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Posted: 12 Oct 2004 19:10
by Darkvater
George wrote:
Celestar wrote:Who draws the stuff? Remember that the developers are no graphics people normally, so someone else has to do the graphics.
I shall do it. Just say what to draw and I shall draw it.
  1. Make new graphics for 2x1, 3x1 and 4x1 bus-stations (I think that would do it) in all four directions
  2. New graphics based on year (not needed right now)
  3. Make in-road busstops, but I think Korenn made those
  4. speed up development: Create, on paper, an FSM like graph that controls movement inside the busstation and divides it up into blocks akin to the airport. Also some code (graph) for connecting multiple of these together. Eg connect 1x1 stations to behave like 2x1.
I am sure it will be coded then. Just not right now, because all focus is on getting the map-rewrite done, which, as there is only 2-3 or so of us doing it, will take a few more weeks.

Posted: 12 Oct 2004 19:38
by lucaspiller
Yep, I know this has been asked a lot of times, but, are there any plans to make a bus stop where busses just pull off to the side of the road? I know it wouldn't really be useful but it would look realistic. Here (the middle of know-where) the 'bus stops' don't even have signs... :P

Posted: 12 Oct 2004 19:43
by teeone
Darkvater wrote: 3. Make in-road busstops, but I think Korenn made those
I think thats them lucas

Posted: 12 Oct 2004 20:12
by ThorRune
Darkvater wrote:
George wrote:
Celestar wrote:Who draws the stuff? Remember that the developers are no graphics people normally, so someone else has to do the graphics.
I shall do it. Just say what to draw and I shall draw it.
  1. Make new graphics for 2x1, 3x1 and 4x1 bus-stations (I think that would do it) in all four directions
  2. New graphics based on year (not needed right now)
  3. Make in-road busstops, but I think Korenn made those
  4. speed up development: Create, on paper, an FSM like graph that controls movement inside the busstation and divides it up into blocks akin to the airport. Also some code (graph) for connecting multiple of these together. Eg connect 1x1 stations to behave like 2x1.
I am sure it will be coded then. Just not right now, because all focus is on getting the map-rewrite done, which, as there is only 2-3 or so of us doing it, will take a few more weeks.
No terminus stations?

2x1 bus station

Posted: 21 Oct 2004 11:58
by George
Iteration 1

Posted: 21 Oct 2004 15:08
by rbenevid
Celestar, those pics look great. Even if you make 2x1 and greater bus stops, those multiple stations should stay. They're really nice, for buses and trucks alike.

And that station stats windows is really really really cool. Love it.

thanks for your dedication,
cheers

Posted: 21 Oct 2004 15:33
by ThorRune
George, that look like it needs 8 squares. Sure, it's great, but it can't fit to well into 2 sprites? Whitch makes it huge

Re: 2x1 bus station

Posted: 21 Oct 2004 16:15
by Darkvater
George wrote:Iteration 1
That looks pretty sweet George. Altough I don't think A2,A3,A4 would fit in a single tile. As far as I know 2 vehicle's length is one tile.
Also, if I see it correctly, the only place for a "large" bus to park is A9, right? What would A2 do? Also, there is no entrance to A4 and no exit from A5 ;) Looks nice though, but I feel it is a bit too complicated for a 2 tile busstation. What I mean by this is that when it is a busy station, everything is just too cramped in and a lot of graphical glitches (larger bus sticking its nose into a smaller bus, etc.) would appear.

As far as I can see, this is a fixed 2x1 station; eg. not modular, you cannot make 3x1; that would be 1 2x1 and 1 1x1 station. Not that there is something wrong with that, just an observation.

Just one more question: What is the function of A2 and A7? possible extra parking space for large busses/trucks?

Posted: 21 Oct 2004 16:45
by ThorRune
A2 and A7 i believe has to be scenery, like where the people stand, or a gas station

Re: 2x1 bus station

Posted: 22 Oct 2004 09:32
by George
Darkvater wrote:
George wrote:Iteration 1
That looks pretty sweet George. Although I don't think A2,A3,A4 would fit in a single tile.
And they should not.
A2 is for usage with A1 only
A3 has to be used with A4, A5, A6
Darkvater wrote:As far as I know 2 vehicle's length is one tile.
Also, if I see it correctly, the only place for a "large" bus to park is A9, right?
No. It supports only the length of 2 and 3
for the length of 4 the usage of A3+A4+A5 is intended
for the length of 5 the usage of A3+A4+A5+A6 is intended
for the length of 6 the usage of A2+A3+A4+A5+A6+A7 is intended
Darkvater wrote:What would A2 do?
Allow 3 length Buses on A1
Darkvater wrote:Also, there is no entrance to A4 and no exit from A5 ;)
It is because they never used as single tile
Darkvater wrote:Looks nice though, but I feel it is a bit too complicated for a 2 tile bus station.
:lol:
Darkvater wrote: What I mean by this is that when it is a busy station, everything is just too cramped in and a lot of graphical glitches (larger bus sticking its nose into a smaller bus, etc.) would appear.
I tested this model in visio - they should not overflow.
Darkvater wrote:As far as I can see, this is a fixed 2x1 station; eg. not modular, you cannot make 3x1; that would be 1 2x1 and 1 1x1 station. Not that there is something wrong with that, just an observation.
I think I shall make schemes for 3x1 separately. I think modular station is too hard to invent.
Darkvater wrote:Just one more question: What is the function of A2 and A7? possible extra parking space for large busses/trucks?
Exactly.

Let me clarify the scheme.

