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Re: New Rail Types

Posted: 10 Feb 2010 11:44
by peter1138
Zephyris wrote:It would be nice to be able to randomise rail sprites on a tile-by-tile basis to add variety to the tracks, would it be possible to add a varaction2 variable for position in the tile loop (or similar) to allow this?
Yup, trying to come up with a good algorithm ;-)

Re: New Rail Types

Posted: 10 Feb 2010 12:13
by Zephyris
Awesome :) That'll be fun!

Re: New Rail Types

Posted: 10 Feb 2010 17:43
by FooBar
planetmaker wrote:You need the varaction2 in order to differentiate between open and closed state of the level crossing.
Ah, good to know. Saves me from having to figure that out myself :)

Re: New Rail Types

Posted: 11 Feb 2010 03:05
by maquinista
Two preview filew with high speed tracks and Spain set. The depots are not drawn, and I don't know how to use the default maglev depots. The crossings and tunnels are fixed. The crossings only have the base sprite and doesn't have signals.

NOTE: Spain set wont support railtypes.

Re: New Rail Types

Posted: 11 Feb 2010 15:17
by Timmaexx
Found a big bug!
If one train is outside, the next one will only start if the other train is in its depot.
Bu they are on diffrent Rail Types...
Using Nightly from yesterday evening!

Re: New Rail Types

Posted: 11 Feb 2010 15:25
by planetmaker
Timmaexx wrote:Found a big bug!
If one train is outside, the next one will only start if the other train is in its depot.
Bu they are on diffrent Rail Types...
It's not a bug but a feature.

It has been this way ever since. Or a signal on an electrical rail tile would not stop a train on a non-electrical branch track to crash into the nice shiny ICE travelling on the electrified track.

Re: New Rail Types

Posted: 11 Feb 2010 17:19
by joshua peli
How can I get all these new type of rails??? ?( :mrgreen:

Re: New Rail Types

Posted: 11 Feb 2010 17:49
by planetmaker
You cannot. There might be some already in this thread, but if so, not many. It's so bleeding edge that those grfs are not released. Even though Nekomaster asked the very same question just a few postings before you did.

Re: New Rail Types

Posted: 11 Feb 2010 18:01
by Timmaexx
planetmaker wrote:
Timmaexx wrote:Found a big bug!
If one train is outside, the next one will only start if the other train is in its depot.
Bu they are on diffrent Rail Types...
It's not a bug but a feature.

It has been this way ever since. Or a signal on an electrical rail tile would not stop a train on a non-electrical branch track to crash into the nice shiny ICE travelling on the electrified track.
Thank you! Did not know that! Nice feature...

Re: New Rail Types

Posted: 11 Feb 2010 20:45
by michael blunck
Now with even more track types available in a game, something to be able to tell them apart (in the mini map) should be implemented, e.g. something like this:

IMO, best thing would be to handle this by an additional property in railtypes action0, like it´s done with industry prop19 (map colour).

Peter, what do you think?

regards
Michael

Re: New Rail Types

Posted: 15 Feb 2010 17:06
by Zephyris
Another pestering question :)
Is there any chance for CC support for track graphics/catenarys? Things like a CC 3rd rail would be nice...

Re: New Rail Types

Posted: 15 Feb 2010 19:59
by maquinista
Zephyris wrote:Another pestering question :)
Is there any chance for CC support for track graphics/catenarys? Things like a CC 3rd rail would be nice...
And catenary pylons.

Also, It would be nice to allow to overlay the new sprites over the default railway graphics instead of grass tiles.
EDIT: Opss... I suggested it before.

Re: New Rail Types

Posted: 15 Feb 2010 20:33
by NekoMaster
and pie :3

Re: New Rail Types

Posted: 15 Feb 2010 22:19
by frosch
Just to throw in a suggestion:

Some action 0 property with 4 values:
0: no recolouring (as now)
1: CC
2: 2CC
3: ask some callback for a recolour sprite from action A or so (with special results for CC and 2CC)

So in most cases you would not need to call an expensive callback, simple rail could use no recolouring, depots could use 2CC, and other fancy stuff could use the expensive callback.

PBS reservation overlay would likely use greyscale recolouring in any case.

Re: New Rail Types

Posted: 15 Feb 2010 23:00
by el koeno
maquinista wrote:Two preview filew with high speed tracks and Spain set. The depots are not drawn, and I don't know how to use the default maglev depots. The crossings and tunnels are fixed. The crossings only have the base sprite and doesn't have signals.
Gave this a very brief try, and these are my observations:
  • High speed track and electrified track can not occupy the same square (e.g. when building diagonally).
  • High speed trains can not enter regular electrified track, but slow diesels can enter high speed track.
Are these just quirks of this preview, or how this is intended to work?

