Author Topic: pak.ironhorse  (Read 16751 times)

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Offline Spartanis

pak.ironhorse
« on: July 07, 2012, 10:17:32 AM »



A new pakset by MRPHarvey (a.k.a. Spartanis)
For all the Simutran Coders, Patchers, Pakset creators and of course.. the players...



Pakset Project
Started: 1st July, 2012
Completed: TBA
Progress: estimated 5%


Watch this space for a series of sneak preview images!!
Original Post will be updated each week with new sets of images and Current progress status.


First Sneak Peak:


   


Waytype canal and canal retaining wall buildings (two types of concrete, two ht tiled dirt banks)





Sub-Project 1

Restructuring the Menuconfig and creating new sets of Icons.
Note: Changed Icon size from 48x48 to 32x32 due to the fact that it takes up so much screen room. Also, removing Text field in the icons, since not every player speaks English....

Progress:
(1) MenuConfig Restructuring: 100% Completed 19/7/2012
(2) Icon Image set: 50%
(3) MenuConfig Cleanup: 100% Completed 22/7/2012


Completed: No
Special Thanks to Dwach for patience and understanding!

Example Images:



This is the MAIN MENU icons.
Please do not use these icons as part of your pakset. I worked VERY hard to get these done for mine....
The images (such as magnifying glass) are all from the internet. The Buttons I editted out of Fruity Loops (Music software) Dialogs




Sub-Project 2

Redesigning Mouse Cursors.


Progress:
(1) Cursor Image set: 0%



Sub-Project 3

Landscaping: To create simple slopes and textures. They are not to be detailed.
Note: Waiting on next release nightly that has Kiero's Double height features...


Progress:
(1) Slopes set: 0%
(2) Texture set: %0

« Last Edit: July 29, 2012, 12:01:41 AM by Spartanis »

Offline jamespetts

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Re: pak.ironhorse
« Reply #1 on: July 07, 2012, 11:34:04 AM »
Interesting. What is the theme of this set?
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

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Offline Spartanis

Re: pak.ironhorse
« Reply #2 on: July 07, 2012, 12:40:47 PM »
To be honest with you? i have no idea what kind of theme its called. I suppose it be similar to your pak128.Britain (which i dearly love btw!) but a little more.... eyecandy ... i think....

we shall see.. :)

Offline Yona-TYT

Re: pak.ironhorse
« Reply #3 on: July 07, 2012, 12:48:24 PM »
64px or 128px..?

Offline Spartanis

Re: pak.ironhorse
« Reply #4 on: July 07, 2012, 11:33:03 PM »
I think the theme would be Historical through to realistic future. I have plans to allow players to start merely at stone age through to intergalactic spaceports! lol

Yeah thats right, stone age would have people walking instead of trucks.. carrying 40kg load.. and a creep of 1kph!... earning 1/16th of a load of meat! lmao

I dont know if that would work as a GAME but only way to find out but to test it. For example.. Pak Exp provides weight restrictions, as an idea, its brilliant, but as a gameplay, its bluddy difficult

OR.... i could do what the name of the pak suggest...Wild West of USA.. from 1800-1900's....... Who knows what my creative sparks would bring.

It is a pak64 type game, but fools you to think its a pak128 (or perhaps it might look like a pak192)

I did a quick map:


Graphical error are found, i think its to do with the ground lightmapping....
« Last Edit: July 07, 2012, 11:55:39 PM by Spartanis »

Offline Yona-TYT

Re: pak.ironhorse
« Reply #5 on: July 08, 2012, 12:24:44 AM »
I like to 192px more detailed

Offline Yona-TYT

Re: pak.ironhorse
« Reply #6 on: July 08, 2012, 12:26:54 AM »
I think the theme would be Historical through to realistic future. I have plans to allow players to start merely at stone age through to intergalactic spaceports! lol

Yeah thats right, stone age would have people walking instead of trucks.. carrying 40kg load.. and a creep of 1kph!... earning 1/16th of a load of meat! lmao

I dont know if that would work as a GAME but only way to find out but to test it. For example.. Pak Exp provides weight restrictions, as an idea, its brilliant, but as a gameplay, its bluddy difficult

OR.... i could do what the name of the pak suggest...Wild West of USA.. from 1800-1900's....... Who knows what my creative sparks would bring.

