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Contact: V453000 [at] openttdcoop [dot] org

I have been around openttdcoop for a long time, built a lot of stuff, made some plans, wrote a lot of blog/wiki articles. Now my number one activity is making NewGRFs.

Blog article about my earlier times around OpenTTD

NewGRFs I make

NUTS Unrealistic Train Set

My first NewGRF was this pixel-drawn train set. I started working on it because of missing functionalities in other train sets at that time.

That makes it very focused on functionality, so it lets you do all kinds of stuff like:

  • universal tracks allow autoreplacing between any track types
  • works with any industry set
  • allows for any refit
  • huge variety of engines fits every network to the max
  • recolouring for city networks
  • vehicles expire sensibly
  • coloured tracks useful for orientation in your tracks

Related blog articles:

Concept: NUTS as revolution among train sets?

NUTS wiki announcement

NUTS 1st birthday

NUTS 2nd birthday

NUTS 5th birthday, 0.7.9 released

YETI Extended Towns & Industries

In order to extend OpenTTD gameplay in functionality, the best way to go is NewGRF industries. (I do not want to code game scripts :P)

YETI is systematic and different to any other - both functionally, and visually. Key features are:

  • 17 industries creating a 3-chain system
  • Workers cargo - no random productions
  • Cargo gets processed over time - dynamically
  • 32bpp/ExtraZoom graphics, some with animations

Related blog articles:

First concept: YETI Extended towns and industries

Advanced concept: YETI Extended towns and industries'

YETI 0.0.1 release

RAWR Absolute World Replacement

And because I am quite happy with how the game works, yet I still want to create graphics, I started putting effort towards purely graphical replacement of game sprites.

  • no functions means you can use it as static NewGRF
  • no functions means it can eventually become a base set easily
  • parameters allow to force a landscape visually
  • 32bpp/ExtraZoom graphics

Related blog articles: =

RAWR 0.0.1 release blog

BRIX Realism Is XXXX

I was not happy enough with RAWR and it was easier to start a new project instead of continuing it, so I started BRIX.

  • no functionality means you can use it as static NewGRF
  • 32bpp/ExtraZoom graphics
  • fully functional 8bpp graphics
  • available versions without 32bpp or extra zoom
  • focus on x1 zoom level and clarity
  • parameters to disable individual features

Related blog articles:

BRIX 0.0.1 Release

BRIX 0.0.2 Release

My Blog Articles

Advanced Building Revues

Advanced Building Revue 01

Advanced Building Revue 02: Splits

Advanced Building Revue 03: Path to insanity

Advanced Building Revue 04: Overflows

Advanced Building Revue 05: Sbahns and city networks

Advanced Building Revue 06: Hubs

Advanced Building Revue 07: Stations

Advanced Building Revue 08: Overflows II

Advanced Building Revue 09: SRNW Stations

Advanced Building Revue 10: Invisible Hubs

Advanced Building Revue 11: Refit Stations

Advanced Building Revue 12: Overflows III

Game Reviews and Stuff

Public server game 186 Review

ProZone Game 13 - Timed SML

ProZone Game 2013 - Timed SML on steroids - absolute insanity

Creating Maps

Servicing and Autoreplace

My little concepts which never really got used

The used concepts are all over our junctionary and archives. :)

Train Length Splitters

Want to split the various TLs on the network? You might find these useful.

Packed SML Concept

An idea how to maximize SML efficiency.

My Ancient Savegames

Here you can download some of my savegames. There are four, TL5game is the oldest one and then it chronologically goes wit hTL3, TL1 and RV game. These games are much like my Top games as they were completely finished. The train games were finished when I just felt like it, the RV game ended when I reached my goal of 5000 vehicles with no jams. Enjoy it :)

TL5 Game

TL3 Game SLH01 - biggest junction on the map: SnD1927.png SnD2080.png

TL1 Game

RV Game - how to stuff 5000 RVs on a 256x256

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  • This page was last modified on 10 November 2017, at 20:37.