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Posted: 07 Mar 2004 00:41
by Born Acorn
can we have slate industries?

the roof industry was BIG

since they'd be in mountanous areas, narrow gauge would be cheaper with build on slopes.

Posted: 07 Mar 2004 05:29
by spaceman-spiff
Damned I missed a lot yesterday :shock:
Owen, good job

Posted: 07 Mar 2004 16:07
by Andrex
Previously to all that:

- Fixing the music volume slider and VU meter
- Making TTD remember the internal settings on exit (such as full detail, animation, etc)
- Ability to change language from very same game GUI
- Fix the fact that the monorail depot is using the standard rail depot sprite

Posted: 07 Mar 2004 16:12
by Killer 11
- Fix the fact that the monorail depot is using the standard rail depot sprite
And all other depot rail problems(there's a lot of them)

Posted: 07 Mar 2004 16:14
by Born Acorn
if support is added for new grpahics, I think each set should get its own climate, so then you can keep British, DB set, America and Japn and tropic separate

Posted: 07 Mar 2004 16:16
by Killer 11
New climate Narrow gouge world

Posted: 08 Mar 2004 19:32
by Bjarni
Born Acorn wrote:I think higher bridges would be a medium priority, mainly because we have gone without them for many years and can go without them for a bit longer.
We have gone without openTTD for many years, but that doesn't mean that we can wait years to work on it :P

However I always rates bugfixes very high. Nice features are useless if the core is very buggy.

Posted: 08 Mar 2004 19:33
by Born Acorn
that what im thinking, bugfixes high priority, then things people have wanted most, then useful things, then eyecandy :D

Posted: 08 Mar 2004 21:14
by Roman
Born Acorn wrote:that what im thinking, bugfixes high priority, then things people have wanted most, then useful things, then eyecandy :D
I agree with you. :)

Posted: 08 Mar 2004 21:15
by Spaz O Mataz
I would say fix the music also make it mp3 readable and make your own play lists as this would be very easy and/or just make it read midis to save time coding the .dat file

Posted: 08 Mar 2004 22:01
by GoneWacko
Spaz O Mataz wrote:I would say fix the music also make it mp3 readable and make your own play lists as this would be very easy and/or just make it read midis to save time coding the .dat file
I definately agree with that one!

just like.. using an m3u or something...
Owen has experience with m3u's (not that it really required experience to read plain text files, but still, it's the thought that counts :roll: )

Posted: 09 Mar 2004 00:23
by Nero Wolfe
Here is my list, it is for you, here is my list, so listen up foo'!
  1. Graphics importer (especialy for face graphics and colour schemes) (Ingame)
  2. *nix style configuration file (e.g openttd.conf)
  3. Replaced music player with mp3 player with builtin mp3 management (se post above for more info =P)
  4. Server browser (for Multiplayer gaming) (Ingame)
  5. City creation, administration, configuration (Ingame)
  6. Cars and pedestrians (like simutrains!)
Feel free to inform me if any of these already excist (IN DETAILS).

Posted: 09 Mar 2004 03:49
by Turtle
I'd like the ability to upgrade a train station with more rails. What I mean by this is that I often build a one or two track station and as time passes, industries will pop up around it or it will gain lots of more passangers and I need to make room for a new one, demolish it, and plop down a bigger one. I just think it'd be nice to click on the station, click on an Upgrade button, and have it add another track. Things to consider are, the new track would have to be the same length, and we would have to tell it to add on the left side or right side. Obviously we'd have to clear the area of building and such first.

Posted: 09 Mar 2004 03:55
by krtaylor
Huh? You can already do this with the Patch, you just plonk down another track on the side where you want it. We already know OpenTTD has to do all the things the Patch can do.

Posted: 09 Mar 2004 03:58
by Turtle
Oh you can?? :shock: and it'll be part of the same station?? :oops:
hmm... gonna try that right now real quick... brb!! :D

Posted: 09 Mar 2004 04:01
by Turtle
lol ok... just tried it... thanks :)

Posted: 11 Mar 2004 11:37
by Aegir
Okay, I have a few ideas.

My first one,

Make OTTD support voxels. Its kinda hard to explain (Ill do my rant at the end of the post about voxels), Has anyone played RA2 or TS? the vehicles in those games are made out of voxels, Done right, a good voxel has the same quality as the sprites made by MB, or George or any of those fantastic artists.

It also elimintes the restrictions on the cars only pointing in certain directions (8-way). And vehicles can also go up slopes and rotate corectly.

Okay, since I forgot my other ideas I'll do my rant about voxels (FOr those who dont know what voxels are.)

A voxel is sorta like building a 3d image out of those little 2x2 lego blocks, of course you use different coloured little blocks, It can be rotated, stretched (doesnt look too good) and can also have decent lookign lighting added.

Ah whats the point, Ill just link to doc explaining voxels in RA2/TS :D

Hope you apreciate this, CNC Generals killed a lot of the modding sites for RA2/TS...

Argh, Hard to track stuff down on Vxl's these days...

Bah found this on google, Not a perfect example,

http://www.volumegraphics.com/solutions/voxels.html

Look up Tiberian Sun or Red Alert 2 modding, Specifically graphics, If anyone can find a better explanation or a way of implementing it, please tell us all about it.

Heh, Expect to see more of me, I might even learn C just to contribute.

Posted: 11 Mar 2004 14:54
by Alex Nipal
Aegir wrote:Make OTTD support voxels.
I think voxels are waste of memory. And memory is one the important things in openttd. Believe me, well drawn sprites should make nicer and more playable game than more memory-eating voxels. (The files with voxel graphics are at least 10 times larger than sprites and computing with them is longer and more difficult)

Don't forget some things important for openttd:
1) speed
2) low memory use
3) low HD use
4) playability
5) stability

Posted: 11 Mar 2004 15:01
by Gorre
Alex: You are right, the key is in the speed and playability.

Posted: 11 Mar 2004 16:50
by CobraA1
If we were to go 3D:

a) I'd want to make it optional - a lot of people will want to play OpenTTD on older computers that could play TTD, so 2D is definitely here to stay.

b) I'd rather use polygons, which can be accelerated by a video card and don't take as much memory. Voxels are nice, I liked modding Tiberium Sun :D, but I don't know if there's enough people here who would want to pursue such a project.