It is a pak64 type game, but fools you to think its a pak128 (or perhaps it might look like a pak192)

I did a quick map:


Graphical error are found, i think its to do with the ground lightmapping....


that idea more great
to the style "Age of Empires"

Offline Spartanis

Re: pak.ironhorse
« Reply #7 on: July 10, 2012, 11:11:00 AM »
Current Sub Project: Restructuring the MENUCONFIG


Purpose:

(1)  to allow easier way of finding tools as well as allowing user to add multiple addon's. Therefore, does not clutter up the toolbar's

Example: Roads. basic set would have 4 types, Dirt, Cobblestone, Tar and Highjways... .. Imagine you have 15 other types of road surfaces as well? Not to mention a number of tunnels, and bridges as well as Elevated ways. The tool bar would probably fill up your screen!!!

Example New Menu structure:

MAINMENU --> INFRASTRUCTURE --> ROAD --> Surfaces --> List of available Surfaces
MAINMENU --> INFRASTRUCTURE --> ROAD --> Bridges   --> List of available Bridges
MAINMENU --> INFRASTRUCTURE --> ROAD --> Tunnels   --> List of available Tunnels
MAINMENU --> INFRASTRUCTURE --> ROAD --> Elevated   --> List of available Elevated

etc etc.

THis method would allow players to have many different style of objects into the game (eg: Dirt road, Gravel Road, Gray Asphalt, Dark Gray Asphalt, Concrete HWY, coloured Asphalt (bus lane) and so on and so on. As well as each unique speed limits



(2) To include many features as possible that are hidden from the game


example: an Icon in the main menu would have a JUMP_TO_LOCATION icon to bring up relevant dialog. Before you can only use they keystroke to bring it up. I suspect not many players were aware of this feature


(3) Redesigning the Icons


To create a set of consistent icons with easier understanding of what it represent. I will be trying two different ways of this. The first would be the standard 32x32 set of icons. The second is something like a 30x48 icons that would contain a small image and a text. (Problem with this, this may create a rather long horizontal toolbar. This method is probably best for a Vertical Toolbar, a feature that not implemented into the SIMUTRANS code, but i will give it a try to see how it looks)

Progress:
see first post
« Last Edit: July 14, 2012, 07:23:33 AM by Spartanis »

Offline Fabio

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Re: pak.ironhorse
« Reply #8 on: July 10, 2012, 11:21:25 AM »
32x48 icons would be taller than wide, so they wouldn't enlarge toolbars at all.

Offline Spartanis

Re: pak.ironhorse
« Reply #9 on: July 10, 2012, 12:08:06 PM »
32x48 icons would be taller than wide, so they wouldn't enlarge toolbars at all.
oops.. i meant 48x32 :P lol.. i tend to mix them up :P

Offline colonyan

Re: pak.ironhorse
« Reply #10 on: July 10, 2012, 02:30:13 PM »
Dirt Canal reatain wall looks quite nice.
Given you named it ironhorse, are you going to have focus on steam locomotives?

Offline prissi

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Re: pak.ironhorse
« Reply #11 on: July 10, 2012, 02:36:01 PM »
Icons autimatically scaled according to a target size are on my todo list. I suspect nobody will draw so many icons to cover all kind of monitor resolutions.

Offline Spartanis

Re: pak.ironhorse
« Reply #12 on: July 11, 2012, 08:49:10 AM »
Dirt Canal reatain wall looks quite nice.
Given you named it ironhorse, are you going to have focus on steam locomotives?

Yup. The good old Classical Days. at first, after the initial pakset is done, i would add some modern ones as well... but at first i will focus on the 1800-1900's otherwise, if i tackle everything.. i probably have a meltdown lol..

Hence im taken Jamespett's advice: do one bit at a time....


Offline Spartanis

Re: pak.ironhorse
« Reply #13 on: July 11, 2012, 08:51:14 AM »
Icons autimatically scaled according to a target size are on my todo list. I suspect nobody will draw so many icons to cover all kind of monitor resolutions.

I agree.. Its either no one bothered to create every icons available, or no one knew they were existed to make them draw one.

As I intensely studied and rewrite the MENUCONFIG, i noticed alot of features that I wasnt aware of. Hence I will include creating Icons for every possible thing as a sub-project into my pakset.

Offline Spartanis

Re: pak.ironhorse
« Reply #14 on: July 13, 2012, 12:20:04 PM »
While im slowly working on the MENUCONFIG...

I thought I ask what sort of ICON styles are most suited?  Should we have a 3d look feel? or a simple 2d (flat) look. 2 colour? or many colours? Standard Button Background? or fancy Button Background?

I simply wish to make it simple and effective. One that everyone can easily identify and understood what the button is.

What I DONT want, is mismatched fancy buttons that is difficult too look at! lol

Anyone have ideas or suggestions?

Offline colonyan

Re: pak.ironhorse
« Reply #15 on: July 13, 2012, 01:03:25 PM »
In my case, I decided I will not rush on button looks since it is very important visual element. I add game content first then seek something would match that later. Until then I will use something simple.

