US Set Development Thread
Moderator: Graphics Moderators
I think, being the first FC engine, it wouldn't necessarily be totally reliable.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
There's nothing I can think of and I don't ever remember him saying that, but I will email him so he's aware of these problems when he gets back from Peru.krtaylor wrote:Oracle, I could have sworn that Patchman said he'd fixed the persistent-engines problem, but that some tweak was required to your coding... I don't know any more than that. And he is in Peru. I would say you'd just have to email him with that question, and also with the other issue of the DMU HPs, and see what he says. So, everyone, please calm down; we are aware of these issues and will do what we can, within the limits of the Patch.
I've tested this myself now and I've seen the problem - enginespersist clearly just doesn't work with the US Set. I expect that it won't work with the DB Set XL either, but I haven't tested that yet. Try the attached GRF file if you want, which will basically extend the lives of all the trains by a few decades, but I can't "turn off" early retirement as you can't "unset" a property when you've already given it a value. (You could hack all the property 26s out of the action 0s in the GRF if you knew how to and wanted to, of course.)HaroldV wrote:A choice to use a setting that doesn't work isn't much of a choice is it?You do have the choice over whether you use that setting or not, ...
I disagree, which is why I don't use persistentengines. I think that restricting you to a fairly rapidly-changing set of engines is good, but, as others have said, these diesels will have more use in future versions, as the number of engines per climate is reduced.HaroldV wrote:The USSet's desire to reflect realism is one of the set's many admirable qualities. Currently though gameplay itself suffers, and ultimately neither gameplay nor realism ought not and need not suffer at the expense of the other. Those diesels etc, which people have contributed so much love and effort to create and code, deserve the option of a more extended role which a working persistentengines will foster.
No, I think the (old) steel depot is pretty much done now. It took me what seemed like forever and a 11677 byte action 0 (all done by handOz wrote:The grain depots look great! It is really awsome seeing some of my drawings come to fruition. Lol on the steel depot. It was a bugger to draw, and I'm sure that it's a bugger to code. If there's anyhting that you might need me to redraw, or hack into more useable sprites, let me know.

I'm going away on holiday on Saturday 30th July (for about a fortnight) and I might be able to do some coding while I'm away so it might be best to finish one station in its entirety and send it to me if you can do so before then. Otherwise, work at your own pace and I'll code them when you're ready. It might be worth finishing GCT first as you've drawn most of the second view for that already and because I've already coded most of that too.Oz wrote:Now, as for the stations; I'm drawing them all in one perspective to begin with. I'm getting everone's feed-back on improvements and additions, and then I'll just plow through all of the obverse views. After that, it's hack-o-rama into individual sprites. I'll then just send one big sprite set, so that you can work your magic. Does that sound cool? If not, we can work station by station, if you'd like. This is goiing to take awhile, so there will be nothing coming your way for quite a bit. I'll see what I can put together for smaller representations for the menu. A suggested size in pixels?
For the construction window, you have a 64x46 box for each view, so do what you want with those.
Flamelord: maybe it is a bit overpowered, but another (smaller) fuel cell engine is coming in the next version and I might change the current one as well.
- Attachments
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- uspersis.grf
- (Does not really fix the problem, just hides it a bit.)
- (217 Bytes) Downloaded 106 times
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- With some steel in the station.
- steel2.png (37.11 KiB) Viewed 1783 times
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- steel1.png (46.97 KiB) Viewed 1783 times
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Oracle, if you have time to code and not too much coding to do, it would be great to see the city names and US roads finished. It is now possible to make city-names GRFs that work properly; I have a test one for the Japan set and it seems to be working fine.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
wow, those steel stations look awesome. 

