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Thats quite nice George. Nice statue.George wrote:New attempt
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
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14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
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14:41 <Aegir> orudge: I can!
For industries, callback 28 can be used to get a water industry near the shore or a normal industry near water. Currently you can't have an industry that is partly on land and partly on water. Town buildings don't have any of those possibilities.
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Can it be placed on the shore?Csaboka wrote:For industries, callback 28 can be used to get a water industry near the shore or a normal industry near water. Currently you can't have an industry that is partly on land and partly on water. Town buildings don't have any of those possibilities.
Can it prevent removing the nearby land?
Could we have an abstract industry "an old ship", that would have different graphics, name, amount of production?
Can we make the industry to produce N tourists from N accepted tourists M days after a day, when they were accepted?
You can have it 1 tile away from water, which is on the shore, effectively.George wrote:Can it be placed on the shore?
No, it can't do such a thing.George wrote:Can it prevent removing the nearby land?
You can have different graphics via different layouts or random action 2s. Different amounts of production can also be achieved by using the production callback. The name must be the same for every instance of the industry, though.George wrote:Could we have an abstract industry "an old ship", that would have different graphics, name, amount of production?
Not really. You can make it "process" the tourists periodically (i.e. x tourists per 3 days), which would result in something similar to that, though.George wrote:Can we make the industry to produce N tourists from N accepted tourists M days after a day, when they were accepted?
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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I’ve made my first attempt to code a building (well, it is a statue, but it does not matter). Anyway, I’ve wrote this code but I have problems with custom name (it is not displayed, the default one is represented instead)
Also I’d like to ask, how I can change this code with the following conditions:
Can not be removed (done?)
If not represented on the map, then it should be built in the random city. The news message should be shown "New statue was build in ... (city name)"
Should not appear in desert (Can be done with var 43?)
Should appear near the water or near the shore (Can we have some nearby tiles check as for canals? May be with vars 80?)
Should appear on the height 1, that means 1 level above the water (Some high check as for canals?)
Would it be possible to make the check of the city name for the part "Peter", "Piter" or "Lenin" and choose that one for building?
I’d like also to ask about the last 5 values of action 2.
And what do that do building flags Bit 6 (This building is a church) and (Bit 7 This building is a stadium) mean, when I specify a new building?
And the final the most important question. How to make it produce and accept tourists?
Code: Select all
// - The statue "Bronse Horseman" -
125 * 36 00 07 0E 01 01 08 09 03 10 0A 0A FF 0B FF 0C 00 0D 08 0E 00 0F 00 10 FF 7F 11 FF 13 1F F8 14 00
18 FF 19 02
126 * 4 01 07 01 01
127 F:\GAMES\TTD-WIN\GRF\pl\SPRITES\NewCargosw01.PCX 242 136 09 50 64 -31 -19
128 * 17 02 07 01 00 8C 05 00 00 00 00 00 80 00 00 10 10 00
129 * 7 03 07 01 01 00 01 00
130 * 30 04 07 1F 01 01 53 74 61 74 75 65 20 22 42 72 6F 6E 7A 65 20 68 6F 72 73 65 6D 61 6E 22 00
Also I’d like to ask, how I can change this code with the following conditions:
Can not be removed (done?)
If not represented on the map, then it should be built in the random city. The news message should be shown "New statue was build in ... (city name)"
Should not appear in desert (Can be done with var 43?)
Should appear near the water or near the shore (Can we have some nearby tiles check as for canals? May be with vars 80?)
Should appear on the height 1, that means 1 level above the water (Some high check as for canals?)
Would it be possible to make the check of the city name for the part "Peter", "Piter" or "Lenin" and choose that one for building?
I’d like also to ask about the last 5 values of action 2.
It works with different values. What do they exactly mean?newgrf.txt wrote: B xofs x-offset from northern tile corner (must be below 10h)
B yofs y-offset from northern tile corner (must be below 10h)
B xextent size of sprite in x direction
B yextent size of sprite in y direction
B zextent size of sprite in z direction
And what do that do building flags Bit 6 (This building is a church) and (Bit 7 This building is a stadium) mean, when I specify a new building?
And the final the most important question. How to make it produce and accept tourists?