Offline Spartanis

Re: pak.ironhorse
« Reply #16 on: July 13, 2012, 01:42:04 PM »
In my case, I decided I will not rush on button looks since it is very important visual element. I add game content first then seek something would match that later. Until then I will use something simple.

Thats prbably a good idea. I will create a set of SIMPLE icons (never to be released) to work with, until ii get around to designing a decent icon pack...

Offline Spartanis

Re: pak.ironhorse
« Reply #17 on: July 14, 2012, 04:54:41 AM »
I Have a Question:

WKZ_CHANGE_GAME_SPEED=7

THis is,, obviously, changes the game speed.

I wish to make two sets of ICON buttons one that Decreases and One that Increases.

Can I state in the Menuconfig?:

simple_tool[7]=7,,+   (increase speed)
simple_tool[7]=8,,-    (decrease speed)


and

#Increase Speed
toolbar[0][7]=simple_tool[7],7

#Decrease Speed
toolbar[0][8]=simple_tool[7],8

Offline Dwachs

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Re: pak.ironhorse
« Reply #18 on: July 14, 2012, 08:50:47 AM »
simple_tool[7]=7,,+   (increase speed)
simple_tool[7]=8,,-    (decrease speed)

This will not work. You have to add both tools (with different parameter and key binding) to a toolbar. If no icon is provided, then the tool is not shown in the toolbar, but the key-bindings still work.

Quote
#Increase Speed
toolbar[0][7]=simple_tool[7],7

#Decrease Speed
toolbar[0][8]=simple_tool[7],8

Parsley, sage, rosemary, and maggikraut.

Offline Spartanis

Re: pak.ironhorse
« Reply #19 on: July 14, 2012, 09:09:56 AM »
Sorry Dwach, could you whip up a simple example of what would work?

Offline Dwachs

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Re: pak.ironhorse
« Reply #20 on: July 14, 2012, 03:32:18 PM »
This snippet of pak64's menuconf.tab shows what to do:
Code: [Select]
# invisible tools (here because they need a parameter or are added twice)
toolbar[0][31]=simple_tool[7],,.,+1
toolbar[0][32]=simple_tool[7],,COMMA,-1
You have to add these tools to a toolbar, without icon, but with correct key-bindings and parameters.

Does this help?
Parsley, sage, rosemary, and maggikraut.

Offline Spartanis

Re: pak.ironhorse
« Reply #21 on: July 14, 2012, 11:44:24 PM »
Dwach,

yes is does, The last value after the KeyStroke, defines the zooming in/out number.

I found there's something similar set up for the sliced underground as well. I understand now.. THank you

Offline Spartanis

Re: pak.ironhorse
« Reply #22 on: July 15, 2012, 02:38:51 AM »
Ok, I Found my OLD thread regarding TOOLBAR ordering, but it doesnt explain my query. Or maybe it does, but neverthanless

If I set a list of Toolbars like so

toolbar[4][0]=toolbar[20]
toolbar[4][1]=toolbar[21]
toolbar[4][2]=toolbar[22]
toolbar[4][3]=toolbar[23]
toolbar[4][4]=toolbar[24]
toolbar[4][5]=toolbar[25]
toolbar[4][6]=toolbar[26]
toolbar[4][7]=toolbar[27]
toolbar[4][8]=toolbar[28]

toolbar[5][0]=toolbar[10]
toolbar[5][1]=toolbar[11]
toolbar[5][2]=toolbar[12]
toolbar[5][3]=toolbar[13]
toolbar[5][4]=toolbar[14]
toolbar[5][5]=toolbar[15]
toolbar[5][6]=toolbar[16]
toolbar[5][7]=toolbar[17]
toolbar[5][8]=toolbar[18]


Would the second set of toolbars (10-18) by incorrect? should THAT be 30-38???
Can we also leave a gap of numbering between toolbars?


eg:


Toolbar[1][0]
toolbar[1][1]

tooolbar[10][0]
.....

Also:

can this be possible?

toolbar[0]=toolbar[200]
toolbar[1]=toolbar[201]
« Last Edit: July 15, 2012, 02:50:27 AM by Spartanis »

Offline Spartanis

Re: pak.ironhorse
« Reply #23 on: July 15, 2012, 04:44:13 AM »
Sheesh,, never knew MenuConfig takes so much of my spare time! lol.. *sigh* Upwards and onwards!

Offline Dwachs

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Re: pak.ironhorse
« Reply #24 on: July 15, 2012, 09:53:44 AM »
Afaict, toolbars should have increasing numbers in the order they are referenced. No gaps.

