[OTTD] Generic Cars [v0.4] 22/02/2010

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Purno
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Re: Generic Cars [v0.1]

Post by Purno »

I don't know how well vehicles drive without orders? Will they go round in circles or will they actually drive somewhere randomly?
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Ammler
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Re: Generic Cars [v0.1]

Post by Ammler »

random colors for the cars would also be nice...
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Zephyris
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Re: Generic Cars [v0.1]

Post by Zephyris »

I used CC so that would be easy for any patch which uses the cars, does anyone have some code for recolouring CC to random colours I could hijack?
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Re: Generic Cars [v0.1]

Post by Gremnon »

Maybe something similar to what defines the CC on some industries? I haven't gone looking over at that code yet, so I don't know.
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Re: Generic Cars [v0.1]

Post by Batti5 »

they sud be implemented
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Re: Generic Cars [v0.1]

Post by andythenorth »

Batti5 wrote:they sud be implemented
:roll: (Apologies, this is off-topic)

I don't want to be one of the forum grumpy people (there are enough), so here's some friendly advice: the more words you spell correctly, the more people will take what you say seriously. I've got no scientific evidence for this, but I believe it's true all the same. We all make spelling and grammar mistakes (apart from a very few, very odd people); making fewer mistakes is better.

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Re: Generic Cars [v0.1]

Post by Gremnon »

You realise of course that you'll be ignored on the basis that all good advice given out like that is always ignored?
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Re: Generic Cars [v0.1]

Post by andythenorth »

Gremnon wrote:You realise of course that you'll be ignored on the basis that all good advice given out like that is always ignored?
Yep it's the one and only spelling rant I'm allowing myself on this forum.

Now back on topic. Traffic is an interesting idea. There are some vehicle sprites I would happily contribute. I'm not sure what it will do to gameplay, but there's only one way to find out...

cheers,

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Re: Generic Cars [v0.1]

Post by Gremnon »

On that idea, I've hit a couple of roadblocks, pardon the pun.
Not code problems, more that I seem to be missing what I need to know about certain bits, so I'm going to leave this for the moment. Anyone else who wants to try, go ahead, I'm going to go for something just a little simpler.
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Re: Generic Cars [v0.1]

Post by Eddi »

Purno wrote:I don't know how well vehicles drive without orders? Will they go round in circles or will they actually drive somewhere randomly?
i'm afraid they'll mostly go in circles.

at least in TTO they always took right turns, afaik
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Re: Generic Cars [v0.1]

Post by Dave »

In TTD I seem to recall it's a random effect of trying different routes.

I think if this was to work, you'd have to start a second company and give it the old 200 cars built.
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Re: Generic Cars [v0.1]

Post by audigex »

Right...
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Re: Generic Cars [v0.1]

Post by Chrill »

I sent a car out randomly, it does not run in circles but it seems to go right more often than not. It does not always, though. If we're to send out 200 of these over a map, I think some sort of waypoint should be inserted, perhaps like this:

Every town connected to a road leading to another town will work as a sort of station. You can make sure cars run between two stations. When car A runs between Town X and Y, it will randomly select one building in Town Y and get there, then run back to random building in Town X. this way, we can sort of simulate a realistic behavior, IE to/from work, to/from friends/family, etc.
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Re: Generic Cars [v0.1]

Post by cmoiromain »

you want a realistic behavior, then just send out a couple of hundred of cars, you will get them running everywhere.
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Re: Generic Cars [v0.1]

Post by wallyweb »

How to build a Road Vehicle Way Point:

1. Build a railroad waypoint next to where you want your RV waypoint.
2. Build a drive through bus stop, drive through truck stop and/or tram stop attached to the railroad waypoint.
3. Demolish the railroad way point.
4. The drive through bus stop, drive through truck stop and/or tram stop will retain the non-stop characteristics of the waypoint.

8)
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Re: Generic Cars [v0.1]

Post by DaleStan »

Or, if you're using adjacentstations, build a railroad waypoint somewhere near the desired road waypoint and attach the bus/truck/tram station to the railroad waypoint.
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Re: Generic Cars [v0.1]

Post by Zutty »

Sorry to dig up this old-ish thread.

Zephyris - have you considered making a set of Taxis? I know they would have to have a low capacity and so they wouldn't be very profitable, but it would make a nice change and liven up the streets in TTD. :D
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Re: Generic Cars [v0.1]

Post by wallyweb »

Zutty wrote:Sorry to dig up this old-ish thread.

Zephyris - have you considered making a set of Taxis? I know they would have to have a low capacity and so they wouldn't be very profitable, but it would make a nice change and liven up the streets in TTD. :D
Did I hear somebody calling for a taxi? There be taxis here. 8)
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Zephyris
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Re: Generic Cars [v0.1]

Post by Zephyris »

It would be very easy, just need to find some time to do it!
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Re: Generic Cars [v0.1]

Post by Eelco »

Haha, sweet one this GRF. Now the trafficlight patch can also make sense, busy cities, jammed with cars waiting for the lights.
Maybe it's also possible to please local authorities if you reduce traffic in a city by offering a good public transport system.
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