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BR Set[Needs Artists]
Posted: 23 Sep 2005 07:34
by BobDendry
Hey All,
This is the new thread for the BR Set. Post all sprites and information here. First thing we need to to do is get out new tracking table ready to be hosted.
Thanks everyone,
WhiteHand
>>>
TRACKING TABLE <<<
Posted: 23 Sep 2005 13:24
by krtaylor
Concerning ChrisCF, I received the following email from him:
ChrisCF wrote:S'only me. I'm still alive
The last three months have been rather hectic. I've had precious
little free time, and not had reliable access to the Internet in that
free time - unfortunately, keeping up with developments on the forum
is a luxury I've had to sacrifice. Nice to see that people are still
at least talking about the BR set for TTD (even if it's not really
moving, but we are talking BR here ...

).
If it matters, the wiki is (rather handily) world-writeable, so anyone
can put in tracking details if needed, *without* signing up and
logging in. The only thing that requires people to identify
themselves (and even then without an email address) is actually
uploading images, something the MediaWiki software handles rather
nicely. I've got no intention of taking it down, since it doesn't
seem to use much in the way of resources, and there are very few
things involved in running it that would actually require me to
intervene.
Of course, now that someone has done a rather plentiful set for Loco,
my list of things to do just got even longer
All the best
He and I have had our differences, but I think he is showing good grace with this message. Therefore, I don't think it's necessary to bash him anymore. Let us carry on with the good work, looking forward instead of backward.
Anyway, on to the tracking table! If no-one has any objection, I think we may as well use his Wiki. WhiteHand, can you post the link to it in the first post of this thread?
Posted: 23 Sep 2005 18:52
by lws1984
Bornacon, i'll get those sprites off your site as soon as i can.
Posted: 23 Sep 2005 23:47
by Ronstar
Hey there,
Nice to see this isn't quite as dead as a can of spam!
If it can be agreed by everyone to keep politics out of the BR Set (remember, children, we are just playing with pictures of trains on a 10 year old computer game - not creating cold fusion!), then I'll be back in.
Due to a major computer wobbly, I've got literally none of the old BR Set stuff left any more, and much to my annoyance a lot of the stuff I drew towards the end didn't get posted, so it's not anywhere on the old thread either.
However, in better news I have now got a DOS-compatible box (which is far more convenient for coding the graphics) , which albeit lives 30 miles away from my main home, but it does mean at least I can do some coding (although I'm not even going to think about all the fancy new features which get added at a rate of a dozen a week!). I'd like to have a go at working on a solution for shifting-positions of reversing short vehicles - although it'd be fantastic if that's been resolved in the patch itself - because this was the biggest stumbling block in coding. Alternatively, people might just have to "ducking put up with it!" (or something that rhymes with that!).
If anyone's got either of the old sets out there, I'd much appreciate a copy. It's depressing to have put so much work into it all to then have nothing at all to show for it! (Perhaps even more so for the earlier version)
Finally, I created the BR Set for one purpose only - to have fun! If it starts to become a chore, there's no point in going on - so everyone play nice, and don't mention the copyright (I did once, but I think I got away with it).
Ronnie
Posted: 23 Sep 2005 23:51
by lws1984
Well, I'm having fun!
Posted: 24 Sep 2005 00:02
by krtaylor
I do not believe anyone currently involved in this set's revival particularly cares about any copyright issues here. So I won't worry about it.
Once the Wiki's updated, we'll know where we are.
Here is a very very old version of the BR set. I never downloaded any of the non-playable ones - where's the fun in that?
Posted: 24 Sep 2005 00:06
by Ronstar
I love you KRTaylor, and I want to have your babies.
Posted: 24 Sep 2005 00:19
by krtaylor
Aren't you the wrong gender?

