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Posted: 07 Mar 2004 00:23
by krtaylor
Born Acorn wrote:just imagine the possibilities!

we might actually be able to have zepplins and vehicles without rotors! :D
The Patch already supports this, it's just that nobody has bothered to draw any.

Posted: 07 Mar 2004 00:24
by Born Acorn
Why doesn't someone just use the zepplin disaster graphic and base it on that?

Posted: 07 Mar 2004 00:35
by krtaylor
I think because the zeppelin disaster graphic only points one way, you'll note that the zeppelin goes in a diagonal straight line. In fact, if you see it coming and look at a map, you can deduce what airport it's going to crash at.

You could take that zeppelin graphic and rework if, drawing the rest of the sprites to make it a vehicle, and Dinges could include it in the Planeset.

Posted: 07 Mar 2004 00:38
by Patchman
Lord wrote:Is it possible to decompile the assambly code in a way which allows you to understand what's going on? I mean, that would justify OpenTTD's similarity to TTD.
That's exactly how Ludde did it. He basically took the disassembly and rewrote it in C.

Posted: 07 Mar 2004 00:43
by Born Acorn
krtaylor wrote:I think because the zeppelin disaster graphic only points one way, you'll note that the zeppelin goes in a diagonal straight line. In fact, if you see it coming and look at a map, you can deduce what airport it's going to crash at.

You could take that zeppelin graphic and rework if, drawing the rest of the sprites to make it a vehicle, and Dinges could include it in the Planeset.
I knew that but the other views could be based on it.

Posted: 07 Mar 2004 00:44
by krtaylor
OK then, nobody's stopping you... :wink:

Posted: 07 Mar 2004 00:45
by Roman
Patchman wrote:
Lord wrote:Is it possible to decompile the assambly code in a way which allows you to understand what's going on? I mean, that would justify OpenTTD's similarity to TTD.
That's exactly how Ludde did it. He basically took the disassembly and rewrote it in C.
Hm, I'm beginning to understand. :D So, what we have here is indeed a fully functional and correct TTD remake (theoretically without bugs) and with a source code that is more or less the same as the original one's? Wow!

Posted: 07 Mar 2004 00:46
by orudge
Anyway, talk about zeppelins can go in the TTDPatch Graphics forum, this is for OpenTTD.

Posted: 07 Mar 2004 00:46
by Born Acorn
Sorry orudge.

Krtaylor, I can only know how to make sprites out of tg1r, not make new grfs :wink:


anyway, since we have a big ball of plasticine, where can we find the moulders :?:(open ttd and c programmers) )

Posted: 07 Mar 2004 00:59
by krtaylor
Born Acorn, let us continue this discussion here:

http://www.tt-forums.net/viewtopic.php?p=140185#140185

Posted: 07 Mar 2004 08:14
by Bart
Lord wrote:
Patchman wrote:
Lord wrote:Is it possible to decompile the assambly code in a way which allows you to understand what's going on? I mean, that would justify OpenTTD's similarity to TTD.
That's exactly how Ludde did it. He basically took the disassembly and rewrote it in C.
Hm, I'm beginning to understand. :D So, what we have here is indeed a fully functional and correct TTD remake (theoretically without bugs) and with a source code that is more or less the same as the original one's? Wow!
Well, that is good news. First of all, we don't need to nag Mr. Saywer for the original (assembly) source, and second... the entire signalling/routing system is in there, and all the original values for industry behaviour/town behaviour/ratings, etc...

Noticed something funny though; if you draw a track over some trees, it doesn't remove the trees automatically :P

And AI has become even more stupid. Building some maglev line, with normal rail depots and normal rail stations.

Open TTD

Posted: 07 Mar 2004 08:34
by Fash_goog
it gives some kind of a serious error when i try to run the file; it tells me submit a report as it will help the developers

Posted: 07 Mar 2004 10:52
by Dinges
I can say one thing: I need a patch :!:

Posted: 07 Mar 2004 13:31
by orudge
Just be patient, it'll all come eventually. ;)

Posted: 07 Mar 2004 14:15
by Turtle
wow... good stuff... I love playing around with code even if I don't know the language =p

Posted: 08 Mar 2004 16:59
by Gorre
I love this:

Code: Select all

Command line options: 
  -v drv = Set video driver (see below) 
  -s drv = Set sound driver (see below) 
  -m drv = Set music driver (see below) 
  -8     = Use 800x600 resolution 
  -1     = Use 1024x768 resolution 
  -h     = Display this help text 
  -d date= Set starting date 
  -l lng = Select Language 
  -e     = Start Editor 
List of video drivers: 
      null: Null Video Driver 
       sdl: SDL Video Driver 
List of sound drivers: 
      null: Null Sound Driver 
       sdl: SDL Sound Driver 
List of music drivers: 
      null: Null Music Driver

Posted: 08 Mar 2004 17:37
by Killer 11
For easier use:

I made these for newest release i don't know are these files are suitable for older.

Copy them to your "EXE" or "COMPACT" directory.

Posted: 08 Mar 2004 22:25
by Octopuss
How long the rewriting of original TTD took?

Posted: 08 Mar 2004 23:41
by Bart
Killer 11 wrote:For easier use:

I made these for newest release i don't know are these files are suitable for older.

Copy them to your "EXE" or "COMPACT" directory.
Jup, this is what I've been dreaming about for like... since I first started playing TT. Sweet... overview...

Posted: 10 Mar 2004 07:16
by squishycube
Will all TTD programming now move to OpenTTD, will The Patch be reprogrammed to OpenTTD? Will MB make his graphics for OpenTTD from now on?
I do hope so! This offers so many posiibilities. I might even try to learn C because of this...