Author Topic: pak96.hh ( half height )  (Read 10207 times)

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Offline Frank

pak96.hh ( half height )
« on: August 20, 2010, 10:24:34 AM »
The idea is already several years old ( since 2006 ). Take the 64's scale and using 96 tiles. This gives you more room to the environment of the objects.



The Alpha-Demo include non free objects for better feeling.

This set require the Simuttd version. A patch include in pak96.hh SVN.

pak96.hh_alpha-demo.zip ~ 1 MByte
simuttd_0-102-2-2_win_dotnet.zip ~ 700 KByte
testgame_96hh.sve ~ 400 KByte

Copy these files into an existing Simutrans 0.102.2.2 installation.
« Last Edit: September 05, 2010, 03:54:41 PM by IgorEliezer »

Offline Isaac.Eiland-Hall

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Re: pak96.hh ( half height )
« Reply #1 on: August 20, 2010, 10:51:05 AM »
This looks very interesting. :)

Offline paco_m

Re: pak96.hh ( half height )
« Reply #2 on: March 11, 2011, 10:08:15 AM »
Is somebody still working on this or interested in the proyect?

Offline Frank

Re: pak96.hh ( half height )
« Reply #3 on: March 11, 2011, 10:34:22 AM »
I work at least not in it and will do so in the future no longer
« Last Edit: April 07, 2011, 08:44:09 PM by Frank »

Offline Spartanis

Re: pak96.hh ( half height )
« Reply #4 on: August 16, 2011, 11:03:18 AM »
I really really like (and muchly prefer) half heights tiles in Simutrans. Could you explain to me how one could create ground paks to acheive this? (I use blender 3d)


Also.. why does it need simuTTD? and what is it?

Offline prissi

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Re: pak96.hh ( half height )
« Reply #5 on: August 16, 2011, 11:23:15 AM »
The height is compiled into the simutrans program. You need to set this parameter to 8 (instead of 16) in simconst.h and recompile it. Of course you need a fitting lightmap for this.

Offline Spartanis

Re: pak96.hh ( half height )
« Reply #6 on: August 16, 2011, 11:40:12 AM »
Ahhh.... I follow you Prissi. The standard Simutrans Compiled and released sets to normal height. But for any other hieght, its a completely different simutrans program. NOT the pakset.. Thanks for clearing that up :)

Offline Ashley

Re: pak96.hh ( half height )
« Reply #7 on: August 16, 2011, 11:25:18 PM »
I have a half-height lightmap knocking around somewhere if you're interested.
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Offline Spartanis

Re: pak96.hh ( half height )
« Reply #8 on: August 17, 2011, 09:09:06 AM »
I would.. if someone compile the latest build of simutrans with simconst.h = 8 :P

To be utterly honest.. HH looks way better.. and practical. The FH looks insane steep slope for a car.. let alone a friggn train to climb up! :P

Offline Ashley

Re: pak96.hh ( half height )
« Reply #9 on: August 17, 2011, 09:23:15 AM »
Prissi - how hard do you think it'd be to patch the game such that this parameter was configurable without recompiling? E.g. as a property of the pakset, or simuconf.tab?
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Offline prissi

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Re: pak96.hh ( half height )
« Reply #10 on: August 17, 2011, 06:51:52 PM »
It is easy. But I did not test the impakt on display time, since the factor is needed countless times. Also it needs a special pak set lightmap, other bridges etc. Thus this was not pursiuted further.

EDIT: Was nearly not visible during profiling => is incorporated in r4781.
« Last Edit: August 17, 2011, 09:03:02 PM by prissi »

Offline Frank

Re: pak96.hh ( half height )
« Reply #11 on: January 05, 2016, 09:44:36 AM »
for running under simutrans 112.3 and higher
« Last Edit: January 05, 2016, 10:19:13 AM by Frank »