Now this doesn't make sense. "08 09" sets the substitute type to the old statue, but houses don't have property 03, so it doesn't make sense from this point.George wrote:Code: Select all
08 09 03 10 0A...
That's because you're setting it incorrectly. The correct way is this:George wrote: but I have problems with custom name (it is not displayed, the default one is represented instead)
Code: Select all
04 07 9F 01 01 C9...
You can do this by setting bit 1 of property 19. This won't prevent human players from removing it, though, but towns and AI players will leave it alone.George wrote:Also I’d like to ask, how I can change this code with the following conditions:
Can not be removed (done?)
Sorry, but no news messages can be generated for houses.George wrote:If not represented on the map, then it should be built in the random city. The news message should be shown "New statue was build in ... (city name)"
Yes, it can be done via var. 43.George wrote: Should not appear in desert (Can be done with var 43?)
With some work, I can give you a variable telling you the distance of the closest water tile, if it's enough for you.George wrote: Should appear near the water or near the shore (Can we have some nearby tiles check as for canals? May be with vars 80?)
A variable for land height wouldn't be too hard, either.George wrote: Should appear on the height 1, that means 1 level above the water (Some high check as for canals?)
No. Too much work for too little benefit, if you ask me.George wrote: Would it be possible to make the check of the city name for the part "Peter", "Piter" or "Lenin" and choose that one for building?
These are the coordinates of the bounding box of the building. This information is used by the sprite sorter to find out which sprite covers which. If you get those wrong, the building will still appear OK, but a vehicle passing behind it may be drawn in front of the sprite, or flickering may occur.George wrote: I’d like also to ask about the last 5 values of action 2.
...
It works with different values. What do they exactly mean?
TTD allows only one church and one stadium per town. Originally, the IDs of stadiums/churches are hardcoded, but newhouses allows you to add your house to the church/stadium list.George wrote: And what do that do building flags Bit 6 (This building is a church) and (Bit 7 This building is a stadium) mean, when I specify a new building?
Currently, houses can't produce anyhing other than passengers and mail. They can accept any cargo if you use property 1E.George wrote: And the final the most important question. How to make it produce and accept tourists?
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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My fault, it has to be 08 09 09 03 0ACsaboka wrote:Now this doesn't make sense. "08 09" sets the substitute type to the old statue, but houses don't have property 03, so it doesn't make sense from this point.George wrote:Code: Select all
08 09 03 10 0A...
I did it, but I can't remove them tooCsaboka wrote:You can do this by setting bit 1 of property 19. This won't prevent human players from removing it, though, but towns and AI players will leave it alone.George wrote:Also I’d like to ask, how I can change this code with the following conditions:
Can not be removed (done?)
Would it be hard to do?Csaboka wrote:Sorry, but no news messages can be generated for houses.George wrote:If not represented on the map, then it should be built in the random city. The news message should be shown "New statue was build in ... (city name)"
I wanted water in SE direction. Could you return a SWORD - closest water in NE,SE,SW,NW directions?Csaboka wrote:With some work, I can give you a variable telling you the distance of the closest water tile, if it's enough for you.George wrote:Should appear near the water or near the shore (Can we have some nearby tiles check as for canals? May be with vars 80?)
OkCsaboka wrote:A variable for land height wouldn't be too hard, either.George wrote:Should appear on the height 1, that means 1 level above the water (Some high check as for canals?)
But then why do they can be somethung except 00 00 40 1f xx. And what is Z-coordinate size when the box is 2D. The heigh above the tile+10h?Csaboka wrote:These are the coordinates of the bounding box of the building. This information is used by the sprite sorter to find out which sprite covers which. If you get those wrong, the building will still appear OK, but a vehicle passing behind it may be drawn in front of the sprite, or flickering may occur.George wrote:I’d like also to ask about the last 5 values of action 2.
It works with different values. What do they exactly mean?
Does it mean that "only one church and this building can be build per town" or "only one building per town"? What will happen, if I'd specify both to 1?Csaboka wrote:TTD allows only one church and one stadium per town. Originally, the IDs of stadiums/churches are hardcoded, but newhouses allows you to add your house to the church/stadium list.George wrote:And what do that do building flags Bit 6 (This building is a church) and (Bit 7 This building is a stadium) mean, when I specify a new building?
