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Topic: some recap on somethings about addon making ... (Read 25471 times) previous topic - next topic

some recap on somethings about addon making ...

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 ?

8) How to make powerlines ?

All for the moment ...

Re: some recap on somethings about addon making ...

Reply #1
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.


Re: some recap on somethings about addon making ...

Reply #3
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).



Re: some recap on somethings about addon making ...

Reply #6
I thought for extensions you could only have 4 rotations, but platforms can have more.  Maybe I'm wrong though...




Re: some recap on somethings about addon making ...

Reply #10
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.



Re: some recap on somethings about addon making ...

Reply #13
(the orientation selection for extensions should be great ;)  )
Is that what you get with ctrl + icon click?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!


Re: some recap on somethings about addon making ...

Reply #15
Thanks should go to z9999 and prissi who actually made this!

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!



Re: some recap on somethings about addon making ...

Reply #18
Smokes:

industry_smoke
Steam
Steam2
Steam_ship
Diesel
Diesel_black
Diesel_small

Sounds:

aircraft-jet_stop.wav
boing.wav
cash.wav
click.wav
dock.wav
engine-start-diesel-0.wav
engine-start-diesel-1.wav
engine-start-diesel_d.wav
engine-start-petrol-0.wav
engine-start-petrol-1.wav
engine-start-petrol-2.wav
explosion.wav
gavel.wav
horsegallop2.wav
jackhammer.wav
ship-horn_a.wav
ship-horn_b.wav
train-horn-diesel-0.wav
train-horn-electric-0.wav
train-horn-steam-0.wav
train-horn-steam-1.wav

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!


Re: some recap on somethings about addon making ...

Reply #20
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 ?


Re: some recap on somethings about addon making ...

Reply #22
Let's try it...


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.

EDIT + : 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.

EDIT ++ : 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.

EDIT +++ : what's exactly the speedbonus ?

Take a look at http://en.wiki.simutrans.com/index.php/Speed_bonus


Re: some recap on somethings about addon making ...

Reply #24
Quote
The 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.

Re: some recap on somethings about addon making ...

Reply #25
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.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: some recap on somethings about addon making ...

Reply #26
EDIT ++ : Is where a way to force a tunnel to use the graphics of a way in underground ?
use
Code: [Select]
way=steel_track
the 'way' parameter is the name of an existing way-object (ie way.*.pak). The graphics of the way are then used underground.
Parsley, sage, rosemary, and maggikraut.



Re: some recap on somethings about addon making ...

Reply #29
DistributionWeight is typically 1-4 in these cases. Didn't check industries.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: some recap on somethings about addon making ...

Reply #30
@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.




Re: some recap on somethings about addon making ...

Reply #34
See the wiki with very extensive documentation, or else the pak64 sources.
Bob Marley: No woman, no cry

Programmer: No user, no bugs