some rush.
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Post by Oracle »

Aegir wrote:Station with a bridge? The Japanese one? Well, I havent started coding anything with a bridge yet.
No - the one ChrisCF had in the original GRF and then you had some glitches with in the very early releases, IIRC.
Aegir wrote:And well, I wouldnt mind getting out of coding a few things, so if you want to do them, go ahead. I'd love to see those graphics coded, and if you want to do them for the next release of the USSet stations, I'd like it very much.

Also, if you want to use the scheme I use, I've now shifted over to a shorter naming scheme, %Name% Followed by either for Island platforms, For side platforms, and [D] For dual, both sides of the track. Its simpler, looks neater and doesnt make the Lomo-GUI look like crap.
Yes, I'll use your naming scheme (although I'm not intending to do side platforms (you can just use islands instead :twisted: - I might change my mind if persuaded, though). I've just completely recoded the asphalt platforms so they do both dual and island platforms, which was a lot of work but means that they now work properly :). Of course the gravel one of those platforms is already in, but I will put in the high-level concrete ones and the low-level concrete ones too. They will go into HALT, of course.

Are your "pigs" brick platforms cornelius' ones, by the way? I think you should update them with the ones in that post if they are.

On a slightly different matter, would people prefer to have the station stay as you built it if you add other platforms on (like Aegir's stations) or to have auto-reconfiguration so that they always stay as island platforms if that's what you built?
[/hijacking thread]

Aegir wrote:PS, do you know what the max amount of stations per station class is? I've found if I overload it too much TTD just crashes. Thats why [...]
No, I don't, I'm afraid. I thought the limit was the other way round, actually:
TTDPatch Wiki wrote:[...] as long as no more than (at the moment) 16 classes are used among all active .grf files at any time.
It could be that the GUI can't cope, of course.
With the class limit, I'd suggest not using as many classes as you mention in your later post - e.g. you can't have so much Dutch stuff that it needs two classes, can you?
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Post by Aegir »

Oracle wrote:
Aegir wrote:Station with a bridge? The Japanese one? Well, I havent started coding anything with a bridge yet.
No - the one ChrisCF had in the original GRF and then you had some glitches with in the very early releases, IIRC.
Ive coded that recently, and it now works beautifully.
Oracle wrote:
Aegir wrote:And well, I wouldnt mind getting out of coding a few things, so if you want to do them, go ahead. I'd love to see those graphics coded, and if you want to do them for the next release of the USSet stations, I'd like it very much.

Also, if you want to use the scheme I use, I've now shifted over to a shorter naming scheme, %Name% Followed by either for Island platforms, For side platforms, and [D] For dual, both sides of the track. Its simpler, looks neater and doesnt make the Lomo-GUI look like crap.


Yes, I'll use your naming scheme (although I'm not intending to do side platforms (you can just use islands instead :twisted: - I might change my mind if persuaded, though). I've just completely recoded the asphalt platforms so they do both dual and island platforms, which was a lot of work but means that they now work properly :). Of course the gravel one of those platforms is already in, but I will put in the high-level concrete ones and the low-level concrete ones too. They will go into HALT, of course.


Good good.

Oracle wrote:Are your "pigs" brick platforms cornelius' ones, by the way? I think you should update them with the ones in that post if they are.


No, older sprites I think, but I like them anyways.

Oracle wrote:On a slightly different matter, would people prefer to have the station stay as you built it if you add other platforms on (like Aegir's stations) or to have auto-reconfiguration so that they always stay as island platforms if that's what you built?
[/hijacking thread]


Well, my stations only behave that way because I havent learnt how to do the over-ride things, so, well, do what you reckon looks best.

Oracle wrote:
Aegir wrote:PS, do you know what the max amount of stations per station class is? I've found if I overload it too much TTD just crashes. Thats why [...]


No, I don't, I'm afraid. I thought the limit was the other way round, actually:
TTDPatch Wiki wrote:[...] as long as no more than (at the moment) 16 classes are used among all active .grf files at any time.
It could be that the GUI can't cope, of course.
With the class limit, I'd suggest not using as many classes as you mention in your later post - e.g. you can't have so much Dutch stuff that it needs two classes, can you?


Well, their is a limit of some sorts on how many stations per class, but its not related to the new stations code and more the code for drop-down boxes themselves, the limit for drop-down boxes, as Patchman says, is around 16-20. If it becomes a hassle later, Ill bug patchman to increase the limit.

Also, everyone seems to use the same common set of station classes, I've now swapped the generic stations over to the CITY class, so they co-exist with a lot of the older station .grfs aswell.

And as it stands, their is only four classes used. If I try and squish all the platforms together, it breaks this 16-20 limit, and TTD crashes. So for now, Im a bit stuck using this amount of classes until a solution becomes availible.
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Post by lobster »

aegir: any chance i can get my hands on your (latest) Dos developement grf? the one i downloaded was the same as some time ago.
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Post by Aegir »

astath wrote:aegir: any chance i can get my hands on your (latest) Dos developement grf? the one i downloaded was the same as some time ago.
Ill have a fiddle around, I think my uploading method was furked.
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Post by lobster »

i just downloaded the normal pigs.grf of which i thought was the win-version (since there was a pigs-dos.grf as well) but that's the dosversion then. works good, looks impressive. :)
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Post by Aegir »

astath wrote:i just downloaded the normal pigs.grf of which i thought was the win-version (since there was a pigs-dos.grf as well) but that's the dosversion then. works good, looks impressive. :)
Thanks!

Oh, and just so you know, Im going through and deleting all the files, Im going to try an alternate upload method. My own newgrf and projects folders were a hideous mess, gave them a cleanout and Im about to clean out the servers files, so it should work a hell of a lot better.
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Post by Aegir »

Its a double post, but a double post for the GOOD OF ALL MANKIND! Provided they have TTD...

These two are TEST .grfs, but the only bug I know of is with the goods sheds, for some reason the clipping is furked, and Im still trying to fix it.

(Oh, and I fixed that DOS issue, turns out that this new release of GRFMaker compiles the dos and windows .grfs with the same name >.> )
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Post by Raichase »

Great work as always Aegir, double-posts like that are worth seeing ;)
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Post by Aegir »

Cheers!

Hmm, five downloads over roughly five hours of off-peak forum time... Not bad.
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Post by Geo Ghost »

excelent, new update :D
i cant wait to see all the great work :wink:
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Post by Born Acorn »

Crap... I think the hard drive on my main comp has broken... maybe for good. Work on iron ore mine suspended until I can get it fixed
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