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#91
Bug Reports / Re: r11155 - built oil rigs
Last post by ceeac - June 03, 2025, 07:18:14 AM
r11714 adds a (currently failing) test for this bug.

EDIT: Should be fixed in r11716.
#92
Pak128 Add-ons and Graphics / How to draw graphics with Magi...
Last post by SusieNoia - June 03, 2025, 02:25:50 AM
Hello,

Do you find it difficult to create graphics?
But actually, it is as easy to draw as building a house with Lego bricks 8)

I use MagicaVoxel and Gimp to create add-ons. Both are free!
(However, Gimp is not the latest version, but version 2.10.)

First, create a 3D model in MagicaVoxel.
The important thing is NOT to make it TOO DETAILED. You will be exhausted before it is completed ::'(
You don't have to make parts of the body that can't be seen from an oblique angle.
modeling.png
I make models twice the size of the finished pixel.
If I want to make a train, I make it at 92 squares when it is length=8. In order to match the size of other vehicles, the 2800m is scaled to 22 squares.
(It is only a guide. How it looks is more important than the scale.)

Paint the area to be player-coloured in advance in a different hue to the rest. With medium brightness.
player-colour.png

Once the model is ready, render it.
rendering.png
For the previous scale, the zoom to 256.0 and the output image to 128x128 pixels.
Don't forget to change the angle of the sun!

When making a formation, aligning the xyz(in the image: 0.0, 0.0, 20.0) of the camera makes it easier to align the cars :thumbsup:

Selecting isometric in MagicaVoxel will set the pitch to -35.3, but in our Simutrans you need to select Orth and set the pitch to -30.0.
images.png
Once you have rendered the eight directions, you are almost there ;)
#93
Pak128 / Re: Players' Coloured Arlecchi...
Last post by SusieNoia - June 02, 2025, 11:51:09 PM
Thank you but I haven't done anything so great ;)

Ehm... I'll take the primer-colour-only, for the original use of player colours 8)

I will start a new topic on how to make images.
It is not difficult to do, and more people will draw add-ons :lightbulb:
#94
Simutrans Gaming Discussion / Re: Is anyone else out there r...
Last post by sophia2005 - June 02, 2025, 02:33:32 AM
Quote from: FLN on January 24, 2025, 09:17:14 PMI have similar 'feelings' towards my saves.
I rarely play older games, but when I read their file names, I instantly have vivid memories of when I played them, and I just can't delete this files.
Maybe, sometime, I'll continue to evolve the map. Maybe, someday. You never know =) lol
Me too, every time I see the old save file name, so many memories come flooding back, even though I know for sure I won't be able to come back and play it, I still can't bear to delete it - who knows, maybe one day I'll continue to build that map.  ;D
#95
Pak128 / Re: Players' Coloured Arlecchi...
Last post by FLN - June 01, 2025, 11:54:05 PM
You're the artist and author of the train, so you decide over your work  :)

The bi-colored train truly looks gorges, but of course, with the right color combination.
The primer-color-only train, though, too is a beauty. :thumbsup:
It's so nice to get vehicles which actually incorporate the player color(s), as not all do.

Im glad too, you're happy, how the repainting turned out.
I did try to preserve your great vivid design  :)

I wondered, if you would like to share a bit more of your creation process?
You mentioned at the start of this topic, that you used MagicaVoxel and Gimp, but how did you get from the idea to the final result?
#96
Patches & Projects / Re: Runtime-switchable grapics...
Last post by ceeac - June 01, 2025, 07:43:36 PM
Quote from: prissi on May 02, 2025, 08:19:28 AMBut, the only thing the SDL/GDI/OpenGL backend changes is the mapping of the bands onto the screen (apart from the 0 color dummy of course). But that rendering is not part of simgraphicXX.cc. I guess that I missed something here. What does this prepare for?

The intention is to eventually add a simgraphgl.h/.cc to do the rendering in hardware (GPU) instead of software (simgraph16). For players it is obviously much more convenient be able to switch between simgraph16 and simgraphgl without having to re-compile. The selection logic is in simmain, which calls simgraph_select before simgraph_init to select the renderer (Currently there is only simgraph16, of course).

Quote from: prissi on May 02, 2025, 08:19:28 AMAnd, for a single threaded server, I expect a large penalty,
With r11708, which removes the calls to color_idx_to_rgb from the city info logic, I believe the only performance critical calls to simgraph functions are from inside intr_refresh_display. So the only code that might be affected is the GUI rendering code (win_display_flush). But even this can be #ifdef'd out I think, unless there are calls in there that must be called even on a server?

I have tried to fix the compile errors + Makefile + MSVC project, but there might be still some errors left since everything works fine for me using CMake + GCC/Clang + C++14.
#97
[IT]Italiano (Italian) / Re: Il Treno Ibrido
Last post by SusieNoia - June 01, 2025, 03:04:45 PM
Ciao Milko,

>potrai anche essere aiutato per il bilanciamento,
Mi sarebbe di grande aiuto... Non sono brava con i calcoli! ;D

Grazie anche a te :)
Ciao
#98
Pak128 / Re: Players' Coloured Arlecchi...
Last post by SusieNoia - June 01, 2025, 02:39:06 PM
Ottimo lavoro!

Thank you very much for your careful work :heart:
I am glad that the gradient is so fine.

I immediately tried them out on the game...
test.png
The train on the left is of the primer colour only(green in the middle of the second tier), the one on the right is of two colours.

My preference is bi-colour, but what works better on the game is one-colour ::-\
#99
Quote from: 209CATrus on June 01, 2025, 12:58:32 PMI believe a harder to code solution would be indexing each industry of the same type, producing something like "Vegetable farm #1 (Vegetableston)"
This is an approach, I think of as simple and effective, IMHO without including the nearest city name though, as when placing a halt/station it will combine the industry's name and the town's name anyway.

But having a unique number for every industry, that isn't just the cumbersome coordinates, would be great!

I currently number the halts/stations manually, as I build them, like "Coal Mine 1", "Coal Mine 2" and so on.
And I do have this topic on my 'request list' for standard Simutrans as well.
#100
Larger Projects / Re: A Simutrans Prettification...
Last post by 209CATrus - June 01, 2025, 01:23:57 PM
Hajo, having exchanged messages with Ranran recently, he seemed very interested regarding your OpenGL project, and somewhat sad regarding you shifting development time towards other projects. No pressure, but believe that once you continue working on OGL in Simutrans, Ranran will be interested in trying to implement your developments in Extended, seriously spicing up the development of both Standard and Extended