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Re: VAST Development Thread
Posted: 09 Jul 2010 06:41
by planetmaker
zero.eight wrote:
Kogut wrote:And small request - is it possible to have trees with grass, not tiles on the ground?
Like this?
vastgrasst.png
Ah, that's nice, too

That opens yet another eye-candy possibility. Something which will always fit its surroundings

I'd like more of those semi-transparent objects

Re: VAST Development Thread
Posted: 09 Jul 2010 07:39
by zero.eight
planetmaker wrote:Ah, that's nice, too

That opens yet another eye-candy possibility. Something which will always fit its surroundings

I'd like more of those semi-transparent objects

Problem is semi-transparent objects need a non-transparent ground sprite, which is problematic for stations, since the ground sprite changes for different rail types. Should be noticeable in VAST if you build anything using monorail. The quick solution is to use the default flat rail sprite (#1011/1012) as the ground sprite, but since the rail covers the whole tile, semi-transparent objects would have rails underneath. It isn't a problem for electrified/non electrified though. So right now the "solution" is to not use monorail/maglev for such objects. Unless I am missing something code wise?

- Coded using ground sprite 0xF8D (3981d - flat plain grass)
- stationGroundSpriteProblem.png (34.82 KiB) Viewed 5271 times
Anyway. What to do with this? It needs something...

- vaststatfounp1.png (11.62 KiB) Viewed 5271 times
Re: VAST Development Thread
Posted: 09 Jul 2010 08:25
by Kogut
Trees/smaller sculptures on both sides of monument.
Re: VAST Development Thread
Posted: 09 Jul 2010 15:51
by Kogut
I know that it may be boring etc
But what about coding (end including to VAST) that:

- SquareCompilation.png (28.23 KiB) Viewed 5238 times
It is Red*Star's work uncoded from 4 years.
http://www.tt-forums.net/viewtopic.php?p=454892#p454892
Another work of Red*Star:
Re: VAST Development Thread
Posted: 09 Jul 2010 17:50
by XeryusTC
Those squares are coded already, the newgrf they're in hasn't been officially released yet though as there is no readme for it yet

Re: VAST Development Thread
Posted: 09 Jul 2010 18:20
by Kogut
So is it possible to releace without readme? I think that VAST majority of users of that forum are able to build stations without proper readme.
Re: VAST Development Thread
Posted: 16 Jul 2010 23:58
by oberhümer
May I ask why the paths are pink, of all colors? Where'd the original for that come from?
Anyway, I have never seen a pink path. I would think they're more gravelish gray/ochre or asphaltish black.
Re: VAST Development Thread
Posted: 17 Jul 2010 10:02
by George
Kogut wrote:It is Red*Star's work uncoded from 4 years.
It was also coded as city square in ECS Houses on 19-th July 2008 (
http://george.zernebok.net/news/news2008.html)
Re: VAST Development Thread
Posted: 17 Jul 2010 10:54
by zero.eight
oberhümer wrote:May I ask why the paths are pink, of all colors? Where'd the original for that come from?
Anyway, I have never seen a pink path. I would think they're more gravelish gray/ochre or asphaltish black.
The colour they currently are is a compromise between bright pink and dark red, both of which look worse (see first post). The colour comes from how I remembered the parks to look in SimCity 3000 (until about 5 minutes ago when I actually checked - they are pinker there, see
this page). I am not completely happy with them either, so I will try to come up with something better. Grey paths will be in the next release

