#Ragins Train Sets
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π
would ruin the beauty of them as well
double ended bulldog nose units do exist in another part of the world though...
The EMC AB6 was a type of diesel locomotive built exclusively for the Chicago, Rock Island and Pacific Railroad (the "Rock Island Line") by General Motors' Electro-Motive Corporation and delivered in June 1940. Two examples were built, numbered #750 and #751. They were built for the Rocky Mountain Rocket passenger train, which travelled as a ...
We got stuff like this as well
a lot like nohab
not like a nohab at all
Did somebody say DP1?
yee, and that's what I've copied, but it's difficult to do when the B unit is a different length
also with my code, if the rear B unit was flipped it's change length too, which I could image causing issues
yea
afaik you just need an extra switch that adjusts the length
as long as it's not able to change length when it's outside of a depot, it's fine
I'll have a look then
worst case it can just that this one locomotive is a one off
in other news, Z-1-A done
he's just a little guy π
Just a lil dude
GN Z-1 and Y-1 both done
I'm just smashing through boxcabs atm because they're easy af
got a pretty good selection of electric locomotives so far
thanks π
Awesome lineup
Man I wish we had more electric locomotives in North America
#TrainNews: Alstom has been selected to deliver 18 five-car battery electric multiple unit (BEMU) trains.
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οΈοΈThe Train fleet is to be named βTΕ«honoβ, meaning connect or unite.
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οΈοΈThe fleet will be manufactured in India by Alstom and are scheduled to enter service from 2030.
New kiwi train just dropped
Also, something to experiment with, but animated jackshafts for early electric locomotives π€
I'll have to look at how some steam sets do it, but it shouldn't be too hard
Ooh that would be lovely
Yeah, and it'd help differentiate some of the earlier electric locomotives
And it'd make the PRR L5s look cooler
yes please
Animated rods would be great, I coded them for my Italian trifase locos a while back
I think all you need is a motion counter switch like this
switch(FEAT_TRAINS, SELF, switch_e432_RL_animation, motion_counter % 4){ 0: spriteset_e432_RL_1; 1: spriteset_e432_RL_2; 2: spriteset_e432_RL_3; 3: spriteset_e432_RL_4; spriteset_e432_RL_1; }
Easy as then
My plan of mentioning my ideas so people send me examples has worked flawlessly π
When I get a chance I'll do one then
Might do the PRR L5s tbh
prr dd1?
Of course
But I also wanna do something non-articulated first
Just to make sure the code works
hmm non articulated early electric locos with coupling rods?
could just do half of a dd1 and go from there
Well thats what Odd D was :3
Woah
GM/GT??
wdym?
Thatβs what they would be called no?
no idea
DonΒ΄t want to spam this thread if A.I. Stuff, but i just use the new Gemini Engine to make a 3D-Version of a engine i have draw sometime ago. I imagine this could be a good look Evolution-like electric for haul long intermodal trainsets that could be in the set. The livery is a what-if i made of old Brazil Paulista Railway Company.
Thanks, i have been use the Gemini engine after the latest update, and give some real-life photo vision of some of my engines i have been drawing. ItΒ΄s not perfect, but are very interesting designs came along. Just another one, that i imagine could be a second generation like E60-Thing. Shame that the engine still make Europe buffers, even put automatic couplers or AAR couplers-like in prompt.
What you have in mind of electric types? Passenger, Freight or both?
Anything, there's very little post 1960
I'm probably just gonna make stuff up for it all
Some suggestions i have after-60s. the IRL GM6C and GM6B (Very similar too), and have been think about something like modern interurban freight types. The GG20B could be from 80s for light-freight under wires.
I've seen those, but I also don't want to take someone elses design
I do wanna be a bit more original
Maybe something like a GP60M but bidirectional and if pantographs?
Remember, that PRR concept for Horseshoe Curve, i think are DDR, that became the DD35
Yee, I've seen that, its on my todo list
Did you ever see this video: https://www.youtube.com/watch?v=URLQWimZzaY&ab_channel=Pensyfan19
The U.S. Oil Embargo hit the railroads especially hard during the 70s, as many of them considered electrifying their main lines in addition to purchasing brand new electric engines, and even diesel engines converted to run on electric. Although none of these electrification plans came to fruition, one locomotive was in fact converted from diesel...
Imagine a continuous oil crisis, and railroads begin to take second-hand engines and rebuilding to electric run before be able to buy new models. Just a idea...
also some alcos were converted for 3 phase cenentary in some steel mill
BTW
Converting diesels to electric traction seems popular in DPRK
neat :3
also working through some code updates atm
so locomotives I did early on that didn't have my improved single ended code are now getting it
and I'll update the GF6C family with better flipping code that I applied to the twin cab electrics
Top is the new code, while bottom is how the old code works
it's better when you use an odd number of locomotives imo
Oh yeah it makes more sense that a cab is always facing outwards
yee π
okay, good news, managed to get the better pantograph code working
at least seemingly...
now you can flip the GF6Cs to your hearts content and the pantographs will auto update
π€
little iffy on it, but it works so far
I'm not sure if I wanna do the original prototype with the lower noses, or the (kind) production units with the higher nose?
Low nose would be most different from other PRR engines in the set, I think. Iβd vote for that.
I'll have to think about it over tomorrow
tbf, worst case I could just include both
also nice new pfp
Thanks, had one too many people Iβve met in real life not realize I am in fact, the same Tyler. And that I donβt look like Sir Topham Hatt IRL (if anything, I look more like the Thin Controller).
lmao
Variants could work but thatβs twice as many liveries to draw so I didnβt want to suggest it π
yeah, but I'm full of bad ideas π
also I have to sleep for work tomorrow, but here's what I have so far
gonna need more tweaking, but I think I'm going vaguely in the right direction
Also tbf, I'm not gonna do many liveries for these early locomotives anyway
Most were retired by the 60s so there really isn't a game play need to do more than a handful of basic liveries
Ill still reserve the ids if someone wants something specific, but otherwise I'm not too fussed
looks a lot like the krokodil
variant
variant
variant
What a goofy, neat, bizarre, fun locomotive.