The bus can have the length of 2,3,4,5,6,7,8,… (has to be a vehicle property to indentify the length). 2x1 bus station of the C-type, represented in the scheme, can accept busses up to length 6.

Length of 2 – buses up to 16 pixels diagonal wide in the diagonal view.
Length of 3 – buses up to 24 pixels
Length of 4 – buses up to 32 pixels
Length of 5 – buses up to 40 pixels
Length of 6 – buses up to 48 pixels
Length of 7 – buses up to 56 pixels
Length of 8 – buses up to 64 pixels

In my scale of 3.3px/meter it means
Length of 2 – buses up to 7.27 meters long
Length of 3 – buses up to 10.9 meters long
Length of 4 – buses up to 14.54 meters long
Length of 5 – buses up to 18.18 meters long
Length of 6 – buses up to 21.81 meters long
Length of 7 – buses up to 25.45 meters long
Length of 8 – buses up to 29.09 meters long

Default buses are 16 px
Leyland Olympian is 25 px
Volvo 5000 2a, Greyhound SceniCruiser, Mercedes O315 are 28 px
Neoplan 122/3L, Scania K124 Irizar PB are 30 px
Volvo 9700 3a is 33 px
Dolphin 2a is 34 px
Volvo 5000 3a is 40 px
Neoplan 138/4 is 42 px
Dolphin 3a is 44 px
Dolphin 4a is 62 px

Routes
Buses of length 2 can use
A1 with route B1, A1, B2, B3, B4, B5, B6
A3+A4 with route B1, B2, A3, A4, B3, B4, B5, B6
A5+A6 with route B1, B2, B3, B4, A5, A6, B5, B6
A8 with route B1, B2, B3, B4, B5, A8, B6
A9 with route B1, A9, B6

Buses of length 3 can use
A1+A2 with route B1, A1, A2, A3, A4, B3, B4, B5, B6
A3+A4+A5 with route B1, B2 , A3, A4, A5 ,A6, B5, B6
A7+A8 with route B1, B2, B3, B4, A5, A6, A7, A8, B6
A5+A6+A7 with route B1, B2, B3, B4, A5, A6, A7, A8, B6
A9 with route B1, A9, B6

Buses of length 4 can use A3+A4+A5+A6 with route B1, B2, A3, A4, A5, A6, B5, B4
Buses of length 5 can use
A3+A4+A5+A6 with route B1, B2, A3, A4, A5, A6, A7, A8, B6
A2+A3+A4+A5 with route B1, A1, A2, A3, A4, A5, A6, B5, B6

Buses of length 6 can use A2+A3+A4+A5+A6+A7 with route B1, A1, A2, A3, A4, A5, A6, A7, A8, B6

Rules
If any part of the possible decision is occupied or reserved, the decision is not allowed
The bus, coming from the terminal has the priority to the bus, coming to terminal
The bus, coming from A8 to B6 goes before the bus from A9
The bus, coming from B* to B* goes before the bus from A*
The bus, coming to the station selects terminals from possible in order A1, A8, A9, A5, A3. The bus of length 3 selects terminals from possible in order A9, A8, A1, A5, A3. The bus of length 5 selects A2+A3+A4+A5 before A3+A4+A5+A6.
When the bus selects the terminal, it becomes marked as reserved for this bus.
If no selection is possible, it waits in B1
Passengers have to be loaded at the most busiest terminal from possible. It means in the buses in order A3, A5, A8, A9, A1.

This set of rules has to control buses movement on the station. Hope I didn’t miss something

Posted: 22 Oct 2004 09:32
by George
Zetor2003 wrote:George, that look like it needs 8 squares. Sure, it's great, but it can't fit to well into 2 sprites? Whitch makes it huge
it is 2x1. Each tile is 16x16 in TTD

Posted: 22 Oct 2004 22:45
by ThorRune
Sounds great, who draws? :P

Posted: 24 Oct 2004 20:45
by George
Zetor2003 wrote:Sounds great, who draws? :P
Me. Who will code?

Re: 2x1 bus station

Posted: 24 Oct 2004 22:40
by Korenn
George wrote:Iteration 1
the two road tiles on the left have a one way entrance or exit to/from the bus station...
in other words, they're not the normal road tiles, so won't work.
as it is now, the normal tiles would not line up with the station, the station needs double in/out lanes.
even if they're not used, you're kind of stuck with them.

Re: 2x1 bus station

Posted: 25 Oct 2004 06:28
by George
Korenn wrote:
George wrote:Iteration 1
the two road tiles on the left have a one way entrance or exit to/from the bus station...
in other words, they're not the normal road tiles, so won't work.
as it is now, the normal tiles would not line up with the station, the station needs double in/out lanes.
even if they're not used, you're kind of stuck with them.
If the new route will be implemented for stations, than it is possible to have a new one for road tile too.

Sugestion.
Could the ladscape graphics be changed unlike TTD, where a road is a part of the landscape and a road is a part of the bridge to support separate graphics for land and roads, so roads will be drawn over land. This will allow no to re draw all the land combinations when new road or land graphics appears

Posted: 25 Oct 2004 13:28
by Celestar
Good stuff George :)

Each tile is 16x16 units (along the edges), but 32x32 pixels in the sprite. Don't ask me why CS coded it that way in the first place.

Celestar

Posted: 25 Oct 2004 15:37
by George
Celestar wrote:Good stuff George :)
Each tile is 16x16 units (along the edges), but 32x32 pixels in the sprite. Don't ask me why CS coded it that way in the first place.
Will you code?

Posted: 16 Dec 2004 02:57
by Bruno
With new graphics (in middle of 2005) can u turn this possible? ;) :oops: