some recap on somethings about addon making ... May 23, 2010, 04:46:28 pm 1) I remembered a patch of tunnel merging when built one next to each over (don't know if it was a dream or if it's real ... don't remember very well). Is it implemented ? If yes how to use it (dat files of tunnels) ?2) How to use 8 and 16 layouts station's extensions ?3) How to write the dat file of a good ?4) How to write parameters for an industry ?5) Dat of a way object ?6) How to make a crossing ?7) How to make a townhall ? How to make powerlines ?All for the moment ... Quote Selected
Re: some recap on somethings about addon making ... Reply #1 – May 23, 2010, 04:50:33 pm Most of the information is available at the wiki (object parameters article), and you have examples of almost all at the SVN (dat files are common to all paksets so you can use ones from other paksets), just do a little search in both places. Quote Selected
Re: some recap on somethings about addon making ... Reply #2 – May 23, 2010, 04:53:24 pm Look in the wiki: http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_dat_Files&machine_translate_to_lang=&no_bl=yThe tunnel patch is included, but you need makeobj51 (not released) to create such a tunnel. The definition of broad tunnel is in the wiki. Quote Selected
Re: some recap on somethings about addon making ... Reply #3 – May 24, 2010, 07:35:56 am For the stations, pak128.Britain has examples of 8 and 16 rotations - take a look at the sources on sourceforge for a template (or for any others of these except for tunnels). Quote Selected
Re: some recap on somethings about addon making ... Reply #4 – May 24, 2010, 09:21:10 am QuoteFor the stationsI talk about station extensions, I don't know very well sourceforge, could you give me a link ? Quote Selected
Re: some recap on somethings about addon making ... Reply #5 – May 24, 2010, 09:29:32 am Quote from: gauthier – on May 24, 2010, 09:21:10 amI talk about station extensions, I don't know very well sourceforge, could you give me a link ?http://simutrans.svn.sourceforge.net/viewvc/simutrans/ Quote Selected
Re: some recap on somethings about addon making ... Reply #6 – May 24, 2010, 09:38:35 am I thought for extensions you could only have 4 rotations, but platforms can have more. Maybe I'm wrong though... Quote Selected
Re: some recap on somethings about addon making ... Reply #7 – May 24, 2010, 05:02:04 pm QuoteI thought for extensions you could only have 4 rotations, but platforms can have more. Maybe I'm wrong though...Someone can confirm ? I really don't know Quote Selected
Re: some recap on somethings about addon making ... Reply #8 – May 24, 2010, 05:26:44 pm Quote from: gauthier – on May 24, 2010, 05:02:04 pmSomeone can confirm ? I really don't know the wiki can thishttp://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_BackImage&no_bl=y#Dims Quote Selected
Re: some recap on somethings about addon making ... Reply #9 – May 24, 2010, 05:55:22 pm these are dims for stations, not for extensions ... Quote Selected
Re: some recap on somethings about addon making ... Reply #10 – May 24, 2010, 06:18:06 pm There are no extensions with more than four views. The problem is, that for an extension it is not easy to say, whether it is in north-east or south west as it contains no rails. I had also sometimes a code in there, that just tried to mimic the code of any adjacent building, but this was removed, as it caused errors in more common situations.A situation like blocks could indeed get to use 8 (or if directional even 16) layouts. But this is not implemented. Quote Selected
Re: some recap on somethings about addon making ... Reply #11 – May 24, 2010, 06:31:58 pm ok thanks (the orientation selection for extensions should be great ) Quote Selected
Re: some recap on somethings about addon making ... Reply #12 – May 24, 2010, 06:46:45 pm Quote from: gauthier – on May 24, 2010, 05:55:22 pmthese are dims for stations, not for extensions ...extension is buildingin the table 'Number of rotations for buildings ' Quote Selected
Re: some recap on somethings about addon making ... Reply #13 – May 24, 2010, 06:51:33 pm Quote from: gauthier – on May 24, 2010, 06:31:58 pm(the orientation selection for extensions should be great )Is that what you get with ctrl + icon click? Quote Selected
Re: some recap on somethings about addon making ... Reply #14 – May 24, 2010, 08:50:44 pm I DIDN'T SEE IT !!!thanks a lot Quote Selected
Re: some recap on somethings about addon making ... Reply #15 – May 25, 2010, 09:45:35 am Thanks should go to z9999 and prissi who actually made this! Quote Selected
Re: some recap on somethings about addon making ... Reply #16 – May 25, 2010, 05:22:03 pm thanks to them auch Quote Selected
Re: some recap on somethings about addon making ... Reply #17 – June 03, 2010, 08:14:26 pm Can I have a list of smokes and sounds of pak128 please ? Quote Selected
Re: some recap on somethings about addon making ... Reply #18 – June 03, 2010, 08:31:23 pm Smokes:industry_smokeSteamSteam2Steam_shipDieselDiesel_blackDiesel_smallSounds:aircraft-jet_stop.wavboing.wavcash.wavclick.wavdock.wavengine-start-diesel-0.wavengine-start-diesel-1.wavengine-start-diesel_d.wavengine-start-petrol-0.wavengine-start-petrol-1.wavengine-start-petrol-2.wavexplosion.wavgavel.wavhorsegallop2.wavjackhammer.wavship-horn_a.wavship-horn_b.wavtrain-horn-diesel-0.wavtrain-horn-electric-0.wavtrain-horn-steam-0.wavtrain-horn-steam-1.wav Quote Selected
Re: some recap on somethings about addon making ... Reply #19 – June 03, 2010, 08:53:56 pm thanks a lot Quote Selected
Re: some recap on somethings about addon making ... Reply #20 – June 11, 2010, 04:45:44 pm what is a ground object ?EDIT + : what are the default DistributionWeight for citycars, monuments, etc ... ?EDIT ++ : Is where a way to force a tunnel to use the graphics of a way in underground ?EDIT +++ : what's exactly the speedbonus ? Quote Selected Last Edit: June 13, 2010, 08:50:47 am by gauthier
Re: some recap on somethings about addon making ... Reply #21 – June 17, 2010, 01:14:07 pm Nobody can answer ? Quote Selected
Re: some recap on somethings about addon making ... Reply #22 – June 17, 2010, 01:58:15 pm Let's try it...Quote from: gauthier – on June 11, 2010, 04:45:44 pmwhat is a ground object ?It's an object that you as player, can't interact with. They can be static (rocks, small pounds, watch towers) or dinamic (clouds, ballons, bunches of birds, flocks of sheep) Actually, they're idle objects that provide a realism touch to maps.Quote from: gauthier – on June 11, 2010, 04:45:44 pmEDIT + : what are the default DistributionWeight for citycars, monuments, etc ... ?The DistributionWeight attribute is not available for all kinds of objects, for example monuments, but I think the default value might depend on the object type.Quote from: gauthier – on June 11, 2010, 04:45:44 pmEDIT ++ : Is where a way to force a tunnel to use the graphics of a way in underground ?As far as I know, it's not possible yet but I think there's an extension request about that issue somewhere.Quote from: gauthier – on June 11, 2010, 04:45:44 pmEDIT +++ : what's exactly the speedbonus ?Take a look at http://en.wiki.simutrans.com/index.php/Speed_bonus Quote Selected
Re: some recap on somethings about addon making ... Reply #23 – June 17, 2010, 02:10:37 pm QuoteTake a look at http://en.wiki.simutrans.com/index.php/Speed_bonusok but it doesn't explains the consequences of the speed bonus. Quote Selected
Re: some recap on somethings about addon making ... Reply #24 – June 17, 2010, 02:22:27 pm QuoteThe speed bonus in Simutrans is used to reward the use of high-speed vehicles for p****engers, mail and products that need to be transported fast.It's a reward for using high-speed vehicles, at the expense of slower ones. If you want to earn more money transporting goods, try to use high speed vehicles with pathways where they can overp**** the speedbonus speed limit. Quote Selected
Re: some recap on somethings about addon making ... Reply #25 – June 17, 2010, 03:27:39 pm Speed bonus modifies income according to speed. It is important source of problems when balancing pakset... and maybe also important source of fun for player. Quote Selected
Re: some recap on somethings about addon making ... Reply #26 – June 17, 2010, 06:39:59 pm Quote from: gauthier – on June 11, 2010, 04:45:44 pmEDIT ++ : Is where a way to force a tunnel to use the graphics of a way in underground ?use Code: [Select]way=steel_trackthe 'way' parameter is the name of an existing way-object (ie way.*.pak). The graphics of the way are then used underground. Quote Selected
Re: some recap on somethings about addon making ... Reply #27 – June 18, 2010, 11:31:13 am thanks for the tunnel way.for the speed bonus : is there a mathematic calculation ? Quote Selected
Re: some recap on somethings about addon making ... Reply #28 – June 23, 2010, 11:19:51 am Does someone know the average distributionweight of citycars and pedestrians in pak128 ? Quote Selected
Re: some recap on somethings about addon making ... Reply #29 – June 23, 2010, 12:04:12 pm DistributionWeight is typically 1-4 in these cases. Didn't check industries. Quote Selected
Re: some recap on somethings about addon making ... Reply #30 – June 23, 2010, 12:21:37 pm @gauthier: In case you want to get stats from pak128, you can use JimsViewer to extract the dat attributes from the pak files. It allows you to filter the results too. Quote Selected
Re: some recap on somethings about addon making ... Reply #31 – June 23, 2010, 01:01:17 pm thanks Quote Selected
Re: some recap on somethings about addon making ... Reply #32 – June 24, 2010, 03:49:05 pm Another question :When creating a curiosity (type=cur) how to create a land curiosity or a city curiosity ? Quote Selected Last Edit: June 24, 2010, 08:47:36 pm by gauthier
Re: some recap on somethings about addon making ... Reply #33 – July 02, 2010, 09:57:29 pm hey nobody can answer me ? Quote Selected
Re: some recap on somethings about addon making ... Reply #34 – July 02, 2010, 11:38:11 pm See the wiki with very extensive documentation, or else the pak64 sources. Quote Selected