Difference between revisions of "User:V453000"

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Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]
 
Contact: V453000 [at] openttdcoop [dot] org [[Category:Active Members]]
  
=== STUFF I DO ===
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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.
  
== NUTS Unrealistic Train Set ==
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= NewGRFs I make =
  
As you might have heard, my biggest project is a train set shortcutted as NUTS. You can download it on the download content, the home of the train set however is at the devzone, including a wiki about a detailed usage of the set.
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== NUTS Unrealistic Train Set http://dev.openttdcoop.org/projects/nuts ==
  
http://dev.openttdcoop.org/projects/nuts
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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.
  
Related blog articles
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That makes it very focused on functionality, so it lets you do all kinds of stuff like:
  
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/
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* 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
  
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/
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== YETI Extended Towns & Industries http://dev.openttdcoop.org/projects/yeti ==
  
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/
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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)
  
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YETI is systematic and different to any other - both functionally, and visually. Key features are:
  
== What am I doing? ==
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* 17 industries creating a 3-chain system
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* Workers cargo - no random productions
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* Cargo gets processed over time - dynamically
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* 32bpp/ExtraZoom graphics, some with animations
  
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== RAWR Absolute World Replacement https://dev.openttdcoop.org/projects/rawr ==
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 +
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
 +
 +
== What am I doing? ==
  
 
[[User:V453000/TLS|Train Length Splitters]]
 
[[User:V453000/TLS|Train Length Splitters]]
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'''Servicing and Autoreplace'''
 
'''Servicing and Autoreplace'''
 
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/
 
http://blog.openttdcoop.org/2012/11/18/train-servicing-settings/
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 +
 +
 +
 +
 +
 +
Related blog articles
 +
 +
http://blog.openttdcoop.org/2013/03/31/1st-nuts-birthday-is-here/
 +
 +
http://blog.openttdcoop.org/2013/01/12/nuts-unrealistic-train-set-wiki/
 +
 +
http://blog.openttdcoop.org/2011/10/18/nuts-revolution-among-train-sets/

Revision as of 19:37, 14 May 2015

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.

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

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

RAWR Absolute World Replacement https://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

What am I doing?

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 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


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 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/




Related blog articles

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

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

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

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