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Bad idea π€
idk if I'm just overthinking things, but I think this could use some more tweaking but idk what
the windows on the side view are still a bit off aa
slight tweak, but it seems to look better
Don't look at your sprites too closely, what matters is they look good in game
yee, and in game it looks fine, I was probably just overthinking things
Awesome, look forward to more big 3rd rail equipment π
guess those don't embed π
a bit NYC motor style
got everything working, flip code works and the two nose variants done
gonna sleep now, but tomorrow arvo is gonna be getting the OHLE version working
hopefully that's not too annoying...
Nice!
enjoying
I have work and dinner with my parents today, but I wanna get home and finish the L5
I'm really happy with how its turning out
Still needs a proper livery tho, rn its just base CC1
i am very much looking forward to this set because it means i can replace nars
(you're doing freight cars too right?)
At some point, main thing that has been stopping me is the need to sus out the code for stuff like hoppers and flat wagons
I saw that JP+ uses a recolouring system that I need to learn how it works
i think i saw that post, it was by using a semi-transparent 32bpp mask over 8bpp sprites, i think that's what the post said?
or was it the other way around
32bpp overlay (for alpha) over 8bpp base
Yee, but tbf I can do that easily atm
it certainly looks good, but american railroad manifests are colorful
I'm talking the recolour system that JP+ uses to recolour the cargo in a hopper to suit whatever the load is
ah
Yee, and thats something I'd wanna include
randomized cc to the rescue
Tbh I'm not sure I'll even do CC for freight wagons
Maybe for the base/generic livery
But I'll include a lot of random liveries
Idk, I still need to sort out how I'm doing freight wagons
Thanks π
Tbf I also need to do more research on American freight wagons anyway so aaa
There's very little info available
That's tricky to do when combined with CC
because the cargo recolour sprite overrides the CC recolour sprite so you don't get company colours when applying a cargo recolour, even if they're on different sprite layers
so you need to do what Iron Horse does and precomposite your recoloured wagons instead
Bummer
Well I'll look into it then, I'm not opposed to doing it, it'll just be a hassle
I'll have to find a way to easily recolour sprite sheet that I can just whack it in
Otherwise I'll have to recolour them manually and I don't wanna do that
You can recolour a sprite sheet in GIMP in like 10 seconds
but there's ways to automate it as well
I know, it's what I've been doing
But its still a little hands on, and I'd rather just find a way to make it simpler or faster
You could see how Iron Horse does it, but that's a step beyond my skill
Yeah, and a step well beyond mine :/
I'll just do more research first, and then do it manually if need be
aren't the hopper cargoes recoloured?
lemme get an example
like this purple? it's recoloured right?
ah fair, I'll just leave that be then and do something else lmao
how do the sprite stack switches work? because whatever is in the 2 spot doesn't appear in game?
is there another way of doing this?
You need to increase that number to however many sprites you're stacking
so 2 in this case
Nice π
Having the animated rods on a separate sprite layer is a great idea, I didn't have that option last time I did animated rods lol
yeah, it saves so much time exporting files, especially if you're doing lots of liveries like me
Bugger I stuffed up one of the purchase sprites
I'll fix that later
fixed, here's the GRF if anyone wants to have a play around π
I've got the code for that, actually
switch(FEAT_TRAINS, SELF, sw_5_PLANK_WAGON_loadcheck_COAL, PERCENT_FULL){
20..60 : spriteset_5_PLANK_WAGON_COAL_H ;
61..100 : spriteset_5_PLANK_WAGON_COAL_F ;
}
random_switch (FEAT_TRAINS, SELF, sw_5_PLANK_WAGON_randomtexture, TRIGGER_VEHICLE_ANY_LOAD) {
//This is just code for picking a random texture for the wagon itself
}
switch (FEAT_TRAINS, SELF, sw_5_PLANK_WAGON_getwagon, STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT, 0x100)) {
return sw_5_PLANK_WAGON_randomtexture;
}
switch (FEAT_TRAINS, SELF, sw_5_PLANK_WAGON_recolour_load, STORE_TEMP(switch_generic_recolour(), 0x100)) {
return sw_5_PLANK_WAGON_loadcheck_COAL;
}
switch (FEAT_TRAINS, SELF, sw_5_PLANK_WAGON_compose, getbits(extra_callback_info1, 8, 8)) {
0: return sw_5_PLANK_WAGON_getwagon;
return sw_5_PLANK_WAGON_recolour_load;
}```
π€
I really need to take a look at that code property sometime
this is a really annoying shape to do >:/
If that can really do CC and cargo recolour without precompositing or other trickery, that would be a gamechanger
I think this works?
π«‘
I don't know what exactly counts as precompositing or other trickery, but this works for me for having CC wagons and recoloured cargo. I have one Sprite sheet for the wagons, and one for the cargo loads
Last time I tried that, it didn't work. Maybe I did something wrong, maybe something's changed. Either way, I'll give it a go again π
for layers, recolour sprite is handled in the graphics chain, not the colour callback
Horse does it for recolouring container wagons but not the containers I think
it'll probably need some reworking, but the T-motor should be done
shameless stole the porches from the EF56 from JP+, but I'm sure it's fine π
Those look familiar π
||it's not like I didn't steal them from Purno's version of the EF10 in JapanSet 1||
it's sprite theft all the way down π
Sprite sampling π€
Yay, more boxcabs
Doing everything you can not to draw steam locomotives huh? π
Hah
which one?
oh yh, could do that at some point
DR-6
oh btw, if anyone is knowledgeable about american freight wagons or steam locomotives, I'd be keen to get help
since getting references can be hard lmao
I know itβs not steam but will you add a Siemens venture locomotive in the future?
I'll add the coaches and the chargers π
Yes looking forward to it!
Canadian Pacific 374 is a 4-4-0 "American" type steam locomotive that operated on the Canadian Pacific Railway (CPR). It pulled the first transcontinental passenger train to arrive in Vancouver, arriving on May 23, 1887. This was a year after sister Engine No. 371 brought the first train to cross Canada into Port Moody, roughly 20 miles (32 km) ...
