Halftile foundations (in trunk since r11321)
Posted: 03 Oct 2007 17:24
Good evening.
Some of you were already unpatiently waiting for it, but now it is released. The patch features:
1) The halftile foundations: Build two horizontal/vertical tracks on (steep) slopes.
2) Acerbus' anti-zig-zag foundations.
Both can be seen in
Before you can start playing, you will have to know some things:
Most foundations hide something behind them. More intresting is: If you click on the overlapping areas, the mouse click will be associated to the hidden tile. This is also the behaviour of trunk, but there it is not that noticeable.
But here it is more critical. See the following situation (right hand side): The lower part of the steep slope is completely hidden by the foundation. Where do you now have to click to build track there?
Remember - the hidden part will always be preferred. So imagine there would be no foundation and click where the lower part of the slope must be. Note that the (auto-)rail highlight will also be hidden.
OTOH in the same situation: If you now want to build signals on the upper track, you will have to click near the lower border of the foundation. The clickable area is relative small.
And even more; in the left hand side situation: If you have two tracks on such a steep slope and want to build signals on one of the track, both click areas are on the upper foundation. If you click on the lower part of the foundation you will already get the next track behind it.
Okay a bit tricky, but I hope if you try it, you will figure it out.
Second you will notice, that only some pixels of the track on the lower part are visible. But with fences you will discover if there is track:
Now, how to install this:
1) Below (in the next post) you will find a zip with two graphic files: "halffndw.grf" and "halfselw.grf". Copy them into your "data" directory, where the original graphics are.
2) Second you will find the patch file. Read the sticky topics "Howto apply a patch" and "BuildOTTD" on how to apply it.
Savegame compatibility:
If you load a savegame from trunk, all foundations will switch to the new one. The halftiles near the coast will get flooded in the first seconds after load.
I did not increase the savegame version. By that all future versions of the patch will be compatible to this version. If you load a savegame from this patch in trunk, it will quietly do that. Previously flooded halftiles near the coast will convert back to grass. However, if you have built a track combination that is not valid in trunk (i.e. two tracks on slopes), it will fail. That means trunk will still load the savegame but will crash somewhen in between (e.g. when the invalid track combination should be drawn in a viewport, when a vehicle (even plain) will go over it, ...). However, if you remove all critical tracks, you can savely load the savegames from trunk.
If you do not like the new foundation graphics, you can load your own with an Action5 (see http://wiki.ttdpatch.net/tiki-index.php?page=Action5).
In the next post is an example grf: tmpfndw "Temperate foundations in all climates".
I extended Action5 Type 6 with a 90 sprites version. The 16 new sprites are appended at the end, so the grf is compatible with TTDP without any version checks. See "tmpfndw.grf" below for a example.
Now - enjoy it!
Some of you were already unpatiently waiting for it, but now it is released. The patch features:
1) The halftile foundations: Build two horizontal/vertical tracks on (steep) slopes.
2) Acerbus' anti-zig-zag foundations.
Both can be seen in
Before you can start playing, you will have to know some things:
Most foundations hide something behind them. More intresting is: If you click on the overlapping areas, the mouse click will be associated to the hidden tile. This is also the behaviour of trunk, but there it is not that noticeable.
But here it is more critical. See the following situation (right hand side): The lower part of the steep slope is completely hidden by the foundation. Where do you now have to click to build track there?
Remember - the hidden part will always be preferred. So imagine there would be no foundation and click where the lower part of the slope must be. Note that the (auto-)rail highlight will also be hidden.
OTOH in the same situation: If you now want to build signals on the upper track, you will have to click near the lower border of the foundation. The clickable area is relative small.
And even more; in the left hand side situation: If you have two tracks on such a steep slope and want to build signals on one of the track, both click areas are on the upper foundation. If you click on the lower part of the foundation you will already get the next track behind it.
Okay a bit tricky, but I hope if you try it, you will figure it out.
Second you will notice, that only some pixels of the track on the lower part are visible. But with fences you will discover if there is track:
Now, how to install this:
1) Below (in the next post) you will find a zip with two graphic files: "halffndw.grf" and "halfselw.grf". Copy them into your "data" directory, where the original graphics are.
2) Second you will find the patch file. Read the sticky topics "Howto apply a patch" and "BuildOTTD" on how to apply it.
Savegame compatibility:
If you load a savegame from trunk, all foundations will switch to the new one. The halftiles near the coast will get flooded in the first seconds after load.
I did not increase the savegame version. By that all future versions of the patch will be compatible to this version. If you load a savegame from this patch in trunk, it will quietly do that. Previously flooded halftiles near the coast will convert back to grass. However, if you have built a track combination that is not valid in trunk (i.e. two tracks on slopes), it will fail. That means trunk will still load the savegame but will crash somewhen in between (e.g. when the invalid track combination should be drawn in a viewport, when a vehicle (even plain) will go over it, ...). However, if you remove all critical tracks, you can savely load the savegames from trunk.
If you do not like the new foundation graphics, you can load your own with an Action5 (see http://wiki.ttdpatch.net/tiki-index.php?page=Action5).
In the next post is an example grf: tmpfndw "Temperate foundations in all climates".
I extended Action5 Type 6 with a 90 sprites version. The 16 new sprites are appended at the end, so the grf is compatible with TTDP without any version checks. See "tmpfndw.grf" below for a example.
Now - enjoy it!