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Posted: 28 Apr 2003 14:48
by Dinges
Patchman wrote:You need to start a new game, or use "Cht: ResetVehicles". The date and climate aren't reset otherwise.
I always start a new game to test something, but what I asked is this:
How does that propery count the years?
Posted: 28 Apr 2003 15:33
by Patchman
It counts days since 1920. And for each new game, it has a random amount of 2-18 months added to it.
Posted: 28 Apr 2003 16:55
by SHADOW-XIII
1) Patchman .... I was thinking about running cost with waggons ....
if you could replace all of waggons by some kind of mixed engines and waggons ??
2) and my important question ... I was thinking about new program (or plugin for TTDPatchStarter) ... GRF editor (changing all settings of vehicles in my program, maybe possibility of painting there

..
anyway ... I was thinking... is it possible to edit GRF's "on the fly" or I have to always extract file ..
3) how could be hard to add negative years (count, to add possibility to play years before 1920)
Posted: 28 Apr 2003 17:01
by Dinges
Patchman wrote:It counts days since 1920. And for each new game, it has a random amount of 2-18 months added to it.
You should add that line to sprites.txt so anybody that reads it understands
Posted: 28 Apr 2003 23:19
by Patchman
SHADOW-XIII wrote:1) Patchman .... I was thinking about running cost with waggons ....
if you could replace all of waggons by some kind of mixed engines and waggons ??
2) and my important question ... I was thinking about new program (or plugin for TTDPatchStarter) ... GRF editor (changing all settings of vehicles in my program, maybe possibility of painting there

..
anyway ... I was thinking... is it possible to edit GRF's "on the fly" or I have to always extract file ..
3) how could be hard to add negative years (count, to add possibility to play years before 1920)
1) No.
2) If you can parse the .grf file format, you can edit it on the fly. Just look at the source code for GRFCodec, or link it into your program.
3) No, doesn't support negative numbers. For example, "-1" is "FF FF", which would instead be interpreted as 65535 days.
Posted: 29 Apr 2003 07:26
by Dinges
Maybe we can make engines with capacity which have 0 power and 0 speed, will this work?
Posted: 29 Apr 2003 14:12
by Patchman
If you give them 1 hp they will be engines. With 0 hp they will be waggons.
Posted: 29 Apr 2003 14:13
by SHADOW-XIII
Patchman wrote:If you give them 1 hp they will be engines. With 0 hp they will be waggons.
so TTD that way recongnizing engines and waggons ?? lol ...
Posted: 30 Apr 2003 00:59
by Patchman
Well, no, TTD goes by the vehicle number. First 27 are engines, next 27 are waggons and so on. I changed it to use the power instead.
Posted: 30 Apr 2003 10:35
by SHADOW-XIII
so it won't be IMPOSSIBLE to create running cost for waggons ... TTD still can recognizing it by HP but instead of waggons it can use "another_engine_waggon" type ....
Posted: 30 Apr 2003 10:42
by Dinges
SHADOW-XIII wrote:so it won't be IMPOSSIBLE to create running cost for waggons ... TTD still can recognizing it by HP but instead of waggons it can use "another_engine_waggon" type ....
You mean a engine with 1 hp?
Posted: 30 Apr 2003 11:19
by SHADOW-XIII
NO ... new type of part vehicles .... it still would have 0 hp .. but only running cost would be added there
Posted: 30 Apr 2003 14:13
by uzurpator
well I once added hp via hex editor to the waggons and ttd didn't notice enything bat patch properely added power of the whole train. But I tried to same with grf coding and came up with nothing so i assume that Patchman simply made certain properties inactive for waggons. Am i right? (more or less?)
Posted: 03 May 2003 16:03
by uzurpator
Patchman: Could you explain how shortened vehicles are calculated in station loading time?
eg 4 length 0.5 cars are the same as 2 full length cars or 4 full length cars?
Posted: 03 May 2003 16:21
by Patchman
The only thing that shortened cars makes a difference in is when the train leaves the depot, the vehicles are closer together, thus making them look right. It's 100% eye-candy.
[Actually, it also modifies how a train reverses, because now the vehicles can't just switch positions, but that's a technicality...]
Posted: 03 May 2003 16:35
by uzurpator
Thanks
This eye candy will have major gameplay impact once I finish the tropic set
EDIT:
Warning to all who want to create ttd graphics. Dunno if it is only me but TTD does not like odd numbers when it comes to sprite sizes.
EDIT 2.0
It is actually pcx file size - if the base image has odd numbers (such as 27x41) then sprites will come up scrambled. It is better to use non-odd size for the image the sprites are drawn on (for example 28x42). Sprites themselves can be of odd size.
Posted: 14 May 2003 12:41
by Hyronymus
Did anyone of you ever analyze the vehicle prices? They are all even numbers! Maybe CS had difficulty with odd numbers...
Posted: 15 May 2003 16:16
by John Clark
hi guys
what's about a zeppelin? Like that in the game? It has to be a kind of helicopter but the real problem is the landing of it. Where does it has to stop? It's too large, or not?
If I would be a good painter I would make it. But I'm not... (unfortunately; I admire MB and Dinges and Marcel and Andreas and ... )
It was only an idea.
Posted: 15 May 2003 17:05
by SHADOW-XIII
Brilliant idea ... we can use existing zeppelin sprite to create zeppelin
if/when we will create PLANESET

Posted: 16 May 2003 04:31
by Patchman
You could probably make the landing / taking off look very realistic by using variation sprite IDs, that make it look different depending on the stage of ascent / descent it's at.
But you'd still have to draw it...