This is the first locomotive to pull a transcontinental passenger train across Canada
Preserved on static display in Vancouver
back in the day trains had to be short... only 2 drive axles?
there is also an sigle drive axle loco somewhere in canada
a bit nonsensical... only for traffic on flat terrain and with 1-3 coaches?
Single drivers were quite common in the early days in the UK too
2-2-2 was more common in UK and Europe, while America had 4-2-0 https://en.wikipedia.org/wiki/4-2-0
Yee, I'll do 4-4-0s like that
The problem with steam is so many locomotives are similar
So I'll have to genericise them a lot other wise it'll be nothing but spam
Hoping this isnt too complex
I'm excited to do OHLE/3r locomotives
Might put off doing any that meet that criteria until I can sus out more
Ooh that's exciting
Coding is the easy part, for now the hard part would be installing/compiling a version of NML new enough to support it, so it might be better to wait for a full NML release
Yee, I'll have to wait for that since I'm a goober otherwise
But it'll be cool to be able to do the new haven properly
thinking about dual-voltage locomotives, and it seems it was only NH&H passenger locomotives that had that capability
but for gameplay stuff, the last dual-voltage unit is the EP-5 in the 1950s
so I might make some of the fictional ones dual-voltage too
production version of this, but with 3rd rail capability too? π€
that covers the 70s/80s and then I'd only need something for the 2000s maybe
Also I did this guy since I was in the mood lmao
le alsthom
The French blamed the American track quality for it bouncing around at speed because βit works fine in Franceβ
I find that funny
American track quality is notoriously shit tbf
Comes from the fact itβs freight first with pax as an afterthought, unlikely the rest of the world where most of the network is passenger first
Freight-only lines in the UK are often much worse than passenger routes too
Not only that, but some sections of lines like the Northeast Corridor have sections of track that date back to the 1800s and early 20th century
And only now have they decided to start replacing the old infrastructure
Yeah because they were right
Fix your track then π
I wish I could tell them to
Amtrak is just a constantly lagging system of deferred maintenance
Mostly just because they're always underfunded
oh btw, I'm doing research on freight wagons, so if you guys have cool example grfs, or just cool ones, let me know
I'm gonna genericise stuff a lot so send me cool freight wagons
https://dn790009.ca.archive.org/0/items/american-steam-locomotives/American Steam Locomotives.pdf Tank Locomotives Suburban Tank Tender Locomotives Mixed Traffic Light Mixed Traffic Name Inspiration/References Introduction Year Notes 1850s 4-2-2 Judah https://en.wikipedia.o...
the tab "freight pack" is what I'm working on atm, so you can see the gaps that way
Well you need the iconic double stack and intermodal wagons
Bulk cargoes like coal and whatever else (mostly coal)
Grain hoppers are a big one
yee, those are all obvious
but it's mostly I need references/years
I've got a few books but aa
yee, that's probably what I'll do π
In Canada, we have cylindrical hopper cars that were made in the 70's. Some are used for grain while others are used for dry chemicals, potash, and fertilizer
I have limited grf time RN, but I know a fair bit about north american freight cars
depends what level of detail you want to get into
depending on time era, the key types are
- gondolas
- then box cars, including relatively common for weather-protected bulk cargos
- then intermodal, primarily double stack
- flat cars are relatively niche
- 2 and 3 bay hoppers are key for some product segments
- but coal moves primarily to bethgons or high volume hoppers from 1970s ish
- and iron ore tends to smaller, dedicated hoppers
In the US, they had these things called Road Railers. They were basically semi trailers loaded onto 4 axle bogies
- covered hoppers are a very significant segment, but there are important detail differences IRL, which may or may not be relevant in game
- tank cars there is one primary standardised design, which tends to come in white or black
- then there are niche chemical and gas cars of many shapes and sizes
- and there are funnel flow cars for gravity discharge liquids or slurries
- silo cars are rare compared to Europe or former Soviet countries etc, but many covered hoppers are air-assisted discharge, including dedicated Airslide cars
other specialised types include
- cabeese (3 main types; bay window, transfer, and cupola)
- autoracks (generally enclosed now, but not in 1960s)
- depressed center flat cars
- heavy item flat cars
- trailer-on-flat-cars (TOFC)
- road railers
Steel industry cars, including
- high capacity scrap gons
- torpedo cars
- ladle cars
- coil cars (generally covered with removable hard covers)
- billet and slab cars
Timber industry cars including:
- log bunks
- pulpwood flat cars
- log length stake cars
- pulpwood or chip gondolas
- centerbeam flat cars for finished lumber or other building materials
Yes this is a good overview
there are also bulkhead flats in 2 heights
and specialised gons, like drop-end pipe gons
There are some articulated autoracks as well as articulated well cars
and there are 2-axle articulated autoracks
maybe I imagined those
yeah, confused with these https://www.flickr.com/photos/18345733@N05/39931493971
Amtrak and the former Auto-Train operator have their own autoracks
oh I forgot
- express cars / handling cars / baggage cars
- railway post office cars
- milk and juice cars
- pickle cars
- mechanical or ice reefers
- livestock cars (single or multi-level)
and box cars come in types, including
- regular plug door / sliding door, insulated or uninsulated
- high cube box cars
- auto parts box cars
- dedicated cars for paper, beer and other traffics
- thrall all-door cars
And then there is also the 50-foot high cube boxcars
There are also these refrigerator cars
expresstrak?
I think what I'll do, is just do a basic test grf with each wagon type, and see how I go
And I'll make sure its expandable so I can easily rework things later
Annoyingly I might have to make it a separate GRF solely because I don't have that much space left in my locomotive GRF π
Could do a combined freight GRF with Australian/American stuff? And just add a toggle or something?
Idk

It's not that exciting π
yes it is
because there's simply just not enough big kev on YouTube..
CNALP at the fresh fruiterers yet?
Soooooon
I wanna get it at a stage where it's got a decent selection first
Although tbh idk what stage that will be, since it already has so many locomotives
Maybe once I've got a few freight locomotives done
also I'm confused, does CNALP replace CNAPS?
