
VAST Development
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Re: VAST Development
I like it as well, I'm not sure I'd like it a part of VAST specifically, but it's not my set 

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Re: VAST Development

YES.
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Re: VAST Development
What about passenger overpass made using method from here: http://www.tt-forums.net/viewtopic.php? ... rain+sheds.
It would be useful here:
It would be useful here:
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- zero.eight
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Re: VAST Development
Could be done. I will need to test for glitchyness. It will have to go somewhere else since there is no room in Paths (one space left, need two). Possibly an extension with a load of other tiles.
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
Re: VAST Development
I think this set is really good! Just a funny thing I noticed about Koguts pic.
Playground station tile and playground house
Playground station tile and playground house

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Re: VAST Development
House is yours, tile from Red*Star.
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Re: VAST Development
Oh I thought it was from VAST, oh well.Kogut wrote:tile from Red*Star.
- zero.eight
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Re: VAST Development
The only possible way of doing this currently is to use an object with a fake road underneath. It isn't enough to use an adjacent tile and extend the sprite over the road because it will glitch. MLSS works because it draws sprites "above" the current tile in such a way that they appear to be on the tiles above. Objects that can be entered by vehicles would allow this, but we aren't there yet. The current Overpass tiles already provide something like a fake road overpass.Kogut wrote:What about passenger overpass [..]
Currently working on temperate seasonal changes for parks and the like. No snooow drawn yet, but maybe I can work on that since I can't get a train into London

OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
Re: VAST Development
So maybe it is possible to place "bridge tile" not on the left/right side (as I suggested) but on the tile below?zero.eight wrote:The only possible way of doing this currently is to use an object with a fake road underneath. It isn't enough to use an adjacent tile and extend the sprite over the road because it will glitch. MLSS works because it draws sprites "above" the current tile in such a way that they appear to be on the tiles above.Kogut wrote:What about passenger overpass [..]
PS: Your picture is amazing!
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- zero.eight
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Re: VAST Development
Good pointKogut wrote:So maybe it is possible to place "bridge tile" not on the left/right side (as I suggested) but on the tile below?

Something like this would do the job:
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OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
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Re: VAST Development
This is starting to look like loller... erm Roller Coaster tycoon, with all the different types of pathways...
Interesting though. Helps add A LOT of variety to citys, and cut down their cookie cutter appearance.
Interesting though. Helps add A LOT of variety to citys, and cut down their cookie cutter appearance.
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Re: VAST Development
Hmm, what about having a new "track type" called paths (0kmh limit mby?) and then a new bridge, which looks like the other paths?zero.eight wrote:Could be done. I will need to test for glitchyness. It will have to go somewhere else since there is no room in Paths (one space left, need two). Possibly an extension with a load of other tiles.
Re: VAST Development
Custom bridgeheads are still TODO, so bridge would have to be 3 tiles long to allow road below.
@zero.eight It looks great!
@zero.eight It looks great!
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Re: VAST Development
I am redeveloping the Paths class from scratch. For end users, this will result in seasonal changes (for plants at least), proper ground sprite highlighting (catchment area and construction grid) and, for the Objects branch, use of the views feature. For me it means a more consistent approach to coding and arranging sprites (= less time looking for things and more time making new stuff).
Since now is a good time for redrawing sprites, what should happen to shrubs, trees, flowers etc. in climates other than temperate?
A few possibilities:
1) No difference from temperate e.g. An oak tree built in a desert will look like any other oak tree.
2) Allow construction in different climates and use "realistic" graphics e.g. Oak trees in the desert will be drawn as dead.
3) Don't allow construction in climates that wouldn't support a particular plant e.g. No oak trees in tropical.
Since now is a good time for redrawing sprites, what should happen to shrubs, trees, flowers etc. in climates other than temperate?
A few possibilities:
1) No difference from temperate e.g. An oak tree built in a desert will look like any other oak tree.
2) Allow construction in different climates and use "realistic" graphics e.g. Oak trees in the desert will be drawn as dead.
3) Don't allow construction in climates that wouldn't support a particular plant e.g. No oak trees in tropical.
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
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Re: VAST Development
Option 2 sounds good to me, but obviously requires more work on your part. There are other station sets that employ this seasonality quite well, such as NewStations. Is enabling graphics to be snow-covered part of this update? 

Re: VAST Development
If it's an ornamental plant and would be able to survive the climate, then leave it. If not, then replace it with one that can. Since we're going for realism and all 

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: VAST Development
4) make a separate set for other climates ?
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Re: VAST Development
PossiblySwissFan91 wrote:Is enabling graphics to be snow-covered part of this update?

That would mean a lot more work given that the differences would only be related to plants. I would consider it if IDs were running out, and currently only about 30/~250 are being used.Dante123 wrote:4) make a separate set for other climates ?
Seems like the best approach.kamnet wrote:If it's an ornamental plant and would be able to survive the climate, then leave it. If not, then replace it with one that can. Since we're going for realism and all
Regarding snow: would you like it to be enable-able (uh have a parameter to turn it on) in temperate?
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
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Re: VAST Development
Regarding trees in different climates, I'll make everything appear the same in all climates in 0.3.0 and decide what to do after everything has been playtested for a while.
Meanwhile I wanted to try drawing a glassy highrise HQ. I think the result is quite nice. Unfortunately anything higher would glitch. Oh well.
I will put it in a NewGRF with some other base graphics modifications. Ideally this would include the whole HQ range.
Any tweakage required?
Meanwhile I wanted to try drawing a glassy highrise HQ. I think the result is quite nice. Unfortunately anything higher would glitch. Oh well.
I will put it in a NewGRF with some other base graphics modifications. Ideally this would include the whole HQ range.
Any tweakage required?
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OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement
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