Page 5 of 5

Posted: 12 Apr 2003 17:50
by orudge
Simutrans doesn't render its graphics like, say, Railroad Tycoon 2 or T{E/M/T2}, it stores them as bitmaps, like TT[D]. It also has a maximum colour depth of 65K colours at present, so photo-realistic images can be used. This is just a photograph that has been made into a graphic for the game, basically.

Posted: 13 Apr 2003 19:50
by troopper5
Oh

Posted: 13 Apr 2003 20:03
by SupSuper
oh, i remember that image (and lots more cool new images), which show me how good simutrans artists can be and how much i lack at those skills ;)

Question about Industry

Posted: 14 Apr 2003 18:47
by Darkness_Of_Mind
What does an industry's max prod. value indicate?
is it how fast the industry produces its resources?
Or does it mean something else?

max prod.

Posted: 14 Apr 2003 19:44
by jimmyjazz951
max prod. is he producivity of the factory or mine. The higher the number the faster it produces but it also depends on being fully fed with its need resourses.

Posted: 10 Jul 2003 00:43
by Stylesjl
what factors influence industry production increases/descreases? :roll:

Posted: 10 Jul 2003 09:02
by Hajo
Stylesjl wrote:what factors influence industry production increases/descreases? :roll:
ATM they are constant.

We've planned the following:

- steady supply with goods will raise productivity
- good transport service for workers will raise productivity
- supply with electric power will raise productivity (once the powerlines work properly).
- supply with water (for some industries, once pipelines are implemented)
- garbage cleanup service (garbage will pile up at factories, and the player can send vehicles to move it to a garbage dump - if there is too much garbage, factories will lower production.)

Simutrans is still in development ... but I can't give dates when some certain feature will be implemented. I just can say we want to implement the list from above.

c.u.
Hajo

Posted: 10 Jul 2003 09:49
by SHADOW-XIII
Hajo wrote:
Stylesjl wrote:what factors influence industry production increases/descreases? :roll:
ATM they are constant.

We've planned the following:

- steady supply with goods will raise productivity
- good transport service for workers will raise productivity
- supply with electric power will raise productivity (once the powerlines work properly).
- supply with water (for some industries, once pipelines are implemented)
- garbage cleanup service (garbage will pile up at factories, and the player can send vehicles to move it to a garbage dump - if there is too much garbage, factories will lower production.)

Simutrans is still in development ... but I can't give dates when some certain feature will be implemented. I just can say we want to implement the list from above.

c.u.
Hajo
I'm schocked ... (in positive meaning of this word) :mrgreen:

Posted: 10 Jul 2003 15:40
by SHADOW-XIII
Congratulations Hajo & Team !!!

Today I seen an short info about Simutrans in one of Games Magazine in my country ... you get 4+ (scale is from 1 to 6, where 6 is the best and hardly never is given) ... I can bet that after all changes you planning you will get 5 for sure ....


btw. if you wanna you can consider to release it in this order: all private user using for free, magazines (if they want to include it to cd) and companies for a small fee :wink: :mrgreen:

Posted: 10 Jul 2003 17:00
by Hajo
SHADOW-XIII wrote:Congratulations Hajo & Team !!!

Today I seen an short info about Simutrans in one of Games Magazine in my country ... you get 4+ (scale is from 1 to 6, where 6 is the best and hardly never is given) ... I can bet that after all changes you planning you will get 5 for sure ....
:)
SHADOW-XIII wrote: btw. if you wanna you can consider to release it in this order: all private user using for free, magazines (if they want to include it to cd) and companies for a small fee :wink: :mrgreen:
It'd be very difficult to distribute any income fairly among the contributors ... some of the former contributors even have left the team and for some I don't even have a valid email address anymore, so couldn't give them their share.

I think it's probaly better that no money is involved. It avoids a lot of trouble :)

c.u.
Hajo

Posted: 10 Jul 2003 18:27
by SHADOW-XIII
yeah, you are right .... so FreeOpenSource .... the Future is yours :)

Posted: 11 Jul 2003 07:15
by Hajo
SHADOW-XIII wrote:yeah, you are right .... so FreeOpenSource .... the Future is yours :)
Simutrans is freeware, but not open source.

Posted: 11 Jul 2003 07:40
by SHADOW-XIII
who knows :mrgreen:

Posted: 11 Jul 2003 11:25
by spaceman-spiff
Hajo wrote:
SHADOW-XIII wrote:yeah, you are right .... so FreeOpenSource .... the Future is yours :)
Simutrans is freeware, but not open source.
This means everyone can play the game but noone can build on the source

Posted: 24 Aug 2003 18:37
by ValHallA|SW
about placing tracks, will it stay this way? I like the TT-way more :roll:
what about you folks?

Posted: 25 Aug 2003 13:06
by Hajo
ValHallA|SW wrote:about placing tracks, will it stay this way?
At least for a while, yes. TT-way of track building doesn't work well with Simutrans data structures. Also currently player and AI use the same code for trackbuilding, this saved some programming work.