CNALP is locomotives, CNAPS is passnegers
But they'll be renamed to be less confusing lmao
Basically what I did with the Australian stuff
also i feel compelled to whinge about purchase sprite allignments
whinge whinge whinge
Looks good though
The new sprites are a major step up in quality
Tbh I've been considering aligning them with horse, but it'd take a fair bit of work with aligning the purchase speites
Thanks, I'm really happy with them
You should get your ish up on github, then I can just autistically run through it and raise a PR π
I could, but idk how to use GitHub, and what I'm doing now for the most part works fine π
You can drive it pretty much purely through a web browser or using the desktop app
Like, you can go down an absolute rabbithole with it but just for basic colaboration it's not too difficult.
I'll have to look into it then
Really I just wanna make sure its not changing my workflow too much
Yeah get the desktop app and have a play with something small
It's great cheap insurance against your machine dying as well
Yee, I'll look into it
I'm not too fussed about my pc dying tho, since I do pretty regular backups
Did CNAPS get its offsets tweaked to match horse or is it just CNALP so-far?
Iirc it should match horse
But if not, the new version should
It needs new passenger wagons anyway
I've just got the last one from bananas, you're not hidingg another newer version from us are you? π
Only the wip version thats sitting on my pc atm :33
But yh, the versions on bananas are old
gib :3
yes I require too
I'll send it tonight then, although the only additions would be the pullman galleries and the P70s
I need to do more coaches and fix up some of the older MUs tho
I'll let you guys have the latest version but I want feedback on the balancing of the loco set, and what needs to be included :)))
should get them all on github so I can go through and fix up all the purchase sprite alignments :P, CNAPS doesn't even match CNALP π
It should?
outsource all the dumb tedious crap π
didn't on my end
It might have been an issue that I fixed because I remember sorting something like that iirc
True...
Tbf, even with the liveries, a lot of them are basic and I have lots of documentation
So I could easily outsource that too
Yeah, lean into the open-source thing and let people who like your project contribute π
I would certainly try to
I'll do that then
The less time I spend doing liveries, the more time I can spend doing new locomotives and stuff π
Heck, I might even bang out a few liveries if I feel inclined
is it a 2CC set reboot? π
2CC set but actually good
2CC set reboot sould be sweet
Call it 2CC2
2CCΒ²
2CC 2 Furious
tbh, give me enough time and I'll probably do all the trains in the world
or at least the ones I think are cool π
Repos up btw
gonna keep everything in one big one for a while, which is probably a bad idea, but so much is shared between all my stuff it should be fiiiine
Have you figured out Github Desktop?
yee, it's simple as lmao
ayyyy
so, when I do something like fork your repo, make a change, raise a PR, and then you merge it, you'll then need to do a git pull in github desktop to then update your local copy with the copy on github
I'm pretty novice at github but there's a lot of experts here who use it professionally as well, so plenty folks around who can help you out.
yee, I'm sure it'll be easy when it comes to it
also since github has a wiki feature, I should put it to use...
yeee
So, some people like to setup their .gitignore files to prevent synching garbage to github, I'd put the .nmlcache folders in, and some people also like to not upload the .grf files, but I deliberately upload them, and the JP+ folks do as well and it makes it really easy for people to test out your WIP versions.
You can then create a 'release' to pin a moment in time and for instance use that as your Bananas uploads,
differing schools of thought on that, find what works for you.
I'm not sure I'd reccomend mono-repo like you've done, but you'll figure out what works better for your needs as you go down the rabbit hole.
can always adjust later
Yeee
for projects that are mostly personal, the git history doesn't need to be treated with great reverence
yeee, git also gives you history, compare changes between two points in time, etc. etc.
Makes it real easy to step backwards through changes if you don't like the direction you've gone with something.
tbh, that's probably what I'll do
I'm not a professional, and I'm just making this for fun on the side π
also I'm lazy lmao
Hey, don't discredit the stuff you do for fun on the side. My github and my recreational activities on the side have come up in conversation a few times during job interviews.
and I'm not a programmer
I know, but still
Yeah, don't have to take it too seriously
tbh I should bring up my openttd stuff in interviews, it'd be a good bonus
But also don't write it off entirely π
funnily enough, I was scared to bring up my youtube stuff in interviews, but the first interview I mentioned it in, I got the job
so aa
Yeah I simplify things a bit when talking about stuff but yeah
yeah, that's the way to do it
"I make stuff for autism train game"
hell one of my humblebrags was 'I helped SA Ambulance land a helicopter in the middle of the night'
"I lead a long-running development project for a game"
Overtalk for "I have a mod project that is going extremely slow"
heheheh
Everything can sound impressive if you know how to word it
I'll make sure to use that one π
tbf for my career, the ability to stay focused on a single project for a long period of time is really good
you would not believe how long it takes to rezone some land π«
"I frequently lead discussions regarding important standards for development of widely-used features for a highly popular project"
as in "I talk about Railtype labels"
I'll make sure to steal that π
also I have I wanna do the DD1 so bad, but I also need to update my templates and I hate doing that π
Still working out the kinks, but the DD1 is done
got the code working, it had an issue where on certain angles the animation was reversed, but I got it working now π
That looks a lot like my sprite π
tbf I used it as a refernece π
Good to see it finally getting some use then haha
yee π
also I think now I've got most of the PRR electrics done?
only ones I haven't done are the P5AM, FF1 and E44 I think?
yee! I'll be referencing that one too probably
I'm gonna try and animated the jackshafts on that one too
although I might wait, because I cbf sorting out 9/10 long trains atm
articulated? 
Of course π
doing more research for freight wagons, and idk how to do Autoparts boxcars
they're 86ft long, so that'd be 9 long, but I feel like a freight wagon that long would be awkward
I suppose I could do it, or I could just leave them out and include their liveries in the normal 60ft boxcar roaster
I could also just do them the normal 8 long, and just have it as an alternative with a smoother texture. Normal boxcars tend to have a lot more external ribbing
Idk if it would be that awkward
But i think they would be better suited being a variation of the normal boxcar like in horse
well we can see, I might test both and see how I feel
Horse has some big 10/8 wagons iirc
Does it? I don't recall?