"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

<orudge> make love to me while I surf, dear lobster

<orudge> make love to me while I surf, dear lobster
Somebody is expecting to run some very long trains!
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
- norfolksouthern37
- Transport Coordinator
- Posts: 279
- Joined: 04 Jun 2004 17:43
id like to see some of my ind sprites coded that well, and add to them if needed. you gotta think, i coded all those by myself, and i dont know jack...
lol
theres plenty more i can do with them if i have more sprite options, i just didnt know how to code it, so my stations lack somewhat. id love to finish the oil depot and the woodchips loader. (in fact all of them could be revamped)
lol
theres plenty more i can do with them if i have more sprite options, i just didnt know how to code it, so my stations lack somewhat. id love to finish the oil depot and the woodchips loader. (in fact all of them could be revamped)
- norfolksouthern37
- Transport Coordinator
- Posts: 279
- Joined: 04 Jun 2004 17:43
Oracle has said he plans on re-coding the Industrial Stations to meet current standards. So it would be a great time for you to improve and add to them. We were going to add the log-loaded from the Silverline set, but it would be great to have a woodchip loader also. An oil depot would be great too - we have the oil-products terminal, which is good, but I think it could be improved with big storage tanks now that we can have areas of a station where trains can't go. If you're in the mood to work on them, I'm all for it!
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
- norfolksouthern37
- Transport Coordinator
- Posts: 279
- Joined: 04 Jun 2004 17:43
Yes, you can do that - the new version of the US Stations has a snowy version of the rural station, that appears above the snowline.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
I suppose I'm a little slow to reply, but:
It's not overpowered when it comes to horsepower. If I recall correctly, you gave it ten thousand horsepower, while giving the ELK13K thirteen thousand. The FC would have at least as much, if not more. Except for tractive effort, which might be made a little bit smaller, it is underpowered. If you consider the potential of the technology, it would be much better if you added (ACK! NOT ADD!) another FC engine that would come maybe 5 years after the SD110FC. It could have the improved specifications, and keep the Tractive Effort rating, and you'd then just have to lower the tractive effort on the first FC engine. The second one NEEDS to go faster (by about 40 mph) and be universal instead of just freight (These things are quieter and cleaner than electrics).
It's not overpowered when it comes to horsepower. If I recall correctly, you gave it ten thousand horsepower, while giving the ELK13K thirteen thousand. The FC would have at least as much, if not more. Except for tractive effort, which might be made a little bit smaller, it is underpowered. If you consider the potential of the technology, it would be much better if you added (ACK! NOT ADD!) another FC engine that would come maybe 5 years after the SD110FC. It could have the improved specifications, and keep the Tractive Effort rating, and you'd then just have to lower the tractive effort on the first FC engine. The second one NEEDS to go faster (by about 40 mph) and be universal instead of just freight (These things are quieter and cleaner than electrics).
Paging Oracle: http://www.tt-forums.net/viewtopic.php?t=19775.
Usual deal; I'll add it to my todo, but that's miles long right now.
... or maybe I won't, and instead campaign for a new official version.
Usual deal; I'll add it to my todo, but that's miles long right now.
... or maybe I won't, and instead campaign for a new official version.

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.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Now, that would be nice...krtaylor wrote:Oracle, if you have time to code and not too much coding to do
(I have loads of coding to do.)
I still seem to get lots of repeated town names when I test my version of the town names. Does the Japan set version do that too? They will both be finished at some point, though.krtaylor wrote:[...] it would be great to see the city names and US roads finished. It is now possible to make city-names GRFs that work properly; I have a test one for the Japan set and it seems to be working fine.
They're already recoded. Check your PMs...norfolksouthern37 wrote:id like to see some of my ind sprites coded that well, and add to them if needed. you gotta think, i coded all those by myself, and i dont know jack...

If you draw them, I'll be happy to code them.norfolksouthern37 wrote:id love to finish the oil depot and the woodchips loader. (in fact all of them could be revamped)
I'm looking forward to seeing something, be it sooner or later! We can easily change the graphics above snowline so draw what you want and I'll do my best to code it.norfolksouthern37 wrote:i sure am, maybe i can get started today.
as for the chip loader, do we have the capacity to change them above snowline? i.e. one snow covered set.
Your wish will be granted later todayDaleStan wrote:Usual deal; I'll add it to my todo, but that's miles long right now.
... or maybe I won't, and instead campaign for a new official version.

US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
That. Is. AWSOME! Oh, man, how cool is that depot?!
Drawing is coming reeeeaaaaaal slow, lately. Having way too much fun in the sun. Not to mention breaking up with my GF, and seeing new a new one. Well, there may have been a little overlap there.
So, anyway, the station sprites aren't going anywhere for the moment, but I'll just keep hacking away at them little bits at a time.
Hey, Norfolk-Southern, the sprite set I have for the US roads doesn't have updated crossings. Have you drawn them, and I have a old set, or do you plan on working on them?
*Cracks an ice-cold beer*
Cheers!

Drawing is coming reeeeaaaaaal slow, lately. Having way too much fun in the sun. Not to mention breaking up with my GF, and seeing new a new one. Well, there may have been a little overlap there.

Hey, Norfolk-Southern, the sprite set I have for the US roads doesn't have updated crossings. Have you drawn them, and I have a old set, or do you plan on working on them?
*Cracks an ice-cold beer*
Cheers!
Arguments from authority carry little weight (in science there are no "authorities"). - Dr. Carl Sagan. "The Demon Haunted World"




- norfolksouthern37
- Transport Coordinator
- Posts: 279
- Joined: 04 Jun 2004 17:43
That's fine, of course - just draw at your own speed. I can code other things in the meantime. The quality is worth the wait!Oz wrote:Drawing is coming reeeeaaaaaal slow, lately. Having way too much fun in the sun. Not to mention breaking up with my GF, and seeing new a new one. Well, there may have been a little overlap there.So, anyway, the station sprites aren't going anywhere for the moment, but I'll just keep hacking away at them little bits at a time.
Norfolksouthern, did you ever draw any desert roads? If not, that would explain why some people have seen snowy roads in the desert while using them. I can't see any (except crossings) on the spritesets I've got here.
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
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