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Posted: 20 Nov 2005 21:28
by pETe!
eis_os wrote:
PS: To the HQ forum:
a) Hotlinking images isn't very nice
b) if you already tell people about a feature, read the full thread before makeing assumes who does something. Patchman will be involved in PBS fixing (hopefully)
Sorry, i'll "fix" this.
c) Patchmans and my Avatar are really different, there shouldn't be any problems to recognize the difference
Well, i cannot fix THIS ^^
Posted: 20 Nov 2005 21:47
by Prof. Frink
eis_os wrote:c) Patchmans and my Avatar are really different, there shouldn't be any problems to recognize the difference
[OT]
Although patchman does actually have two avatars...
[/OT]
Posted: 20 Nov 2005 21:52
by Hyronymus
That's besides the topic, Oskar started this topic. It's just the desire to have the same news as this forum at the same time. Including hotlinks.
Posted: 21 Nov 2005 03:04
by Oz
Oskar: Truthfully, I like the way that Method 2 handles the appearance of the graphics, but you're right about the extensibility for other sets. Would it be possible for a hybrid system? In ither words, I could draw four sets of sprites per view: regular track, monorail, maglev, and generic? The generic could then be used if a set that replaces one of the 'standard' tracks is active. Heck, if the authors of the narraw guage and Shinkasen graphics posted their tracks, I'd be more than happy to produce sprites for them for consistency. I honestly can't think of any other sets that have fudged with the tracks.
Also, will it be possible for the player to choose which graphics they want to use?
I'll try to get you a complete set of one of the tunnels to you as soon as possible. I completely forgot about the views facing away from the player, but they shouldn't take long to draw.
Cheers!
Posted: 21 Nov 2005 08:54
by eis_os
Hi Oz
I could use two bits, that means I have 4 possible "slots". I guess selecting is a bit to much work, but I will try to remember it. Actually it could be made a bit like the Semaphores system, the tunnel grf sets 3 time points when the next style should be used.
Actually the second system is more likely to come true, because creating bounding boxes are a bit overkill. And the spritesorting already goes nuts.
Actually is there a wish to have that system cover aswell normal tunnels?
I mean, when I start creating now a action 5 or action 3 system for it, I guess I can overwrite fully the way that tunnels get drawn...
Posted: 21 Nov 2005 09:34
by michael blunck
> Actually is there a wish to have that system cover aswell normal tunnels?
Yes, of course.
regards
Michael
Posted: 21 Nov 2005 16:46
by lobster
Oz wrote:I honestly can't think of any other sets that have fudged with the tracks.
sorry to interrupt, but both Australian as well as "Tycoonez" sets come to mind.
Posted: 21 Nov 2005 17:00
by krtaylor
The Japanset will have special Shinkansen tracks.
Posted: 22 Nov 2005 04:49
by Oz
Okay, Oskar, here goes nuthin'. I've broken these sprites down as per the option 2 you mentioned yesterday. Honestly, I'm glad that you chose this method, because I was messing around with the other option last night, and there just wasn't enough depth to the tunnels. I mean, if you think about it, before the tracks in the tunnel disappear, they're only a couple pixels from the rail passing overhead. The illusion is then destroyed. But, with being able to draw shadows on the tunnel rails, they appear to be further below.
I do like the idea of the tunnel graphics changing over time. In fact, the old rusty trestle I drew would work well for, say, 1920's-1950's. Then, as the monorails and maglevs come into play, the other graphics can be used. Just wondering: would it be possible to randomize the later graphics? That way when a tunnel is build, one of the three other graphics would be chosen. It would add variability, and, if the player wants a particular tunnel graphic they can dynamite until the one they want is drawn. Just a thought.