Yeah thereβs some big sliding roof/side vans iirc
Big fuckers, around 1970/1980 unless Iβm hallucinating wildly again
I'll have a look this arvo after uni then
Also a polite reminder to sync your changes π
But yeah once youβve got stuff in git you can also then use something like VS Code with all the fancy NML syntax hi lighting and autocompletion and also have VS code talk to GitHub for you π
Itβs super handy, itβs basically how I do everything now
It reminds me in the editor when I havenβt committed any changes
Iβm gonna get started in the next few days looking at the purchase menu offsets
Get it looking schmick
Dw, I've been doing that π
I use notepad++ with a nml syntax I found somewhere
Works well for me
Yee, I need to try Tonyβs new NML thingie for vs code
I just like it because I can have a terminal window for WSL docked in the bottom and run compiles super quickly
Like, makefile based compiles and stuff
Plus I use vs code when I make patches for JGRPP as well
Horse 1 did, newer ones don't have anything non-articulated longer than 8/8
Tbf as long as it worked gameplay wise, I'd be interested in doing it
Also I should look into custom sounds for my sets
Might be a good way of differentiating vehicles
Starting sound and tunnel horn should be easy. Actual running sounds are a pain to get right afaik, which is why very few sets do them
Pity, Iβd actually turn sounds on in TTD if people setup running sounds in their sets
Are there any good examples? I'd be keen to see if it can work well
Of running sounds or just basic sounds?
NARS2.03 and UKRS are basically the only ones that do running sounds
Both I guess
But I'll have a look at how they do them
Although code wise I'll have to look into it more, since iirc those are both NFO and closed source
Yeah I can't even think of any good open NML projects that use custom sounds
Seems @crystal crag is integrating it into their stuff...
So I might be able to steal from them
Also seems fairy's repo has some emd engine sounds in the unused folder π
The sounds in my set at the moment come from NARS, UKRS and RUKTS
But yes, I use them in my sets, I can't play OpenTTD without them
More than happy to when I'm up and awake, though the code in my repo is still the same as I use now so it's easy to yoink
Just chibi them
Tbf its also really easy
Gonna test it out when I'm free from class tonight π
I could, but I also want long
Also the sound talk makes me want to see if there's a good repository for train whistles to use
Im sure there is one
But I'm gonna see if I can steal some from people I know
Stuff like the Comeng EMUs have weird horns that would be cool to represent
just split them in 2 π
Yh, but that'd look weird on corners π
at some point, acceptance happens π
the routes to make sprites > 8/8 aren't advisable (IMHO)
Yeah the sliding wall vans from Horse I was thinking of are articulated
Doesnβt look too bad I guess. Anything over 8/8 is gonna look weird in a corner one way or another, either noticeable snapping/notching or bending like a banana, not much you can do
they're twin-vans
dunno, I'd bend IRL to the game for long stuff
I spend ages obsessing about stuff in sprites that nobody really notices because 'hur hur smol trains are nice'
I can confirm that the 10/8 vehicles in Iron Horse 1 are bad btw
Oh wow they actually are bendy!
yeah, idk how tf I'm gonna do that one lmao
we had a few in Aus too, so I'll need to do it at some point π
okay, been testing the sets with audio based on Fairy's stuff and it works great
gonna set the code up so I can replace them with more accurate/better engine sounds later
but I also need to sort audio for electric locomotives, because I'm not a fan of the UKRS sounds tbh
Yeah I'm not a big fan of the electric sounds either
But sounds in general are pretty easy to figure out
One thing I decided against early on was "idle/stationary sound" because that gets grating
yee, I tried it and it seems to lmao
but yh, I'm gonna poke around and see if I can find better electric locomotive sounds
I always liked the DC motor sounds from TIAS
I'll have a look
but I think that's an old one, so idk how I'll get those files π
I have the source for TIAS somewhere
oooh fair
although I'm not a fan of the sounds, they're nice and grungy, but they only work starting off imo
Yeah it only does the standard startup and tunnel sounds, not proper running sounds
yeah...
I don't think many more sets do running sounds?
I'll have more of a look around
Maybe one of the other British ones did, I can't remember which
seems RUKTS did!
BRTrains too
I forgot so many sets have it because I play with sounds off lol
and I rarely use UK trains
tbh I think it is just UK sets that have it
tbh I'm surprised you guys haven't tried doing it with JP+
I should at least add custom whistles to JP+ Engines, just need to find good sound files first
yeah...
Wikipedia has some, but they need editing
I stole a Wabco E2 and Leslie A200 from there
but also, looking through the stuff in RUKTs, seems it uses the same stuff from UKRS
so I'm guessing the reason british sets have running sounds is because they're the only running sounds that anyone has
If you're looking at my UKRS set, that's because I took the sound files from RUKTS and added the original UKRS2 ones
That would make sense lmao
Though admittedly the original UKRS2 has a bunch of sound files included already
Including "Silence.wav" which is a 4.29KB file of pure silence
Somehow has a bigger filesize than one of the sound files that a small steam puff
enjoy the silence
I'm gonna bloat my GRF with a 600mb file that is just pure silence
Speaking of bloat, here's the test with sound if anyone wants to test it out
gonna need to find more sounds for horns and the like, but we'll see how that goes lmao
also I'm gonna have to do it for EMUs aa
I had a go at making custom horns too, but it seems there's something I was missing? because I exported them as a wav but they didn't play in game?
Thereβs lots of ways to encode audio, itβs like a png file can be indexed colour or 32bit colour, a wav file can be encoded different ways, different bit rates, sampling rates, yadda yadda. Youβll need something like Audacity to do conversion.
yee, I'll have to see how the existing files are done
I used audacity but they also changed it recently so I have to relearn it π
the audacity to do such a thing...
The export dialogue for wav files hasnβt changed much, thatβs where youβll be doing the bulk of your work outside of resampling, etc
saw the message about the difference on asking what makes each M1 different.
figure I just list the differences now:
First 200 from 1926 had none of the fancy stuff that the M1a/b has. Worthington, Single-cast frame, single air compressor instead of two, circulators (m1b addition), as built they had similar tenders akin to a 130P75 (type of tender 1361 Currently) has, etc.