Posted: 24 Sep 2005 00:32
by Ronstar
Aren't you the wrong gender?
Very probably, though it's getting hard to tell these days!
Anyway, just registered
http://www.br-set.co.uk - Don't click it, as the registration is still going through, and there's nowt there anyway. I will try to get a little holding page up to say "Hello, yes, we are still alive (allegedly), no, there isn't a new version yet (but here are some old versions), I don't know, you tell me when it'll be ready (I only work here)?"
From what I remember, there was some sort of advantage to having separate release and development sites. Can't quite remember what it was at the moment, though.
I think it's make or break time for the set. It's damn near two years since the first version came out, and that's still the most playable edition. If this don't get sussed soon, it never will be!
Ronnie
Posted: 24 Sep 2005 00:49
by BobDendry
Well, when I code this, it will have to be started over I'm afraid.
Posted: 24 Sep 2005 01:06
by Ronstar
I'm more than happy to carry on with the coding. Most of it is quite simple. The main problem was just with shorter vehicles which were a pain in the arse, because a 4-way vehicle required an 8-way graphic, depending on which way it was heading. Fine, until you have an 8-way vehicle, because there aren't (weren't?) any provisions for 16-way graphics - this means coding it so that direction had to be detected separately, so that an 8-way vehicle's graphic would switch between two different 8-way graphics: A solution costly in sprites. Probably much simpler (though not as visually appealing) to just leave it so they "shift" when they reverse.
The only thing that I never got round to learning was articulated vehicles. This was a very new feature when the coding was being done last time around, so it seemed risky to try it. Plus I don't think we ever decided definitively if we'd use articulate vehicles for units. That way, several units can be represented under a generic ID. Maybe it's time for a poll to sort that one out altogether?
I'm glad that a lot of the graphics I did survived on this thread. I'd have gone nuts if the APT or IC225 had been lost!
Damn, I was promising myself an early night tonight.
Ronnie
Posted: 24 Sep 2005 01:59
by krtaylor
Ronstar wrote:
From what I remember, there was some sort of advantage to having separate release and development sites. Can't quite remember what it was at the moment, though.
Lack of confusion, for me. Of course they can be hosted in the same place, but I put them in separate directories to keep them straight. Also you have to care more about the appearance of the public site; the dev site can be clunkier.
Concerning the short vehicles, I dunno what's required now. The US set doesn't have them. The Japanset does, but that's coded with the GRFMaker and I don't know what the internals are.
Posted: 24 Sep 2005 03:18
by Ronstar
Bits of the old website were still lurking in my webspace, so I've cobbled together a quick website for the set, putting the two existing versions back on-line.
http://www.blugman.freeserve.co.uk/brset/
When the
http://www.br-set.co.uk domain registration comes through, it'll point to the former link.
Ronnie
Posted: 24 Sep 2005 09:15
by peter1138
Ronstar wrote:The main problem was just with shorter vehicles which were a pain in the arse, because a 4-way vehicle required an 8-way graphic, depending on which way it was heading. Fine, until you have an 8-way vehicle, because there aren't (weren't?) any provisions for 16-way graphics - this means coding it so that direction had to be detected separately, so that an 8-way vehicle's graphic would switch between two different 8-way graphics
Ronstar, I can see the need from doubling from 4 way to 8 way sprites with shorter vehicles, but how can going from 8 to 16 way be required?
Posted: 24 Sep 2005 09:23
by PikkaBird
peter1138 wrote:Ronstar, I can see the need from doubling from 4 way to 8 way sprites with shorter vehicles, but how can going from 8 to 16 way be required?
Shortened locomotives only work correctly in one direction. So if you want reversed, shortened locomotives to appear perfectly placed, you need a second set of 8 sprites.
Posted: 24 Sep 2005 12:57
by Ronstar
Peter - It's mainly for the end cars of units that it's a problem. They are already 8-way, eg can face in all 8 directions. The problem with shortened vehicles is that direction of motion also matters.
In ordinary circumstances, for the end car of a unit, the same graphic used for a leading car heading in direction A is also used for a trailing car heading in direction A', eg.
|_____|| -> Leading car heading to the right =
<- |_____|| Trailing car heading to the left.
That doesn't work with shorter vehicles, for some reason, so a method of determining which direction is being travelled is also needed. Or you say to hell with it and allow the glitch to happen, which is fine until you mix full length and shorter length vehicles in the same train.
Ronnie
Posted: 24 Sep 2005 15:33
by Patchman
Well, the sprite limit is not much of a problem since eis_os extended it, and reversed vehicles can be detected easily, so I don't think this is a problem that you need to worry about.
Posted: 24 Sep 2005 15:52
by Ronstar
Patchman,
This is what I was hoping, ie in the time since I last worked on it, workarounds have become more, err, workable

Posted: 24 Sep 2005 23:23
by DanMacK
Welcome Back Ronnie!
I'll see what I can do about getting the promised sprites drawn on my end. Maybe after CanSet Ver. 0.2 is out
Posted: 25 Sep 2005 01:39
by krtaylor
DanMacK wrote:Welcome Back Ronnie!
I'll see what I can do about getting the promised sprites drawn on my end. Maybe after CanSet Ver. 0.2 is out
But the US set...
