Patch: Multiengine Normalization
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- bobingabout
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actually, isn't this b reakdown logic simular to how electric rail engines work when multi-headed with a diesel.
IIRC, when a train with a diesel and 1 electric leaves electric rails, then the HP of the electric is subtracted. this works either way round, eg, an electric front and diesel helper, or a diesel front and electric helper.
IMO, this should be true with breakdowns too, if the front engine breaks down, the helper engine should still keep it going.
IIRC, when a train with a diesel and 1 electric leaves electric rails, then the HP of the electric is subtracted. this works either way round, eg, an electric front and diesel helper, or a diesel front and electric helper.
IMO, this should be true with breakdowns too, if the front engine breaks down, the helper engine should still keep it going.
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However, the helper engines cannot currently break down. This also needs to be fixed.
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- bobingabout
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did you read the first post? this patch does that.
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To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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Re: Patch: Multiengine Normalization
V2 updated to r12628 in first post.
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if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
Nice! Is this patch not theoretically ready for trunk?
Re: Patch: Multiengine Normalization
I'm afraid notMJS wrote:Nice! Is this patch not theoretically ready for trunk?

Edit: Come to think of it, two lines from this patch got into trunk about a year ago

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if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
You mean "if (YouAreHappyAndYouKnowIt) {
ClapYourHands();" or two different ones?
In what sense is it not ready for trunk? (Or was my double negative phrasing causing the smiley?)
ClapYourHands();" or two different ones?

Re: Patch: Multiengine Normalization
The secondary engine ageing was included in trunk.MJS wrote:You mean "if (YouAreHappyAndYouKnowIt) {
ClapYourHands();" or two different ones?In what sense is it not ready for trunk? (Or was my double negative phrasing causing the smiley?)
The rest of the patch is still not very mature. I will need to fix the non moving black smoke and make a patch option and lots more.
Since this patch haven't seen any real playtesting I expect a few bugs to turn up as well.
Code: Select all
if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
I think you should concentrate on the known issues first. It would make more sense to tell people to test it when there are no known issues leftkaan wrote:Since this patch haven't seen any real playtesting I expect a few bugs to turn up as well.

Re: Patch: Multiengine Normalization
Your right as usualBjarni wrote:I think you should concentrate on the known issues first. It would make more sense to tell people to test it when there are no known issues leftkaan wrote:Since this patch haven't seen any real playtesting I expect a few bugs to turn up as well.

Since this is really your job, could you do me a favor and figure out how to get the smoke on wheels?
I have looked at the engine smoke for clues but that was fruitless as they actually stand still after creation.
Then I looked at plane shadows and found out that they are put on the plane as a wagon and the position updated on the run.
Fine i thought, I can do that. But then I began thinking (uh-ooh). Planes don't usually have wagons in flight and thats why it doesn't disturb anything else to use that for the shadow. Trains on the other hand has plenty of wagons and adding one (or more) with a funny offset would open a whole world of problems all around the codebase. If that wasn't enough I'm not sure that it is possible to have an animated wagon like that overlapping the engine.
So I give up unless someone has a solution.
Alternatly we could change the breakdown smoke to something like the steam smoke, only black and lots of it.
Code: Select all
if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
You can't copy the idea from planes, that's for sure. However do you really want black smoke on a driving train? I say that's a "stop right away" sign as it indicates a broken bearing or similar damage that will only get worse if you ignore it.kaan wrote:Since this is really your job, could you do me a favor and figure out how to get the smoke on wheels?
The question is more like: how should a disabled engine be displayed? What do we really want to display and then we figure out what to do.
Re: Patch: Multiengine Normalization
Good point.Bjarni wrote:You can't copy the idea from planes, that's for sure. However do you really want black smoke on a driving train? I say that's a "stop right away" sign as it indicates a broken bearing or similar damage that will only get worse if you ignore it.kaan wrote:Since this is really your job, could you do me a favor and figure out how to get the smoke on wheels?
The question is more like: how should a disabled engine be displayed? What do we really want to display and then we figure out what to do.
The current behavior is that there isn't much difference. For the engines that display those things the steam/smoke/sparks stop when broken down.
I don't have any good ideas on how to expand on that.
Code: Select all
if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
Couldn't the faulty engines be drawn gray and black like crashed trains. There must be code somewhere creating those B&W sprites...
- Toni Babelony
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Re: Patch: Multiengine Normalization
That would be really ugly, buut quite fair.AndersI wrote:Couldn't the faulty engines be drawn gray and black like crashed trains. There must be code somewhere creating those B&W sprites...
I was thinking about an extra smoke emission from the back of the engine to mark a damaged unit, but that would probably be as hard to code as the black smoke as stated above.
Another solution would be adding some kind of flag on the front of the particular engine, although I also like Bjarni's idea of the 'stop right away' sign. Maybe it would be better to have a 'send for service' sign.
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Re: Patch: Multiengine Normalization
Actually I meant that you are supposed to stop right away if the train emits black smoke. The only reasons for black smoke that I can think of is broken bearings, horrible diesel engine combustion or fire. You really don't want to drive with any of those.Toni Babelony wrote:Another solution would be adding some kind of flag on the front of the particular engine, although I also like Bjarni's idea of the 'stop right away' sign. Maybe it would be better to have a 'send for service' sign.
I don't like the idea of using the crashed sprites as not only would it look odd but it would also make the crashed sprites less severe or something. I mean it's a sign of trains crashing into each other. We don't want to drive with trains like that either. However I can't think of anything better. I guess the problem is that there really is no visual difference in real life so there is nothing to copy. Imagine an EMU that stops using the electric engines on the bogies... you could watch it drive past or be in it without being able to tell that it's off because you can't see it.
Re: Patch: Multiengine Normalization
Then I would suggest we keep it the way it is and cover up our lazyness behind the need for realismBjarni wrote:Actually I meant that you are supposed to stop right away if the train emits black smoke. The only reasons for black smoke that I can think of is broken bearings, horrible diesel engine combustion or fire. You really don't want to drive with any of those.Toni Babelony wrote:Another solution would be adding some kind of flag on the front of the particular engine, although I also like Bjarni's idea of the 'stop right away' sign. Maybe it would be better to have a 'send for service' sign.
I don't like the idea of using the crashed sprites as not only would it look odd but it would also make the crashed sprites less severe or something. I mean it's a sign of trains crashing into each other. We don't want to drive with trains like that either. However I can't think of anything better. I guess the problem is that there really is no visual difference in real life so there is nothing to copy. Imagine an EMU that stops using the electric engines on the bogies... you could watch it drive past or be in it without being able to tell that it's off because you can't see it.

Or almost the way it is anyway. When secondary engines get the power to stop the entire train then they should emit black smoke as well.
I would like to start getting suggestions for formula that dertermines breakdown (partial or full stop).
I even thought about makeing the breakdown overhaul a seperate patch, but lets see how complicated it gets first.
I'll head over to the balanced economics thread to see if they have some suggestions on this

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if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
- athanasios
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Re: Patch: Multiengine Normalization
To my opinion a message that the engine is broken down would suffice.
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Re: Patch: Multiengine Normalization
athanasios wrote:To my opinion a message that the engine is broken down would suffice.
Hmmm, that could be done, but I'm not sure how practical that would be with 1000+ trains.
Code: Select all
if (YouAreHappyAndYouKnowIt) {
ClapYourHands();
}
Re: Patch: Multiengine Normalization
Thanks, will be added.
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