They also when built had round numberplates, though that changed around 1930. Cylinders were Iron casted IIRC (and that applied to the whole class pre 1940.)
M1a is when those features that I just listed minus the 130p75 were added. When built they got your standard 210F75 and later on some were equipped with sixteen wheeled welded 210F75a (along side the 1926 batch as well, BUT some still carried their smaller tenders)
gotta dig out my M1 book to pull up the diagrams and stats, but that's the major components.
Interesting
Although it seems they were visually identical
So it'd probably just be a stat difference
got the audio working btw, it just needed to be exported in mono
gonna need to find a better source for horn sounds tho, but that's a future problem
mostly kitbashing NARS/Horse sprites, but I'm this this is a good direction to go for boxcars
I think I'm gonna avoid doing boxcars in solely company colours, since most american freight trains have a large mix, so I think randomisation will be the go
waffleside variation?
NARS had a lot of randomization of the 2CCβs, doors and stripes and all sorts, and inverted variants.
And the horse approach of having say white vans with 2cc striping/etc also works quite well.
I know, but in my experience I prefer playing with the way NARS does it
horse is sorta the inverse of what I want, lots of wagon liveries, and not many locomotive liveries
really I just want wagons I can click on and run with, so that'll be my goal
Not sure how you would code this but maybe you could have it so that every freight car you purchase will be a different colour
Like you purchase a boxcar and it's in the CSX livery and then the next one you purchase is in the TTX livery
Basically each one is random
When amtrak and via were first created, they inherited passenger equipment from various railroads
For the first few years, trainsets consisted of a variety of liveries
Since they didnβt have time to repaint them all yet
Yee, but that would be difficult to implement gameplay wise, so I'm not gonna include it
rainbow era amtrak slaps (aesthetically, in the same way that manifests aesthetically slap)
there's an old us set that had a lot of randomized boxcars, iirc
US Train Set
https://bananas.openttd.org/package/newgrf/54570101
i dunno how they did it but probably with a random switch
(locos in that screenshot is from yours)
Yeah this is a simple random switch
Nowadays you could use some sprite layers to introduce more variety, like have sone logos or stripes on a separate layer
π€
I might have to test that idea...
If anyone has any logo suggestions, I'm open to adding them
At these scales, something simple like a circle or rectangle goes a long way
Well, for the ones with logos, some popular ones are Conrail, BN (Burlington Northern), Santa Fe, and Railbox/TTX
Thats what I'm probably gonna default too
But we'll see what I can do
Also I might just make fictional stuff that looks nice too
How many wagon types of the same length do you think you'll have?
Because I'm 100% gonna advocate for a "Random Consist" wagon that can load most anything and picks its sprite based on what its carrying that re-randomizes each time it loads a cargo so you can have very mixed trains going about doing their work
NARS I think had three main types, old, regular, hi-cube
I might consider that
I'll have to see what it ends up like in the end
So if it carries Oil, it'll show different oil-carrying wagons, for example. And if you use autorefit and have cargodist on, you can run it between major yards and pick up random cargo so you have highly randomized trains
Personally I'd prefer wagons don't magically change into tankers, etc.
but barrels in a boxcar is perfectly fine
maybe not as high a capacity as a tanker
Thats how I'd do it
But we'll see, because I'm gonna be more restrictive with what can carry what
Its why I have separate coal, ore, and aggregate hoppers
They'll all have different lengths and capacities since they do irl
If it can work, I'll include it tho
my favourite amtrak era
Each coach diffrent...
π€
Itβs your set at the end of the day
Do it how you want to
π€
probably needs more variants, but that can easily be done
but yh, send me cool boxcar liveries, I wanna test out what having lots of them looks like, I only did a handful to test it out
I wonder if there's a limit to how many items can be included in a random switch π€
Found on Google from hornbyhobbies.com
Actually wait if you want something special, consider a holiday train livery?
The 2015 CP Holiday train pulls into WCE Port Haney Station on December 18.
Kinda already have that livery
Ok
I do wanna try and keep them largely generic (within reason)
Yeah it can be generalized between colours given the limited pixels available
yee
The Canadian Pacific holiday train goes across Canada and the US, stopping in different towns along the way to raise awareness for food insecurity during the winter
would be cool to include, but it's not really something I can include π
Oh alright then
The roof needs work, there aren't any gaps between cars
but the sides look great
yee, that's something I'll tweak in a bit
looks a little better
Some more variation in roofs would be nice, some darker ones, matching colour ones, contrasting colour (though havenβt seen as many IRL examples of contrasting colour)
yee, I'm doing a few more now, this is basically just a proof of concept
Moar, moar
good advice
lots more liveries π
rn there's 10 liveries, and each one has 3 variants
I think the amount of variety is really good, but it can always use more π
I need to see if I can do something similar for the 5-Plank wagons in UKRS...
well the code isn't that complex
It's more the spritework
just copy what I do
I have the code for it, just need to get more visual variants
create a base you can recolour, and then just copy them as layers in gimp
it's why I can do lots of liveries that look good, in relatively little time
putting my trans friends in this guy
It's for the cool trans folk
literally π
Youβre freezing them to death?
yeah >:)
Reminds me of how in Vintage Story there's a telepoter that's called a Translocator and whenever me and my friends see one we all make "Hey, I've located the trans" and then indicate towards eachother
lmao
needs more color
ROCK ISLAND RAHH
where conrail
Conrail cars are boring brown
For an older boxcar, how about the train set classic, STATE OF MAINE PRODUCTS?
selling HO boxcars RN
weren't some blue?
speaking about conrail what are the besto sources of photos of thair passenger stock?
