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Posted: 02 Aug 2005 23:38
by krtaylor
Anyone wanna work on the Readme? You can use the US train set readme as a template.
Posted: 03 Aug 2005 13:23
by 459
I believe that "prepare things for releaseworthiness" includes modifying the documentation accordingly. I'll handle it and pass the draft to you for verification.
Posted: 03 Aug 2005 15:02
by 459
I edited some of the zero1000's old sprites. CRJ and Saab 2000 were too big and got smaller, more in line with Embraer 190's size. A380 got its decals off (they don't blend with other CC planes). Along with edited S330 sprite (with more distinct TTD-look) I'll post them all as soon as I'll recode the aforementioned planes.
DaleStan: I'll have to release another beta with those edited planes. Abort your job with earlier beta and use the one coming.
Posted: 03 Aug 2005 15:16
by krtaylor
Please post the updated sprites, so I can update the tracking table.
Posted: 03 Aug 2005 17:33
by DaleStan
459 wrote:DaleStan: I'll have to release another beta with those edited planes. Abort your job with earlier beta and use the one coming.
For better or for worse, I'm still working on C++ code; no time has been spent on modifying the latest planeset.
The easy part is done, I haven't touched the not-so-easy part, and the hard part is in progress. I hope to have time to finish it in the next 12-16 hours.
Posted: 03 Aug 2005 17:36
by Spaceball
I can do the german translation of the Readme File.
cu, Spaceball
Posted: 03 Aug 2005 18:06
by 459
OK, here is the updated set. Renewed graphics in PNG file, new version with those renewed graphics too.
A380, Saab 2000 and CRJ100 are modified from zero1000's sprites. Shorts is modified from Aydan's sprites.
Posted: 03 Aug 2005 18:07
by 459
The set...
Posted: 03 Aug 2005 20:29
by krtaylor
You shrunk the Shorts, which is fine, but I think previously we had versions for stopped-props and running-props.
Posted: 03 Aug 2005 20:47
by DaleStan
krtaylor wrote:I think previously we had versions for stopped-props and running-props.
We did. I intended to link to the post;
here is the source zip.
The current version looks more like it's got jet engines than turboprops, IMO.
Posted: 04 Aug 2005 00:34
by DaleStan
459: The executable (MakeRcosts) is finished.
I'll wait for a decision from you on which Shorts you want to use, because MakeRcosts will not add the version and config checks.
Posted: 04 Aug 2005 01:23
by krtaylor
The smaller version is a good idea, but I think it can be improved, e.g. with better props.
Posted: 04 Aug 2005 13:43
by 459
The props I drew are like with other planes. Maybe I should've changed them in Saab 2000 too but for some reason I didn't. As I've stated ages ago, I intend to preserve original TTD look in sprites as much as possible.
Use the beta dated 3/Aug/05 for running cost mods.
Posted: 04 Aug 2005 14:28
by krtaylor
** Breaking news **
The Patchteam has cracked the code to make / add our own sounds to the game. So we can have different aircraft sounds on landing, takeoff, or whatever, if we like. It's not working completely yet, so it will
not be in this release, but we can at least start collecting relevant WAV files for a future release.
More info:
http://www.tt-forums.net/viewtopic.php?p=339001#339001
Posted: 04 Aug 2005 14:40
by 459
If we can come across something that'd go as an aircraft sound we might add them to a future version. However, the design has been "freezed" for initial release version.
Posted: 04 Aug 2005 14:49
by krtaylor
459 wrote:However, the design has been "freezed" for initial release version.
Yes, that is exactly correct. No additions at this time.
Posted: 04 Aug 2005 15:42
by DaleStan
krtaylor wrote:So we can have different aircraft sounds on landing, takeoff, or whatever, if we like.
We definitely need to fix the takeoff sound for the Zeps.
459: Here you go.
MakeRcosts is used exactly like NFORenum, with the following differences:
- Only one file may be specified on the command line.
- Piping files in/out does not work.
Use .renum/planeset.txt to adjust the cost ratios between the 4 planespeed settings.
MakeRcosts reads the running costs from the NFO and generates 1-12 new sprites at the end of the NFO it is given. These sprites should be removed prior to running MakeRcosts again. (As the big box comment says.)
MakeRcosts has already been run on the NFO I attached. I also added the patch version (at least alpha 42) and config (newplanes on, planespeed 1..4)[0] checks.
The way I wrote MakeRcosts, it's easiest to balance for planespeed 4 first, and then pull the added sprites and remake the running costs.
Please make sure you can get MakeRcosts to work ASAP; I'm leaving for vacation in about 12 hours.
[0] Yes, that's right. Effective with 459's next release, the Planeset *will* *not* load with planespeed off. Use planespeed 1 instead; it's the same as planespeed off except the speed-up-when-broken-down bug is fixed.
Posted: 04 Aug 2005 16:34
by krtaylor
DaleStan wrote:
[0] Yes, that's right. Effective with 459's next release, the Planeset *will* *not* load with planespeed off. Use planespeed 1 instead; it's the same as planespeed off except the speed-up-when-broken-down bug is fixed.
Surely there's some way to make it so it doesn't have this problem?
Posted: 04 Aug 2005 16:39
by DaleStan
How many times do I have to say this? HOW MANY TIMES?
planespeed fixes that bug, but ONLY IF IT IS NOT OFF!
Posted: 04 Aug 2005 16:46
by krtaylor
No, let me try again. Planespeed fixes which bug? Obviously it can't fix a bug if it's off. Is there some other way to code so that the planeset still works, even with planespeed off?