Anyway, I am definitely liking the looks of this feature. Good job petern!

Re: New Rail Types

Posted: 15 Feb 2010 23:20
by planetmaker
el koeno wrote:High speed track and electrified track can not occupy the same square (e.g. when building diagonally).
That's default behaviour to have only one track type per tile. That's also very unlikely to change.

Re: New Rail Types

Posted: 15 Feb 2010 23:33
by el koeno
planetmaker wrote:
el koeno wrote:High speed track and electrified track can not occupy the same square (e.g. when building diagonally).
That's default behaviour to have only one track type per tile. That's also very unlikely to change.
Yeah, I was thinking that you can have electric / non-electric side by side. But that is probably not the case... It´s almost never a big issue anyway.

Re: New Rail Types

Posted: 15 Feb 2010 23:37
by Roujin
el koeno wrote:
planetmaker wrote:
el koeno wrote:High speed track and electrified track can not occupy the same square (e.g. when building diagonally).
That's default behaviour to have only one track type per tile. That's also very unlikely to change.
Yeah, I was thinking that you can have electric / non-electric side by side. But that is probably not the case... It´s almost never a big issue anyway.
Nope. In this case the bits of normal rail occupying the same tile as a bit of electrified rail are electrified as well. There might only be some measure to display it as if it weren't.

Re: New Rail Types

Posted: 16 Feb 2010 00:24
by maquinista
el koeno wrote:
maquinista wrote:Two preview filew with high speed tracks and Spain set. The depots are not drawn, and I don't know how to use the default maglev depots. The crossings and tunnels are fixed. The crossings only have the base sprite and doesn't have signals.
Gave this a very brief try, and these are my observations:
  • High speed track and electrified track can not occupy the same square (e.g. when building diagonally).
  • High speed trains can not enter regular electrified track, but slow diesels can enter high speed track.
Are these just quirks of this preview, or how this is intended to work?

Anyway, I am definitely liking the looks of this feature. Good job petern!
This set is based on Spanish trains. In Spain and Portugal We have a different gauge than Europe (It's a bit wider). There are plans to reform the railway network and replace the iberian gauge with UIC gauge in the future, but It's very difficult. At the moment, the new high speed lines are being built with UIC gauge. This means that high speed trains can't enter in iberian gauge, and conventional trains can't enter in UIC gauge. There are dual gauge trains (and some of them can change the gauge), but They can't be coded at the moment.

The problem is that this feature makes more difficult to play Spain set combined with other sets.

The first Talgo trains (I, II and III) are wrong coded, because they should run only in normal tracks. Maybe, I can change it in the next release.

A interesting idea (but difficult to code is this): A tropical scenario, with the tropical grass tiles replaced with temperate grass tiles, and the dessert grass tiles replaced with tropical grass tiles.
The scenario is based on the south-west of Europe. Spain and Portugal (Iberian peninsula) only have desert tiles, and the other lands only tropical tiles.
There are a new railtype: Iberian gauge railway. You only are allowed to build Iberian gauge in the desert tiles (in the Iberian peninsula). In the other European countries You can build UIC gauge rails.This would make the scenario more difficult to play, because You need to transfer the loads, for example, fruits between Valencia and Paris, or passengers. The first passengers trains (~1965) that allow to use two gauges will make easier this. The high speed lines can be will everywhere.
This could be based in other countries, like Russia that uses a different gauge than UIC.

But these ideas are only wishful thinking. This game would need something to allow or disallow a train to run in two different gauges or change their gauge. Also, It's needed something to disallow the construction of certain types of railways in certain landscape areas and years.

Re: New Rail Types

Posted: 16 Feb 2010 09:22
by FooBar
maquinista wrote:This game would need something to allow or disallow a train to run in two different gauges or change their gauge.
With a bit of trickery you can already do that:

- Create a new dual-gauge track type and trains for that track type
- Allow dual-gauge trains on standard gauge track (by changing standard gauge track property 0E/0F).
- Allow dual-gauge trains on broad gauge track (by changing broad gauge track property 0E/0F).

That way, dual-gauge trains can go on all three aforementionned track types.
Standard gauge trains go on standard or dual gauge track.
Broad gauge trains go on broad or dual gauge track.

Similar trickery has to be used to allow high speed trains on normal electrified track.