I could chuck it in
I'll add all these to a list, but I also think I should focus on some of the other freight wagons for a little bit
I couldn't help myself
that livery would probably look better on smaller 40/50ft boxcars, but I can easily take care of that
lemme do more wagons first!
but yh, idk how to integrate these into my stuff, I've got them as a separate GRF now, but idk if that's the best long term
but I suppose with my stuff, having 3 GRFs loaded isn't a big deal since each one is going to have so much content
also I might add a variant to the boxcars with company colour style ones, like in NARS
but leave the irl coloured ones as the top layer
Yeah knowing you separate .grf is probably sensible.
actually... why don't I just make it a separate wagon pack, and put passenger coaches in there too?
then the passenger set is just MUs
So thatβs one thing with modular .grfβs/pnml files that will probably help, you could have a file thatβs just all the nml βtemplatesβ that all of your .grfβs import from so if you need to change offsets you can hit all your grfβs at once
So youβre not copy pasting and having to update in multiple places at once
Well look at it later, Iβll pimp out your build chain π
With tha chrome and the spinnerz
well if you want π
but yh, I need to focus more on my uni work more in the coming weeks anyway
Pffft
Yeah I probably shouldnβt encourage bad behavior, me getting where I am despite no uni and failing high school is a statistical outlier π
tbf I failed high school too, and I've done pretty well
I just really wanna finish uni because I'm tired of assignments aa
Yes I do enjoy my time being my own. Homework can gtfo.
I want it done so bad lmao
And big hole are big on work life balance
yeah... I wanna go home and not have to work more π
In theory it's not too difficult for me to bully my PNML generator a bit to where you just need to fill out a google sheet, then I feed it into my program, it spits out the .pnml for you, and you can just go on your merry way afterwards and build from there
I'll have to think about it, I'm very hesitant to change things up too much
Hi-cube done π
Ironically thatβs the average length of my trains on my saves
Awesome!
What freight cars are you gonna work on now?
probably a coal hopper or something?
idk tbh
I've got a laser appointment soon so I might work on something after that
So having a look at your templates both for graphics and in NML, it looks like you're using the same 88pixel wide slab to draw your purchase sprite in, aligned left, with about 23px of padding on the left hand side each time. What I'm gonna propose we do is additional purchase window templates with slightly different offsets to centre them, you pick the purchase template based off vehicle length like you do for your normal templates, with the exception being MU's need a special additional offset for MU reasons (so that would be like an 8+8 template for dual units), and your LOOOONG purchase sprites that have the fade effect on the end. TL;DR: some more purchase templates picked based on length.
If you centre aligned everything in that 88pixel block then we could use just one template for everything and another template for MU's, but eh, that's a bunch of pissing around to modify every single bloody png file
Tbf I'm not opposed to going through and doing that work
But it could also be a case of leaving it and just creating a new template for every type
Yeah I'll just go through and make the templates up
Easy
I'm not doing much today, I need something simple for my brain to chew on
plus the sooner I fix it the sooner I can start using it in a game without my brain screaming every time I open the purchase window π
Fair fair
Tbh I'm not too particular about it, but I'm fine for changing it if it works for you π
You have any 7+7 MU's? they all looked like they were 8+8's
I know a bunch of your F units are 7+7 but they're not coded as MU's so I don't need a seperate template for the MU weirdness
Most of the elevated cars, and the QR SX EMUs
So there's a fair few
Gotcha, I'll do a 7+7mu template then
Theres also some 6+6 emus
I think the only one was the NYC triplex tho?
But that one was weird
Yeah something like a triplex will be different, I'll work it out as needed
Easy π
Still a million more to go but yeah:
Love to see teamwork on my favorite new train set
rrrrrrrraaaaaaaargfghghh there was a 5+5 as well lmao
Oh yh, the DD1 lmao
nearly got em all lmao
Also there's the EW class, which is 4+4
I'm nearly done with CNALP
CNALP and the box cars are done
CNAPS is next
Now that the templates are done it's just a matter of changing each purchase template to link up to the correct one
hell yeah
am I gonna need to update my sprite sheet template btw? because if there's a better long term solution I can do it there
easy then
also I'm gonna need to change how I do that boxcar purchase sprite
it really doesn't look good imo
but I also don't know what to do with it lmao
don't question my mega brain logic
what pack is that tho? locomotives shouldn't have too many
behold the uber instincts of my uber autism
since I need to update all the sprite sheets to the new templates
Yeah the purchase window sprite appears to be the same between the two, though, we'll see...
I just need to get everything onto the right template based on length first then I can tweak them
it may be we end up with template_purchase_old_7 and template_purchase_7 for instance
but that's fine, because they can either be swapped one by one as you update the sprites, or batch replaced with find and replace
just getting them all on their length based templates first will pay dividends down the line.
tbf it's only the vertical angle that's different between the new and old sheets
the purchase sprite is the same size and location
yh, that one needs to be replaced still
those are the only pixels I hope I have to push π
tbf you can leave it, I'll be replaced soon-ish
Nah it bothers me
I just had to fix the palette, I forgot mspaint breaks indexed images lmao
:3
another 244 to go
35 left π
oh no π
and they're done
just need to find and fix a few skewiff sprites
fixed some bugs while I was at it, you had some 8/8 wagons coded as length 8 but using the 7 length templates
the last lot of pioneers III's and some of the suburbans
some trains too, RDC was affected
I set the purchase template to match the train template so if there's a mismatch I can pick it from the purchase window really quickly
only need a quick scan through to seee them
easy then
spit+polish
it looks so much better now
onto gnarts next
@strange quiver also you might want to look at your grf descriptions whether you want to go by that name or not. Dunno where you're at with that.
oh yh
tbh I have no idea
changing names is hard π
lmao don't I know it
being trans is so fun π«
I just removed all reference to my meatspace name until I was ready to
I suppose that's one way of doing it
although I'm not too fussed about my current name being out there
Yeah I went and systematically purged
people online don't need to know my meatspace name anyway
true, I only leave it there since it's linked to my youtube, and my youtube is also linked to work stuff
It was funny getting recognised when I started my current job
yeah you've definitely decided to go about things the hard way lmao
I didn't tell hardly anyone I was trans until around the same time I changed my name, by that point I was already 6-12mo into HRT
Now I'm like 5-6years in
Β―_(γ)_/Β―
yeah...
shoulda realised sooner, and then maybe I wouldn't have to worry about it
it's always funny looking back in retrospec, because there were so many moments that were very much trans thoughts, but I just didn't realise lmao
pfft, I didn't until I was around 29, and then didn't get on HRT til I was 30-31
yeah, I'm lucky I realised before then
although I'm only 24 atm lmao
Oh I knew in my very early twenties/late teens, but some shit happened and I went full blinkers on
yeah... it be like
I think I knew since even before high school, but I didn't know what being trans was until later
but even then, it took having a "goober moment" (a breakdown) for it to finally crack lmao
Yeah, the way I see it though, is I wouldn't be where I am now unless shit unfolded exactly the way it did. Does that mean I have to be grateful that 'bad things' happened? Not necesarily, I just try not to stew on it and beat myself up over.