How hard would it be to change it. Producing tourists by hotels is the main idea of tourists.Csaboka wrote:Currently, houses can't produce anyhing other than passengers and mail. They can accept any cargo if you use property 1E.George wrote:And the final the most important question. How to make it produce and accept tourists?
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I coded it this way and got the crash What did I do wrong?
Code: Select all
125 * 36 00 07 0E 01 01 08 09 09 03 0A 0A FF 0B FF 0C 00 0D 08 0E 00 0F 00 10 FF 7F 11 FF 13 1F F8 14 01
18 FF 19 02
126 * 4 01 07 01 01
127 F:\GAMES\TTD-WIN\GRF\pl\SPRITES\NewCargosw01.PCX 242 136 09 50 64 -31 -19
128 * 17 02 07 01 00 8C 05 00 00 00 00 00 80 00 00 10 10 00
129 * 14 02 07 10 81 0C 00 FF 01 00 FF 17 17 01 00
130 * 14 02 07 11 81 0C 00 FF 01 01 FF 17 17 01 00
131 * 14 02 07 12 81 C3 00 FF 01 10 00 01 01 11 00
132 * 14 02 07 13 81 C4 00 FF 01 12 00 00 01 10 00
133 * 14 02 07 14 81 C4 08 FF 01 13 00 00 0A 10 00
134 * 7 03 07 01 01 00 14 00
135 * 31 04 07 9F 01 01 C9 53 74 61 74 75 65 20 22 42 72 6F 6E 7A 65 20 68 6F 72 73 65 6D 61 6E 22 00
Code: Select all
TTD V0019E000 Crash Log by TTDPatch 2.0.1 alpha 55 vcs 4 (Windows)
Exception C0000005 at 001B:00619DCC
EAX EBX ECX EDX
000000C4 025D43CC 0000000E 025C6E01
ESI EDI ESP EBP
0000F651 004596D6 0006F5C4 0000004E
DS ES FS GS SS Flags
0023 0023 0038 0000 0023 00010282
FFFFFFFF FFFFFFFF 00000FFF ######## FFFFFFFF (Segment limits)
00CFF300 00CFF300 0040F300 ######## 00CFF300 (Access rights)
Bytes at DS:EIP
8B 04 06 EB 22 0F B6 CA 8A 73 01 F6 C6 E0 8D 5C
Stack Dump:
00619E57 0000004E 025C6EE4 0000F651 00619BA9 00000001 00000017 FFFFFFE9
00624170 00585EE2 00280003 00820081 00890088 00960091 00A8009E 00AD00AC
00B500B1 00BB00B9 00BE00BC 00C000BF 00C800C4 000000CE 00000001 0000001A
00000000 00000000 00000015 00000015 0000000D 0000000D 7A10082A 0685046A
Handler Stack Dump (at 0023:0006F374):
00004002 00000000 4003B000 00000000 00000000 00000038 00000023 00000023
004596D6 0000F651 025D43CC 025C6E01 0000000E 000000C4 0000004E 00619DCC
0000001B 00010282 0006F5C4 00000023 4020027F 05A00000 BF9C2166 00000008
F0041E74 00000023 00001F80 0000FFFF EF4E58F0 823F4000 0000C9AD 00000000
Patch flags:
FFB8FFFF FFFFFFFF FFFFFFFD 00003FFF 00000000 00000000 0005F2BF A2000000
0000006E 0000002C 00001000 FFFE003C 005007AD 00B40041 016D0041 76260500
13B14EC4 02580320 13880258 05141024 0A28370A 140A1928 1E145014 141E1450
3C1E1E14 003C5A3F FFFF0314 F0F0F0F0 1EFF0001 005A010A 50040A1E 02010007
010A2357 0301030A 140A0014 FA1E0401 00000000
While processing GRF file: newgrf/NewCargosw.grf; Sprite number: 0085 (hex)
So, if the house is at the H, and there are water tiles at 1 and 2, which should be returned as closest SE? The one that's actually SE? The one that's far closer, but not actually SE of the house? Or neither of them, because neither is exactly SE of the house?George wrote:I wanted water in SE direction. Could you return a SWORD - closest water in NE,SE,SW,NW directions?
