Long vehicles v5. Planning
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Re: Long vehicles v5. Planning
At the end of the day, OpenTTD would need more vehicle sprites to let articulation work at all. Even I know this.
Hmm, what should I put here...
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Re: Long vehicles v5. Planning
what is a bridge glitch
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Re: Long vehicles v5. Planning
Bridge glitch is when a long vehicle runs under the bridge.Sensation Lover wrote:what is a bridge glitch
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Re: Long vehicles v5. Planning
This problem can't be solved without splitting graphics in to parts (bending between front and rear parts)colossal404 wrote:Bridge glitch is when a long vehicle runs under the bridge.Sensation Lover wrote:what is a bridge glitch
Re: Long vehicles v5. Planning
isnt it possible to use VarAction2 variable 45 to fix a few of the cornering glitches if you split them in two or three, as that "fix" the tunnel/bridge glitch, tho up/down hill will still be "parted"...
(See dalestan, i did it correct this time:))
(See dalestan, i did it correct this time:))
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Re: Long vehicles v5. Planning
Do you mean to have both splited graphics that is used on the straight road and single graphics for the corners? I did not line that solution. Unfortunately, vehicles are not houses / industry tiles, the can't be assembled of several sprites on a single bounding box.DJ Nekkid wrote:isnt it possible to use VarAction2 variable 45 to fix a few of the cornering glitches if you split them in two or three, as that "fix" the tunnel/bridge glitch, tho up/down hill will still be "parted"...
Re: Long vehicles v5. Planning
well, the thing is, as i've understood it is it the cornering that is your main concern, but with the variable i mentioned i _think_ its possible to fix some of that, as you can have two parts on streight sections, including tunnels and bridges, and you can make it a one piece on a corner. (invisible 2nd part etc)
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Re: Long vehicles v5. Planning
Yes, I can, but I have to provide a split view for straight sections and a single view for corner, so each view is stored at least twice. I do not have a handy solution for that. For example, on a corner right after the tunnel, bridge or a slope.DJ Nekkid wrote:well, the thing is, as i've understood it is it the cornering that is your main concern, but with the variable i mentioned i _think_ its possible to fix some of that, as you can have two parts on streight sections, including tunnels and bridges, and you can make it a one piece on a corner. (invisible 2nd part etc)
Re: Long vehicles v5. Planning
I guess ... just trying to help, as my understanding of .nfo have risen quite much the last months...
Re: Long vehicles v5. Planning
Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning
I had a plan to make it on 01/01/2010, but looks like I fail.Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning
How about On 01/02/2010 ????George wrote:I had a plan to make it on 01/01/2010, but looks like I fail.Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning
I do not knowblitzkrieg wrote:How about On 01/02/2010 ????George wrote:I had a plan to make it on 01/01/2010, but looks like I fail.Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning
how about 666?blitzkrieg wrote:How about On 01/02/2010 ????George wrote:I had a plan to make it on 01/01/2010, but looks like I fail.Pattle wrote:Is there a set release date for LV version 5 or does it just happen when it happens?
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Re: Long vehicles v5. Planning
Is it possible to
- make long vehicles combatibile with HEQS?
- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
- make long vehicles combatibile with HEQS?
- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
Correct me If I am wrong - PM me if my English is bad
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Re: Long vehicles v5. Planning
What don't you understand about "Long Vehicles"? If you want short vehicles, use other sets. It's not George's fault that TTD was written like this...
Hmm, what should I put here...
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Re: Long vehicles v5. Planning
What compatibility do you expect?Kogut wrote:Is it possible to
- make long vehicles combatibile with HEQS?
I do not plan to do it. But you are free to get your personal permission to redo the set and make RVs smaller. DanMacK already did it for NA buses. You can do the same with all the vehicles of the set. If necessary, you'll get my advise, but I shall never do it myself.Kogut wrote:- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
Re: Long vehicles v5. Planning
- now LV4 changes purchase cost of HEQS vehicles (from 3k to 50k)George wrote:What compatibility do you expect?Kogut wrote:Is it possible to
- make long vehicles combatibile with HEQS?
I do not plan to do it. But you are free to get your personal permission to redo the set and make RVs smaller. DanMacK already did it for NA buses. You can do the same with all the vehicles of the set. If necessary, you'll get my advise, but I shall never do it myself.Kogut wrote:- make vehicles smaller? Like in german road vehicle set. Now there are too big, especially on corners.
- i thought about smaller, but long vehicles - vehicles without problems on bridges, corners, slopes, tunnels and queues.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
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