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Posted: 26 Jan 2006 03:13
by Aegir
krtaylor wrote:Is there GRF support to add new faces? Or do you just overwrite the existing ones?
Just overwrite the existing faces. It will be interesting to see how this will actually work, I've never fiddled with the faces before, but I believe I know the process.

Posted: 26 Jan 2006 04:48
by Aegir
Righto, heres my offering, should correct the majority of those bugs, Sanchimaru. The industries are a lot harder to work with, since I don't really know what I'm doing there, as for the castle, can't really do much there. The large bank was disabled, and the small bank should behave the same as the normal TTD bank.

Posted: 26 Jan 2006 23:16
by krtaylor
It seems like it would be a good idea to combine both of these into one GRF. Is that possible?

Posted: 27 Jan 2006 03:05
by Aegir
I'd prefer not to.

Posted: 27 Jan 2006 03:50
by krtaylor
Why not? It doesn't seem like having a GRF floating around that explicity causes crashes if not used properly, is a very good idea.

Posted: 27 Jan 2006 03:55
by Aegir
It's a utility .grf. I'm not going to make somthing explicitly Japanset only when it can be used for any building set. TTRS for instance.

Posted: 27 Jan 2006 04:01
by krtaylor
Is it possible to make stock code that can be easily included in any building set, maybe under a parameter switch to turn it on and off?

Posted: 27 Jan 2006 04:32
by Aegir
But why? it's an un-needed complication.

I'm quite sure that one extra .grf is much less complex than fiddling with grf parameters.

Not only that, with one extra ,grf, it's only a small ammount of space. By including the code in EVERY building set, mind you, I cannot even enforce that, it wastes even more time and effort.

Just leave it allone, krtaylor. It's fine how it is.

Posted: 28 Jan 2006 02:28
by krtaylor
It's not required for every building set, is it?

Posted: 28 Jan 2006 03:13
by Aegir
Krtaylor. I'm not changing it.

Posted: 28 Jan 2006 03:28
by krtaylor
I wouldn't think that Patchman is going to be pleased when he finds a GRF file floating around that explicitly will cause the game to crash, if not used properly. Is there some way to do an internal check, and error out on the startup screen if there's no other building set available?

Posted: 28 Jan 2006 03:59
by Sanchimaru
gl2 has began working on the faces, we'll show any progress when it's ready.

Aegir, I tested the last GRF. Works well but still new Temples and Budhas are built by towns.
Also, I have been thinking about the Castles... I don't like how they work. In real life, castles are not just in the middle of nowhere; rather they are one of the main city's attractives and they are in the city itself. Off course, an area is reserved so that their beauty can be appreciated and they are not engulfed by the skyscrappers. But still, I think that they would work better like Zimmlock's TTRS cathedrals.
The same for the Temples and Budhas, my idea from the beginning was to have them as unique buildings, found in reduced numbers only at the very beginning of a game.
Other than that, the GRF worked quite fine ;)

About the GRF for removing the original buildings, it doesn't really bug me quite that much. However, if we get to replace every building in the towns (as TTRS) there should be no need for that. Just make the default option to replace the TTD buildings, and if someone for some reson wants them, there they are.

Another thing: yesterday I ordered to build a "company owner statue" in the game while testing the new buildings and stuff...
And I thought that it looked really stupid. You have to imagine a statue in honor of the president of a company (no matter how important that company was for the growth of that city) that dwarfs all the peoples's houses and that features a guy in a tuxedo with a big top hat. By the way, why is it a gentleman, if we were supposed to have president ladies too... if you can call "lady" those tomboys.
Well, what I meant is that I'd like to replace the statue with something else that would look better, and make more sense. My first thought was to create a shrine. There are in Japan shrines dedicated to road safety, and my idea was that the company funded the construction of one of them.
It can be a simple structure with a torii gate and an altar. Or maybe we would need a complete shrine?
Another idea was to make a commercial building (many companies here, like Hankyu and Hanshin have their own shopping malls, and even hotels)
What do you think?

Posted: 28 Jan 2006 04:16
by Aegir
Sanchimaru, this is essentially your set, your vision at the moment, so I'll go with whatever you say.

And about the castles? Yeap, I'll get them into the city and behaving more like a town building, I can control them easilly then. And I'll go back and have another look at the temples.

Posted: 28 Jan 2006 04:35
by krtaylor
I think the shrine idea fo a statue is an excellent one.

On the subject of a commercial building, though, we could have the set include Japanese versions of the corporate HQ.

Posted: 28 Jan 2006 04:38
by Aegir
Yeap, that easilly possible aswell, Krtaylor. And infact, it will have to be done at some point or another if this is to be an entire climate as such.

Posted: 28 Jan 2006 11:14
by Prebral
I have tested the vehicle grf and noticed, that Shinkansen passenger cars have limited max. speed to something like 99kmh. It is either taken as default by TTDPatch with wagon speed limits on or from some previous set (I have jpset on top, but...).
Mail wagons are OK, I suppose writing shinkansen-accurate new max speed byte for these passenger wagons would do the job...?
I can of course turn off wagon speed limits, but I like playing with it as it forces me to use more various locos.

Posted: 31 Jan 2006 16:25
by Miketrak
I have just downloaded the Japan Set, and found it excellent. I am very interested in Japan Railways anyway, so an excellent set. There are a few issues I would like to raise, mainly concerning the shinkansen lines, so hopefully they can be resolved for the proper full release.

1. Level crossings only have barriers on one side of the road, and a graphic glitch is sometimes caused when removing a crossing.
2. Shinkansen lines should have overhead catenary supports as they are obviously electrified.
3. Shinkansen trains make the maglev sound when starting.
4. Shinkansen level crossings should be impossible, or if they are to be kept, I noticed that there is maglev track graphics over the crossing.

I understand that this version is beta, and not the complete version, just thought I'd bring these to your attention. Sorry if these are old news to you, and the issues are resolved.
I look forward to the full complete version, Superb work! The new buildings are great too!

Mike.

Posted: 31 Jan 2006 16:28
by DaleStan
2 and 4 are definitely limitations in the patch, and 1 may be.

Posted: 31 Jan 2006 16:49
by jvassie
Why are they limitations? Alll that needs to be done IIUC is to replace the graphics, ie add a catenary to them manually and to change the maglev graphics to Shinkansen.

James

Posted: 31 Jan 2006 17:14
by Patchman
That won't work. If you do that, the trains will drive on top of the catenary.

It is indeed a patch limitation that only the second track type may have a catenary, but changing that (while in the to-do) is surprisingly difficult.