Re: VAST Development Thread
Posted: 17 Jul 2010 10:59
by Kogut
Or here
Re: VAST Development Thread
Posted: 17 Jul 2010 11:08
by ChillCore
Please keep the pinkey paths. I like them.
Ofcourse I would not mind additional gravel, dirt or other pavement colours.
Btw. Thank you for those slope tiles. I did not think you would have them so fast available after the request.
Also, according to a discussion I have read, there are only 32 slots for station sets.
Would it be possible to limit the slot use in some way please?
ps: Lovely how the trees change colour according to season.
Re: VAST Development Thread
Posted: 17 Jul 2010 11:30
by Gord
I know some stations have pinky/red paths running up to them. They get quite slippery when wet. As I found out to my cost running for a train at Stourbridge Town!
I love this idea so far. Building good looking stations is all part of the game.
Re: VAST Development Thread
Posted: 22 Jul 2010 16:01
by zero.eight
v0.2.13 [2010-07-22]
Afternoon,
0.3.0 is almost complete, so here's the sum of everything that has gone into it. There are a few more tiles I want to include but the current structure of VAST should stay the same.

- 23 million well spent but no nice blue lanes
- VAST-0.2.13-1.png (587.36 KiB) Viewed 4929 times
Changelog for 0.2.5 ->> 0.2.13
- New class: Parks and Plazas
Green areas and large public spaces, 2 "stations" currently
- Ground
Added grass and mud tiles with random variations. References the base grass/dirt tile, so whatever your base set uses (or has been overridden by)
Added plaza base tiles
- Paths
Pinkey paths are staying and grey paths are in, so feel free to choose 
Added full variations for ramps
Added extra shrubs to corner tiles
Downscaled benches (approx 6/tile)
Added EN-US strings (grey > gray)
- Gardens
Tweaked flowerbeds
Added extra flowerbed
Added potted shrubs
Added topiary on grass
Copper brown is more copper and less brown
- Statues and Fountains
Added 2 variations
===============
New behaviour:
1) The first parameter is a bitmask that allows classes to be disabled. Useful if you don't want to clutter the build menu with classes that will not be used (there is currently a limit of 31 custom station classes ingame) . Simply add up the values of classes that you want to disable and set the first parameter to this value.
Code: Select all
===================================
Class | Value
===================================
Ground | 1
Paths | 2
Gardens | 4
Statues and Fountains | 8
Parks and Plazas | 16
===================================
e.g. to disable Ground and Gardens, set the first parameter to 5.
2) The second parameter can be used to disable some tiles within classes. Currently it handles the disabling of red and grey paths. Useful if you won't use one of the ranges of tiles and don't want it taking up space in the build menu.
Set to 1 to disable red paths.
Set to 2 to disable grey paths.
Disabling Paths in the first parameter will override the second parameter.
===============
What's left for 0.3.0 ?
1) A few extra trees + parks that look good on paper.
2) Bug fixing.
3) Rearrange tile order within classes
4) Other stuff. Any requests? Anything that isn't a big change (like a new class) could go in.
Enjoy

Re: VAST Development Thread
Posted: 22 Jul 2010 16:05
by Doorslammer
By jiminy, that screenshot is impressive.
Download download download!
Re: VAST Development Thread
Posted: 22 Jul 2010 17:42
by Bob_Mackenzie
4) Other stuff. Any requests? Anything that isn't a big change (like a new class) could go in.
A tarmac road path interface tile might be useful - perhaps with bollards or a barrier across it?
Re: VAST Development Thread
Posted: 22 Jul 2010 18:39
by oberhümer
[xxx]
Re: VAST Development Thread
Posted: 22 Jul 2010 22:58
by Nite Owl
Just had a quick look around at the grf in game and I must say I am most impressed. Thank you for your efforts. I will be looking forward to v0.3.
Re: VAST Development Thread
Posted: 23 Jul 2010 03:19
by Doorslammer
Hmmm, maybe some play parks, playing fields, public amenities, things of that nature.
Re: VAST Development Thread
Posted: 23 Jul 2010 09:13
by kamnet
You know what frightens me? He isn't on his way to having version 1.0 (either "final" or "feature complete"), he's still at 0.3.
HE WILL BE ADDING MORE TILES! That's madness, man!
Keep up the excellent work.
Re: VAST Development Thread
Posted: 23 Jul 2010 09:19
by keoz
Nice, nice, really really nice. I'll fast integrate it into my citystation plans !
Thank you very much for this impressive work !