Coz quite frankly shit in my life at least right now is cash money
yeah, that's the way to view it, I'm just glad I finally realised lmao
Nearly done with GNARTS, still gotta test it after this
easy
Where are you at with the Oceanian stuff, is that mostly up to the same standard?
I've only really been focusing on the NA stuff
pretty much
OK I might look at it afterwards
although a lot of it is gonna need to be redone to match my current style, and use the new sprite template
but its your choice if you wanna touch it
NA has been my focus for the moment
yee, and it's where most of my new content is going
Alright I might stop then after I've done the NA stuff
When you get back to working on ORP I can cycle back to it
PR is raised. We gotta do something about the .nmlcache getting uploaded to github next. I probably should have done that first and gotten you to merge it
well we'll know for next time lmao
also, WIP 30ft boxcars
I really need to do some steam locomotives
did you want me to merge it now btw? or did you wanna add that gitignore thing first?
Yeah do the merge now, I'll then raise another PR to purge the nmlcahce and at the gitignore
easy
coz I'll resync my fork with yours after you merge
which means my branch with my changes will then be part of main when I sync the fork
Thrown another PR at you to kindly do the needful
easy, merging now
probably also don't need to merge the folder "stuff I've nicked from other people", but I think it's funnier if it's in there
it'll keep doing it for any folder that still has an .nmlcache but we just need to delete them as we go
yeah I also would stick your nmlc.exe somewhere else and modify your bat files to point at its new location
something something license contamination something something
I don't think the openttd devs will care but yeah it's good practice not to
true true
wooo, .nmlcache's are getting ignored now π
I'll sort that out in due time
(greyed out)
hooked the templates up to your new boxcars too
dunno if you've already done that on your local branch
yee, I already got to it
rn I'm actually trying to sus out how the end of train light works on vehicles shorter than 5
seems for some reason what I normally do doens't work and it's throwing me off?
well, EOTD's didn't exist back when shorty boxcars were a thing
so forgeddaboudit?
I'm tempted to
only reason I'm playing with it is so the rear of a train still has a light in case a player doesn't add a caboose
also anything that's 6/7 long will need it too
why >:/
closed that bogus pr lmao
easy
why does the modern one work >:/
okay, got it working, I think something was just weird with my 5 reversed template?
idk, it works well enough now, and I can fix it later
raised another PR, I missed some more nmlcache's
easy, I'll merge that in just a second
also, do you have much experience with the FRAX cargo label scheme that Andy uses?
I'm thinking of using that, it stuff like CC_Weird doesn't seem to work
I want it so boxcars and stuff can load stuff like grain, but not coal
maybe gondolas next?
those will be last, they'll require a lot of code
Probably wanna do a capacity parameter for the new freight wagons too
oh yh, I'll add that now
time for railtypes discussion?
no, cargotypes π
I have sorted Horse, mostly
but yh, how does the FRAX thing work? if I try cargo labels from it, it doesn't seem to work
FRAX is classes only
I know, but how do I use it for a vehicle set?
depends on an nml feature to add constants, let me see if that's released
if I use the classes, it just gives me an error saying it doesn't recognise them
ah, okay, I see
right now, you just want to paste those constants near the head of your nml
they're designed to be imported as a file
but eh
is it only those ones? because CC_Potable isn't there, and nml doesn't recognise that identifier still
apparently not
what nml version?
nmlc --version might still work?
you need 0.7.6
is the exe in the bundles here? https://github.com/OpenTTD/nml/tags
Oh hey 0.8.0 has a standalone exe
just updated now, and it recognises it lmao
that too
alright, got it working the way I want now π
the player can now do grain boxcars
I really should, but making stuff is fun π
heheheh
ah well push your shit so I can steal it π
it's done, go have fun π
\o/
I really should do some cabooses though...
Yeeeee
tomorrow though, I want to rest for now lmao
cabeese?
if prular for goose is geese, what about caboose and moose?
Y'all doing some good work in here can't wait to give the new NA stuff a go
Same
All I want is a Pennsy styled n5 cabin car
nah
I like to look at other mods for other games to get ideas
should I add this? π€
Yessir
:3
I am a machine that turns gender dysphoria into 40' boxcars
also I'm gonna have to sus out what to do for the purchase sprite, because this is kinda boring
eh, it's a boxcar, I don't think the purchase sprites need to be super elaborate.
I know, but I'll see if I can think of something better
also, I'm so happy with how my collection is turning out so far aa
I really need to darken the vents on the FP45 sprite
there's 33 variations of the 50ft boxcar, that should be plenty π
also I might do these 40ft reefers too
40' reefers done
amtrak RE 460 when
Could do with some brown ones in there occasionally but the pop of colour is fantastic!
whenever I find a reason to add one I suppose
Is your randomization only on buy or does it re-randomize on load?
I could do that, I mostly just looked at the mods people made as a reference
on buy
nods
Have you considered making it on load? I do that for my wagons with random liveries to make it look like stuff keeps getting shunted around
I suppose I could, idk how that looks code wise though
You add one tiny line of text to the random switch
what line is that?
random_switch (FEAT_TRAINS, SELF, random_42, bitmask(TRIGGER_VEHICLE_NEW_LOAD))```
thanks :3
i am once again begging you to sync your github π
but I'm still drawing π
well, gimme a bit, and I might have something more to play with