I didn't know that there were so many sets that changed the rail graphics. No small feat to draw all of the variations. Especially considering that there are also three other land tiles, besides temperate, that I have to draw. Sheesh!
I do hope that the tunnels I drew work out okay. If something is messed up, let me know, and I'll try to fix it. Good luck!
Posted: 22 Nov 2005 07:56
by Born Acorn
Theres the Gstone tracks and I believe a USSR one somewhere.
Posted: 22 Nov 2005 09:47
by eis_os
Well currently Lakie and me are thinking about a system for rails & roads. Actually Lakie want to add support for roads, so I think maybe a united system would be better or get a common ground for both, however that are only ideas collecting... (on the TTDPatch wiki)
I think we allow to have a shadowed track version for the entrances per track type. You draw a half piece of track with shadow, then you can put a tunnel graphics on it. (Method 3 4 or 5)
Posted: 22 Nov 2005 11:07
by lobster
Oz wrote: 
I didn't know that there were so many sets that changed the rail graphics. No small feat to draw all of the variations. Especially considering that there are also three other land tiles, besides temperate, that I have to draw. Sheesh!
don't you think that's a job for the set creators themselves? i know i do.
Posted: 22 Nov 2005 15:03
by eis_os
As I said, it's better if we try to split the stuff
Posted: 22 Nov 2005 16:01
by George
eis_os wrote:As I said, it's better if we try to split the stuff
I agree
Posted: 15 Dec 2005 08:53
by eis_os
You have not seen updates here currently because I work currently on TTDPatchAutoInstaller, the graphical part is still not solved with enhancetunnels but Bugs aren't found in the current version of alpha a67a. Because of the current bugs in alpha 68 I think it's currently useless to try to merge. Lakie has tested my dev version aswell.
OT sidenote:
It's a shame that people call it "ungelegtes Ei", (sorry I have no good translation) Generally when I read such things I want to start a deltree on that feature. *
-edit-
* I already added a lot of my time on enhancetunnels, it's full playable only the graphical part is not working how I would like it. The reason why there was no work on it lately is TTDPatchAutoInstaller and it's a result of GPL and installer discussion lately. I spent a lot time on TTDPatch for free, telling me that certain features aren't finished and only some (actually I posted only one pic) pictures are posted is a a bit bad. I can post hundered ingame pictures but I think I better use the time for finishing the autoinstaller and enhancetunnels.
The enhancetunnels feature with more or less graphical correctness will be added hopefully
before the beta phase (aka meaning the last feature of alpha) I have a red mark in my calender for it this year (2005)

Posted: 15 Dec 2005 12:54
by BeSt-Com
eis_os wrote:
OT sidenote:
It's a shame that people call it "ungelegtes Ei", (sorry I have no good translation) Generally when I read such things I want to start a deltree on that feature. *
i think you misunderstood me.... sorry for that.
We had been talking about new features, that are implemented, so my opinion, and MB told about your plan of NewRoutes. I only wanted to split the thread for 'suggestiones-in work' and 'ready features'.
And i don't think that the german slang 'ungelegtes Ei' is negativ.
So, please, don't 'deltree'

Posted: 15 Dec 2005 17:56
by lobster
BeSt-Com wrote:i think you misunderstood me.... sorry for that.
yes, you better apologize, you!
anyway, i think the importance of this patch is high enough to "demand" (which isn't the right way to put it, i know, but i can't come up with anything else) it to be in the next beta, albeit in a graphical state a little more evolved then this one. but seriously, eis-os-patches like these (i.e. that bridgething, the raise-land-below-tracks) constantly improve the gameplay so vastly... awesome.

Posted: 16 Dec 2005 01:45
by Raichase
eis_os wrote:It's a shame that people call it "ungelegtes Ei", (sorry I have no good translation) Generally when I read such things I want to start a deltree on that feature.
You know that most of us really appreciate your work, no matter how much time it takes to do, because we know in the end you will do it, and do it well. I would much prefer that than to see you discouraged, and trying to rush through things.
It'll be ready when it's ready. Thats why we love it

.
Keep up the good work, you always do the impossible
![Pleased :]](./images/smilies/pleased.gif)
.
Posted: 22 Dec 2005 09:57
by eis_os
Maybe Oz can create a tunnel replacement set so it doesn't look that funny as in the current state. (aka overwriteing via action TTDs default tunnel entrance sprites)
Posted: 22 Dec 2005 10:51
by michael blunck
["tunnel replacement set"]
There will be new tunnel sprites included in the next DB Set release as well, though not this year.
I´m taking it that some action 0As would be sufficient for "tunnel replacement" because the new building procedure you´ve been working on won´t make it into the Beta?
Feel free to contact me if that´s not the case.
regards
Michael