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Contact: V453000 [at] seznam [dot] cz [[Category:Active Members]]
+
Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]
  
Fast Contact: ICQ # 228 116 307
+
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.
  
'''Date of birth:''' 1st January 1920 (29. 6. 1990 in real)
+
'''Blog article about my earlier times around OpenTTD'''
 +
https://blog.openttdcoop.org/2013/09/04/my-openttd-story/
  
'''Location:''' Temperate Climate (Liberec, Czech Republic)
+
= NewGRFs I make =
  
'''TT since:''' childhood of course
+
== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==
  
'''OpenTTDCoop since:''' hard to say as I dont remember since when I just watched savegames, just watched PSGs and since when I actually started building :|
+
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.
  
'''Strengths:''' wtf?
+
That makes it very focused on functionality, so it lets you do all kinds of stuff like:
  
'''Weaknesses:''' englysh, abilities with IRC and wiki account :p
+
* 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: ===
  
''Most dangerous with:''' Sparta, Technoviking, beer
+
'''Concept: NUTS as revolution among train sets?'''
 +
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/
  
'''Loves:''' Madness, insanity, weirdness, ... did I forget anything?
+
'''NUTS wiki announcement'''
 +
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/
  
'''Likes:''' challenging tasks, developing new things, being original and creative
+
'''NUTS 1st birthday'''
 +
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/
  
'''Dislikes:''' long trains and badly accelerating, narrow maps, aircraft, ships
+
'''NUTS 2nd birthday'''
 +
https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/
  
'''Hates''': dumb drivers, school, not having beer nearby
+
'''NUTS 5th birthday, 0.7.9 released'''
 +
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/
  
  
'''Few sentences about my GeekOpenTTD Career:'''
 
  
When I came to openttdcoop for the first time long time ago, I saw just those huge networks, first game I saw was PSG 137 and I just looked ... oh hell ... that station is a monster ... these guys are real good. As I discovered other and other parts of the archive, a very interesting thing was PZG 5 because that was the absolutely godlike game from my point of view. Also I have played Osai's osqc and I absolutely enjoyed that. After discovering the SRNW and the logic, I thought "Wow! This is the thing I really like and I see something new can be made!" Since there I spent some games on developing how to use SRNW for all cargo types and making effective stations. If you wanted to imagine my classic private game, just imagine a square map in 1920, starting with L_R ... and through various plans-on-the-go reaching some nice results (very simple designs though) and mainly - being entertained in the process. Lately I am trying to make new things, or at least make stuff in a different way than before ;).
+
== YETI Extended Towns & Industries http://dev.openttdcoop.org/projects/yeti ==
  
'''I wish a nice time to everyone playing OpenTTD! Especially with us.'''
+
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:
  
== What am I doing? ==
+
* 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'''
 +
https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/
 +
 +
''Advanced concept: YETI Extended towns and industries'''
 +
https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/
 +
 +
'''YETI 0.0.1 release'''
 +
https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/
 +
 +
 +
== RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr ==
 +
 +
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'''
 +
https://blog.openttdcoop.org/2015/01/27/rawr/
 +
 +
 +
== BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/brix ==
 +
 +
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'''
 +
 +
https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/
 +
 +
'''BRIX 0.0.2 Release'''
 +
 +
https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/
 +
 +
= [http://blog.openttdcoop.org/author/V453000/ My Blog Articles] =
 +
 +
== Advanced Building Revues ==
 +
 +
 +
'''Advanced Building Revue 01'''
 +
http://blog.openttdcoop.org/2010/03/09/611/
 +
 +
'''Advanced Building Revue 02: Splits'''
 +
http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/
 +
 +
'''Advanced Building Revue 03: Path to insanity'''
 +
http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/
 +
 +
'''Advanced Building Revue 04: Overflows'''
 +
http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/
 +
 +
'''Advanced Building Revue 05: Sbahns and city networks'''
 +
http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/
 +
 +
'''Advanced Building Revue 06: Hubs'''
 +
http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/
 +
 +
'''Advanced Building Revue 07: Stations'''
 +
http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/
 +
 +
'''Advanced Building Revue 08: Overflows II'''
 +
http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/
 +
 +
'''Advanced Building Revue 09: SRNW Stations'''
 +
http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/
 +
 +
'''Advanced Building Revue 10: Invisible Hubs'''
 +
http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/
 +
 +
'''Advanced Building Revue 11: Refit Stations'''
 +
http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/
 +
 +
'''Advanced Building Revue 12: Overflows III'''
 +
http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/
 +
 +
== Game Reviews and Stuff ==
 +
 +
 +
'''Public server game 186 Review'''
 +
http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/
 +
 +
'''ProZone Game 13 - Timed SML'''
 +
http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/
 +
 +
'''ProZone Game 2013 -  Timed SML on steroids - absolute insanity'''
 +
http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/
 +
 +
 +
'''Creating Maps'''
 +
http://blog.openttdcoop.org/2012/10/16/creating-maps/
 +
 +
'''Servicing and Autoreplace'''
 +
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/
 +
 +
 +
 +
 +
= My little concepts which never really got used =
 +
 +
The used concepts are all over our junctionary and archives. :)
  
