[OTTD] Zooks
Re: [OTTD] Zooks
lovely screenies Zooks ! would love to see more of it (or even better from the inside , anychance for a savegame ? )
Re: [OTTD] Zooks
That is the SMITS station, I like how it combines with the Japanese Modular ones. Kudos to you for the dutch additions set btwQuast65 wrote:Very nice!
What stationset did you use for the one in the top left? I believe its called Miya Moopet (bit difficult to read the name).
I'm afraid that would be hard, this game is finished (my computer cannot really handle more than ~3000 vehicles) so I started on a new one. As I always make many modifications to the ottd source the save is not loadable by other versions anymore.romazoon wrote:lovely screenies Zooks ! would love to see more of it (or even better from the inside , anychance for a savegame ? )
Much more will be coming soon though
Re: [OTTD] Zooks
What usually kills of my CPU are loads of ships. RVs don't seem to do much - I think my current game has something like 4500 (3000 + 1500 "generic cars" or so) ...
Also - would you mind posting the line you changed to get towns to only build on flat space?
Also - would you mind posting the line you changed to get towns to only build on flat space?
Re: [OTTD] Zooks
No ships involved here I'm afraid. It was only trains (~700), busses (~1100) and cars (~2000) that makes it crawl. I'm playing on a 1.2 ghz netbook though so my limits are slightly below normal computers these days.Pyoro wrote:What usually kills of my CPU are loads of ships. RVs don't seem to do much - I think my current game has something like 4500 (3000 + 1500 "generic cars" or so) ...
Also - would you mind posting the line you changed to get towns to only build on flat space?
The change is quite simple, I attached the diff. Maybe me or someone else make this into a decent patch with a setting someday.
- Attachments
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- townslopepatch_r25301.patch
- (1.64 KiB) Downloaded 161 times
Re: [OTTD] Zooks
I see, in that case I'm actually positively surprised by how many vehicles OTTD can handle
& thanks for the diff, works perfectly =)
& thanks for the diff, works perfectly =)
Re: [OTTD] Zooks
How do add that patch to the game? I'd like to use it also but have never dealt with patches before.
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Re: [OTTD] Zooks
There is an extensive thread on it here and several wiki articles hereNeoCortex wrote:How do add that patch to the game? I'd like to use it also but have never dealt with patches before.
(British) Modular Stations Set - Thread: | Website:
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
Re: [OTTD] Zooks
3 Screenshots from my current game, a work in progress.
The first shot is showing Dunya Orlais station, a multilevel station on the outskirts of Dunya, connecting the Roshani and Nimras Landing lines. Road and rail freight traffic is seen travelling towards the docks and airport, which we will visit later
The next shot shows Lions Gate, another multilevel station serving trains towards Koila Pass and Sirin. It is also a metro hub, serving M4, M6 and M7.
Final shot: The modern downtown WTC area, also partly showing Sheza Kaniz, the main central station.
The first shot is showing Dunya Orlais station, a multilevel station on the outskirts of Dunya, connecting the Roshani and Nimras Landing lines. Road and rail freight traffic is seen travelling towards the docks and airport, which we will visit later
The next shot shows Lions Gate, another multilevel station serving trains towards Koila Pass and Sirin. It is also a metro hub, serving M4, M6 and M7.
Final shot: The modern downtown WTC area, also partly showing Sheza Kaniz, the main central station.
- Attachments
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- Dunyana, 3588-11-21.png (174.91 KiB) Viewed 1030 times
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- Dunyana, 3589-06-10.png (208.7 KiB) Viewed 1030 times
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- Dunyana, 3589-10-08.png (214.89 KiB) Viewed 1030 times
Re: [OTTD] Zooks
lovely shoots
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?
Re: [OTTD] Zooks
Who edited the Dutch Road Furniture to match ARRS ? That's great
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Re: [OTTD] Zooks
wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
Is it some sort of GRF manipulation?
Check out some of my work
Re: [OTTD] Zooks
It is a combination of FooBar's Metro Track Set v2.1.0 (used with a supported NewGRF train set) and several of Quast65's NewGRF Objects such as Custom Tunnel Entrances and Dutch RET Metrostation.bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
When you use a supported train set, Metro Track Set features an "Underground" station, which is just a station that has an earth or concrete surface above it. If you place this one level below your ground, and then fill the slope with another station or object tile, it can simulate the appearance of being underground. Quast's Custom Tunnel Entrances will overlay any regular train tunnels with a graphic of your choice, which helps to complete the simulation.
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Re: [OTTD] Zooks
slaca wrote:lovely shoots
what kind of grfs u use? your american roadset looks cool, is it dutch road furniture set or what?
I edited it myself to fit ARRS, but it isn't perfect.YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great
It's trivial, there's actually 2 stations, one which serves as an entry waypoint, then a tunnel under the top station leading into the main station. Using some grfs, the tunnels are hidden. Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).bwong wrote:wat. multi level stations.... please explain that wizardry (okay. it might not be wizardry, but yeah. its pretty awesome)
Is it some sort of GRF manipulation?
Re: [OTTD] Zooks
Could you please explain how you did that? Awesome screenshots, by the way.zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
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Re: [OTTD] Zooks
You can comment out a section of economy.cpp that looks like this:Valle wrote:Could you please explain how you did that?zooks wrote:Note that to make this possible, I disabled the short-platform loading penalty (also for the underground stations).
Code: Select all
if (front->type == VEH_TRAIN) {
/* Each platform tile is worth 2 rail vehicles. */
int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
if (overhang > 0) {
unloading_time <<= 1;
unloading_time += (overhang * unloading_time) / 8;
}
}
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Re: [OTTD] Zooks
Excellent screenshots!!
Great combinations of GRF's and a nice alteration of the Dutch Road Furniture.
And indeed disabling the short-platform loading penalty allows some great visual effects.
Great combinations of GRF's and a nice alteration of the Dutch Road Furniture.
And indeed disabling the short-platform loading penalty allows some great visual effects.
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Zooks
could u upload that american road furniture grf?
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Re: [OTTD] Zooks
Still you might want to supply a patch (or the sprites) to FooBar: http://dev.openttdcoop.org/projects/dut ... ure/issueszooks wrote:I edited it myself to fit ARRS, but it isn't perfect.YNM wrote:Who edited the Dutch Road Furniture to match ARRS ? That's great
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Re: [OTTD] Zooks
Cool screenshots. I really like how you're building the railway station .
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