Code: Select all
- - - H -
1 - - -
- - - 2 -
Houses are 3D; they have an x-size, a y-size, and a z-size:George wrote:And what is Z-coordinate size when the box is 2D. The heigh above the tile+10h?
Code: Select all
|z
|
/ \
x/ \y
Code: Select all
|y
|
|___
x
A town with only one building isn't much of a town, is it? (Say what you *mean*!)George wrote:Does it mean that "only one church and this building can be build per town" or "only one building per town"?Csaboka wrote:TTD allows only one church and one stadium per town. newhouses allows you to add your house to the church/stadium list.
It means exactly what it says. "This building is a {church/stadium}."
There may be at most one church and one stadium in each town, and the building in question may be the {church/stadium} for its town.
I assume if you set both bits, then the building can only be built in a town that possesses neither church nor stadium, and that building will serve as both church and stadium for its town.
George wrote:I coded it this wayCode: Select all
133 * 14 02 07 14 81 C4
NFORenum should have complained. Did you mean "02 07 14 82 C4 ..."?wiki wrote:Variational Action 2 Variables for Houses
80+x None defined, and none ever will because town buildings don't have an internal structure. Trying to access these variables crashes TTD.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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I said SE, not S or E. SE is the direction, parallel to the map side, that goes from the north (top) corner to the east (right) corner. So, if a map is a 256x256 matrix, than for element (i, j) we need info about elements (i-1, j), (i, j+1) (i+1, j) (i, j-1)DaleStan wrote:So, if the house is at the H, and there are water tiles at 1 and 2, which should be returned as closest SE? The one that's actually SE?George wrote:I wanted water in SE direction. Could you return a DWORD - closest water in NE,SE,SW,NW directions?
if we look for the shortest distance to the water in the direction in general, we can take the Manhattan distance to the first square in the sector, like this:DaleStan wrote:The one that's far closer, but not actually SE of the house? Or neither of them, because neither is exactly SE of the house?
Code: Select all
ooooooooooooxxxxxxxxxxxx
oooooooooooxxxxxxxxxxxxx
ooooooooooxxxxxxxxxxxxxx
oooooooooxxxxxxxxxxxxxxx
oooooooPxxxxxxxxxxxxxxxx
oooooooooxxxxxxxxxxxxxxx
ooooooooooxxxxxxxxxxxxxx
oooooooooooxxxxxxxxxxxxx
ooooooooooooxxxxxxxxxxxx
oooooooooooooxxxxxxxxxxx
The question is: how to make the image projection. If the sprite is 40h x 1Fh plus я pixels above, what are the 3D box dimensions?DaleStan wrote:Houses are 3D; they have an x-size, a y-size, and a z-size:George wrote:And what is Z-coordinate size when the box is 2D. The heigh above the tile+10h?The sprite that represents a house is 2D; it has an x-size and a y-size:Code: Select all
|z | / \ x/ \y
Code: Select all
|y | |___ x
That means the building can not appear in the town with the church can not appear in the town with this building, right?DaleStan wrote:A town with only one building isn't much of a town, is it? (Say what you *mean*!) It means exactly what it says. "This building is a {church/stadium}."George wrote:Does it mean that "only one church and this building can be build per town" or "only one building per town"?Csaboka wrote:TTD allows only one church and one stadium per town. newhouses allows you to add your house to the church/stadium list.
There may be at most one church and one stadium in each town, and the building in question may be the {church/stadium} for its town.
with C4 I try to access var. 44. Do you want to say, that var. 44 is defined for the town, not the building, and I have to check it that way? Then why do I get no error in line 132, where I access the same var. 44, but check the other 8 bits.DaleStan wrote:George wrote:I coded it this wayCode: Select all
133 * 14 02 07 14 81 C4
NFORenum should have complained. Did you mean "02 07 14 82 C4 ..."?wiki wrote:Variational Action 2 Variables for Houses
80+x None defined, and none ever will because town buildings don't have an internal structure. Trying to access these variables crashes TTD.
I wanted to code whose rules with var. 44: max 2 per town, max 10 on map (as the example)
This is the transformation TTD uses to get screen coordinates from game coordinates:George wrote:The question is: how to make the image projection. If the sprite is 40h x 1Fh plus я pixels above, what are the 3D box dimensions?