 
[[User:V453000/TLS|Train Length Splitters]]
 
[[User:V453000/TLS|Train Length Splitters]]
Line 46: Line 176:
  
  
My Savegames
+
= 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 :)
 +
 
 +
[[media:Devastation.sav|TL5 Game]]
  
[[media:SmashAndDown.sav|Game1]]
+
[[media:SmashAndDown.sav|TL3 Game]]
 +
SLH01 - biggest junction on the map:
 +
[[File:SnD1927.png|100px]]
 +
[[file:SnD2080.png|100px]]
  
[[media:MicroDrones.sav|Game2]]
+
[[media:MicroDrones.sav|TL1 Game]]
  
[[media:AsphaltTrans.sav|Game3]]
+
[[media:CARnage4999.sav|RV Game]] - how to stuff 5000 RVs on a 256x256

Latest revision as of 20:37, 10 November 2017

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 https://blog.openttdcoop.org/2013/09/04/my-openttd-story/

NewGRFs I make

NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts

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? http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/

NUTS wiki announcement http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/

NUTS 1st birthday http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/

NUTS 2nd birthday https://blog.openttdcoop.org/2014/03/31/2nd-nuts-birthday/

NUTS 5th birthday, 0.7.9 released https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/


YETI Extended Towns & Industries http://dev.openttdcoop.org/projects/yeti

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 https://blog.openttdcoop.org/2012/05/18/next-on-the-list-industries/

Advanced concept: YETI Extended towns and industries' https://blog.openttdcoop.org/2014/04/09/yeti-extended-towns-industries/

YETI 0.0.1 release https://blog.openttdcoop.org/2014/07/13/yetis-have-arrived/


RAWR Absolute World Replacement http://dev.openttdcoop.org/projects/rawr

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 https://blog.openttdcoop.org/2015/01/27/rawr/


BRIX Realism Is XXXX http://dev.openttdcoop.org/projects/brix

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

https://blog.openttdcoop.org/2017/04/01/brix-0-0-1-nuts-0-7-9-released/

BRIX 0.0.2 Release

https://blog.openttdcoop.org/2017/10/23/brix-0-0-2-is-here/

My Blog Articles

Advanced Building Revues

Advanced Building Revue 01 http://blog.openttdcoop.org/2010/03/09/611/

Advanced Building Revue 02: Splits http://blog.openttdcoop.org/2010/03/25/advanced-building-revue-02-splits/

Advanced Building Revue 03: Path to insanity http://blog.openttdcoop.org/2010/04/14/advanced-building-revue-03-path-to-insanity/

Advanced Building Revue 04: Overflows http://blog.openttdcoop.org/2010/04/26/advanced-building-revue-04-overflows/

Advanced Building Revue 05: Sbahns and city networks http://blog.openttdcoop.org/2010/06/13/advanced-building-revue-05-sbahns-and-city-networks/

Advanced Building Revue 06: Hubs http://blog.openttdcoop.org/2010/07/10/advanced-building-revue-06-hubs/

Advanced Building Revue 07: Stations http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/

Advanced Building Revue 08: Overflows II http://blog.openttdcoop.org/2010/11/07/advanced-building-revue-08-overflows-ii/

Advanced Building Revue 09: SRNW Stations http://blog.openttdcoop.org/2011/01/21/advanced-building-revue-09-self-regulating-stations/

Advanced Building Revue 10: Invisible Hubs http://blog.openttdcoop.org/2011/06/02/advanced-building-revue-10-invisible-hubs/

Advanced Building Revue 11: Refit Stations http://blog.openttdcoop.org/2012/02/16/advanced-building-revue-11-refit-stations/

Advanced Building Revue 12: Overflows III http://blog.openttdcoop.org/2012/06/28/advanced-building-revue-12-overflows-iii/

Game Reviews and Stuff

Public server game 186 Review http://blog.openttdcoop.org/2010/06/11/public-server-game-186-review/

ProZone Game 13 - Timed SML http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/

ProZone Game 2013 - Timed SML on steroids - absolute insanity http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/


Creating Maps http://blog.openttdcoop.org/2012/10/16/creating-maps/

Servicing and Autoreplace http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/



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.