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Some quirks I found in pak192.comic

Started by Nazalassa, October 25, 2024, 04:00:36 PM

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Nazalassa

Having recently discovered how nice the vehicles are in this pakset, I decided to create a map with it and edit it with the public service.

The first issue came when I noticed there was no way to build rivers; after some digging in the pakset's source, it seems the definition of river_0 lacks an icon and a cursor. It could be nice to add some - I think I can do some graphics if needed, or maybe the ones from the channel can be reused.

The second issue is that the [icode]ind_cl3_E3_*_07[/icode] family of buildings have stray luminous pixels on their rooftops, so half of the roof glows at night, as shown by the following picture:
lipix.png
Making paksets since October 2023  |  pak48.bitlit | pak32.box | MLM for pak64 | Empire F7 cars

Life is like a multi-tasking OS: you know you'll eventually get back to everything, but you don't know when.

Leartin

Quote from: Nazalassa on October 25, 2024, 04:00:36 PMThe first issue came when I noticed there was no way to build rivers; after some digging in the pakset's source, it seems the definition of river_0 lacks an icon and a cursor. It could be nice to add some - I think I can do some graphics if needed, or maybe the ones from the channel can be reused.
We intentionally left out the icon for the river so it would not appear in the maritime menu. The idea is, essentially, that any artificial water-way would be a canal rather than a river. I suppose we could add it to the map-editing-menu though.

Quote from: Nazalassa on October 25, 2024, 04:00:36 PMThe second issue is that the [icode]ind_cl3_E3_*_07[/icode] family of buildings have stray luminous pixels on their rooftops, so half of the roof glows at night, as shown by the following picture:
Swarms of fireflys are a pest often hidden from those who only experience daylight. Should be fixed within the next few days.

Oldie

Quote from: Leartin on October 25, 2024, 04:47:01 PMWe intentionally left out the icon for the river so it would not appear in the maritime menu. The idea is, essentially, that any artificial water-way would be a canal rather than a river. I suppose we could add it to the map-editing-menu though.
Yes please! They are much prettier than Kanals! And much more natural if one is terra-forming. As far as I can see there is no difference apart from the graphics.

Nazalassa

#3
Quote from: Leartin on October 25, 2024, 04:47:01 PMWe intentionally left out the icon for the river so it would not appear in the maritime menu. The idea is, essentially, that any artificial water-way would be a canal rather than a river. I suppose we could add it to the map-editing-menu though.

Maybe with system_type=255, with the benefit that this would work 'out-of-the-box' as there is already an entry for maritime ways with sytem_type 255 in the map editor toolbar.


-- Upd. --

It also seems the outside tile is messy:

simscr144.png

And also the '(' key is bound to two different things (Factory Builder and Sliced Map View Up), making it impossible to use Sliced map view correctly. I would suggest using HOME and END instead (many other paksets use that).
Making paksets since October 2023  |  pak48.bitlit | pak32.box | MLM for pak64 | Empire F7 cars

Life is like a multi-tasking OS: you know you'll eventually get back to everything, but you don't know when.

Leartin

#4
Quote from: Nazalassa on October 26, 2024, 07:46:15 AMIt also seems the outside tile is messy

...since when is the outside tile back?  ???
The outside tile graphic wasn't used anymore when the map edges changed to allow various heights (it used to be every map was surrounded by ocean) and it only exists because it was required for internal reasons (I think it's used to figure out the pakset size or something)
If it is used now, I guess it needs to be replaced, but I wouldn't know what to replace it with.


Edit:
River added to editor, and another channel added as well.

prissi

Depending on simuconf.tab, you can ask to show the outside tile.

Nazalassa

Sorry to bring in more issues, but it seems the graphic that comes right before signals in train/narrowgauge/tram toolbars is either badly aligned, or has scaling issues:

simscr147.png

(maybe check in the .dat for toolbar images if there lacks a '=>')
Making paksets since October 2023  |  pak48.bitlit | pak32.box | MLM for pak64 | Empire F7 cars

Life is like a multi-tasking OS: you know you'll eventually get back to everything, but you don't know when.

Leartin

Can't be, all menu icons are defined in one line.
Image[0-199]=>menubar.<$0/16>.<$0%16>
Is this the nightly or a release version? I think the issue was that icons are rescaled by the game, and so it scaled that icon according to it's width, which is less then the icon ought to be since it had some white space to the left. This was fixed by adding a black line beneath at full width. This was one of those things where you can really scratch your head for a while figuring out what's going on.

Nazalassa

Quote from: Leartin on October 27, 2024, 12:26:06 PMCan't be, all menu icons are defined in one line.
Image[0-199]=>menubar.<$0/16>.<$0%16>
Is this the nightly or a release version? I think the issue was that icons are rescaled by the game, and so it scaled that icon according to it's width, which is less then the icon ought to be since it had some white space to the left. This was fixed by adding a black line beneath at full width. This was one of those things where you can really scratch your head for a while figuring out what's going on.

I use the 7.1 release.
Making paksets since October 2023  |  pak48.bitlit | pak32.box | MLM for pak64 | Empire F7 cars

Life is like a multi-tasking OS: you know you'll eventually get back to everything, but you don't know when.