Code: Select all
screen_X = 2*(game_Y - game_X)
screen_Y = game_Y + game_X - game_Z
Yes. If there's a building in the town that has the church-flag set, no other church-flagged buildings are allowed to appear.George wrote:That means the building can not appear in the town with the church can not appear in the town with this building, right?
Why did you set bit 7, then? Why didn't you simply write 44 if you meant 44?George wrote:with C4 I try to access var. 44.
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Why 16, not 32? The square (image) is 64x31, not 32x32. if I count 16, 16, 35, than I get screen x and y equal to 0 and -3??Csaboka wrote:This is the transformation TTD uses to get screen coordinates from game coordinates:George wrote:The question is: how to make the image projection. If the sprite is 40h x 1Fh plus я pixels above, what are the 3D box dimensions?This is a lossy transformation, of course, so you can't calculate the game coordinates back from the screen coordinates. You just need to estimate the dimensions of the bounding box yourself. Or, if you're lazy (like me), you can have xoffset/yoffset at 0, xextent/yextent at 16 and zextent as the height of the sprite in pixels.Code: Select all
screen_X = 2*(game_Y - game_X) screen_Y = game_Y + game_X - game_Z
I feel myself stupidCsaboka wrote:The resulting bounding box will be larger than necessary, but it won't hurt AFAICT.
This part confused me. I do not know why I understood it this way this timeCsaboka wrote:Why did you set bit 7, then? Why didn't you simply write 44 if you meant 44?George wrote:with C4 I try to access var. 44.
Code: Select all
For all features, the 80+x variables are offsets into the corresponding structure in TTD's game data. The 40+x variables are special variables that are computed on-the-fly, and aren't actually stored anywhere in memory. The 40+x variables are all doubleword-sized.
Now I changed it to 44 and it works.
One more question. I try to make the building to appear only in the main zone of the town (4 if there are 5, 3 if 4, 2 if 3, 1 if 2, disallow otherwise). I code it this way
Code: Select all
125 * 36 00 07 0E 01 01 08 09 09 03 0A 0A FF 0B FF 0C 00 0D 08 0E 00 0F 00 10 FF 7F 11 FF 13 1F F8 14 01
18 FF 19 02
126 * 4 01 07 01 01
127 F:\GAMES\TTD-WIN\GRF\pl\SPRITES\NewCargosw01.PCX 242 136 09 50 64 -31 -19
128 * 17 02 07 01 00 00 00 00 80 00 00 00 80 00 00 10 10 23
129 * 14 02 07 10 81 0C 00 FF 01 00 FF 17 17 01 00
130 * 14 02 07 11 81 0C 00 FF 01 01 FF 17 17 01 00
131 * 14 02 07 12 81 43 00 FF 01 10 00 01 01 11 00
132 * 14 02 07 13 81 44 00 FF 01 12 00 00 00 10 00
133 * 14 02 07 14 81 44 08 FF 01 13 00 00 FE 10 00
// Z=n and Rn+1>0 => false
135 * 14 02 07 22 81 42 00 FF 01 14 00 01 01 10 00
136 * 14 02 07 23 82 98 00 FF 01 22 00 00 00 10 00
137 * 14 02 07 24 81 42 00 FF 01 14 00 02 02 23 00
138 * 14 02 07 25 82 9A 00 FF 01 24 00 00 00 10 00
139 * 14 02 07 26 81 42 00 FF 01 14 00 03 03 25 00
140 * 14 02 07 27 82 9C 00 FF 01 26 00 00 00 10 00
141 * 14 02 07 28 81 42 00 FF 01 14 00 04 04 27 00
142 * 7 03 07 01 01 00 28 00
143 * 31 04 07 9F 01 01 C9 53 74 61 74 75 65 20 22 42 72 6F 6E 7A 65 20 68 6F 72 73 65 6D 61 6E 22 00
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Let's calculate a little:George wrote:Why 16, not 32? The square (image) is 64x31, not 32x32.
Code: Select all
North corner (x:0, y:0, z:0)
screen_X=2*(0-0)=0
screen_Y=0+0-0=0
West corner (x:16, y:0, z:0)
screen_X=2*(0-16)=-32
screen_Y=0+16-0=16
East corner (x:0, y:16, z:0)
screen_X=2*(16-0)=32
screen_Y=16+0-0=16
South corner (x:16, y:16, z:0)
screen_X=2*(16-16)=0
screen_Y=16+16-0=32
Yes, but there's no problem with that. Screen coordinates can go negative, they're just an offset from the "reference point".George wrote: if I count 16, 16, 35, than I get screen x and y equal to 0 and -3??
There is no problem with the coding. I think it's mentioned in the docs somewhere that TTD "cheats" while generating a random town: it increases the number of buildings to get fake town zones. If it didn't do that, newly-generated towns would have zone 1 buildings only, since the house count would start from zero. I think the problem was a result of this; your building was placed correctly according to the fake zones. You can't avoid this kind of error, but it's present at the generation of random maps only. During normal gameplay, zones should be correct.George wrote:One more question. I try to make the building to appear only in the main zone of the town (4 if there are 5, 3 if 4, 2 if 3, 1 if 2, disallow otherwise). I code it this way
(snip)
But sometimes the map generator makes confusing results (see the attach) What am I doing wrong?
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I see.Csaboka wrote:Let's calculate a little:George wrote:Why 16, not 32? The square (image) is 64x31, not 32x32.
The result: You need 64 pixels horizontally (-32..32) and 32 pixels vertically (0..32) to represent a flat tile.
But what makes town to stop expanding to the planed size. Is there a way to determinate how big do the town plan to be while generation?Csaboka wrote:There is no problem with the coding. I think it's mentioned in the docs somewhere that TTD "cheats" while generating a random town: it increases the number of buildings to get fake town zones. If it didn't do that, newly-generated towns would have zone 1 buildings only, since the house count would start from zero. I think the problem was a result of this; your building was placed correctly according to the fake zones. You can't avoid this kind of error, but it's present at the generation of random maps only. During normal gameplay, zones should be correct.George wrote:One more question. I try to make the building to appear only in the main zone of the town (4 if there are 5, 3 if 4, 2 if 3, 1 if 2, disallow otherwise).
But sometimes the map generator makes confusing results (see the attach) What am I doing wrong?
What about tourists? Are you working on producing custom cargo by buildings?
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And then, how can I do the following thing: If I have N views for the building, how can I specify, that every view should be represented only once on the map? What will happen, if the some of them will be removed? How can I specify, that the view 1 appears, then 2, then 3 and so on, but when the building with view 1 is removed, the next one should be built with view 1?Csaboka wrote:You can have different graphics via different layouts or random action 2s. Different amounts of production can also be achieved by using the production callback. The name must be the same for every instance of the industry, though.George wrote:Could we have an abstract industry "an old ship", that would have different graphics, name, amount of production?
And one more question - what var (or how hard would it be to add it) contains the distance between the house and the city centre?
Can't be done, AFAICT, and I don't see it happening.George wrote:How can I specify, that the view 1 appears, then 2, then 3 and so on, but when the building with view 1 is removed, the next one should be built with view 1?
Doesn't exist, but it seems like it shouldn't be too hard to addGeorge wrote:And one more question - what var (or how hard would it be to add it) contains the distance between the house and the city centre?
I don't think even TTD knows when it's going to stop expanding, until the RNG suddendly turns up "stop expanding".George wrote:But what makes town to stop expanding to the planed size. Is there a way to determinate how big do the town plan to be while generation?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Any possibility of using the newcargoes to make more accurate industries for Toyland2Mars?
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
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- Skype: george-vb
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- Contact:
Technically yes, but unless the resources of standard landscapes are not used up to 90%, I doubt that anyone will think about spending time on the alternative landscapes. I shall not have enough time to do it. Ask someone elseDanMacK wrote:Any possibility of using the newcargoes to make more accurate industries for Toyland2Mars?
- Wile E. Coyote
- Tycoon
- Posts: 8515
- Joined: 08 Jul 2004 22:14
- Skype: wile.e.coyote2
- Location: Belgrade, Serbia
- Contact:
George, you'll plan petrol as cargo. Would you draw petrol station? I plan to use petrol too in Serbian rail set, so it'd be great if there'll be available petrol station (2x1 tiles).
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
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