This:
Code: [Select]
toolbar[4][0]=toolbar[20]
toolbar[4][1]=toolbar[21]
toolbar[4][2]=toolbar[22]
toolbar[4][3]=toolbar[23]
toolbar[4][4]=toolbar[24]
toolbar[4][5]=toolbar[25]
toolbar[4][6]=toolbar[26]
toolbar[4][7]=toolbar[27]
toolbar[4][8]=toolbar[28]

toolbar[5][0]=toolbar[10]
toolbar[5][1]=toolbar[11]
toolbar[5][2]=toolbar[12]
toolbar[5][3]=toolbar[13]
toolbar[5][4]=toolbar[14]
toolbar[5][5]=toolbar[15]
toolbar[5][6]=toolbar[16]
toolbar[5][7]=toolbar[17]
toolbar[5][8]=toolbar[18]
will not work, as toolbar 20 is referenced before toolbar 10. etc.
Parsley, sage, rosemary, and maggikraut.

Offline Spartanis

Re: pak.ironhorse
« Reply #25 on: July 15, 2012, 10:12:44 AM »
Ok.. So..

toolbar[28]
toolbar[28]

toolbar[30]
toolbar[30]


where as toolbar[29] is not used

Is NOT a good thing?





ok.. what about DUMMY ones? without ICON numbers.. that wont SHOW on the toolbar...



#Dummy Tools
toolbar[8][9]=toolbar[69]
...
...
...
toolbar[69]=-,0
« Last Edit: July 15, 2012, 10:26:09 AM by Spartanis »

Offline Dwachs

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Re: pak.ironhorse
« Reply #26 on: July 15, 2012, 01:20:34 PM »
Try it :)
Parsley, sage, rosemary, and maggikraut.

Offline Spartanis

Re: pak.ironhorse
« Reply #27 on: July 17, 2012, 10:15:21 AM »
97 icons made.... 91 known icons to go... *beep*ing hell... lol

Offline Spartanis

Re: pak.ironhorse
« Reply #28 on: July 17, 2012, 10:18:26 AM »
Try it :)

I will.. once i done writing the preliminary menuconfig. I havnt got around to TEST it yet since i started this lil sub project.. I wanted to get it done before i test it, and fix any little errors found.

Offline Spartanis

Re: pak.ironhorse
« Reply #29 on: July 21, 2012, 05:41:00 AM »
Did a quick dirty ICON set, pakked it, and begin testing my MENUCONFIG.


Everything went well.. according the progress bar, but when it reaches the end, it stuck there, and SIMUTRANS spat out  "sim.exe Not working"


This is the sim.exe I used (the latest one, from a thread that includes pak128 updates links)


I wondered if there's something wrong with my menuconfig?

Offline Spartanis

Re: pak.ironhorse
« Reply #30 on: July 21, 2012, 05:41:37 AM »
##############################################################
## MENU CONFIGURATION                                        #
##############################################################
# To suit pak.IRONHORSE
# Author: M.R.P.Harvey
##############################################################
#=======================
# Set Icon Size
#=======================

icon_width = 48
icon_height = 48

##############################################################
#=======================
# General Tools
#=======================

general_tool[0]=0,0,9,a
general_tool[1]=1,1,14,r
general_tool[2]=2,2,11,u
general_tool[3]=3,3,11,d
general_tool[4]=,4,11
general_tool[5]=5,4,11
general_tool[6]=6,5,9,M
general_tool[7]=7,6,,b
general_tool[8]=8,7,11,g
general_tool[9]=9,8,11,C
#general_tool[10]=      #Change City Size -->
general_tool[11]=11,9,9,§
general_tool[12]=,10
general_tool[13]=,10
general_tool[14]=,,11
general_tool[15]=,,12
general_tool[16]=,,9
general_tool[17]=,1,11
general_tool[18]=,,11
general_tool[19]=,,11
general_tool[20]=,,11
general_tool[21]=,,11
general_tool[22]=,12,11
general_tool[23]=,12,11
general_tool[24]=,12,11
general_tool[25]=,12,11
general_tool[26]=26,14,,
general_tool[27]=27,12,,h
general_tool[28]=28,7,,
general_tool[29]=29,15,,
general_tool[30]=30,9,,
general_tool[31]=31,11,,
general_tool[32]=32,13,,
general_tool[33]=,,11,
general_tool[34]=,,11,
general_tool[35]=35,,11,K
#general_tool[36]=36,36
general_tool[37]=,,11,
general_tool[38]=,,11,

##############################################################
#=======================
# Simple Tools
#=======================

simple_tool[0]=0,p
simple_tool[1]=1,W
simple_tool[2]=2,c
simple_tool[3]=3
simple_tool[4]=4,z
simple_tool[5]=5,P
simple_tool[6]=6
#simple_tool[7]=         #Change Game Speed
simple_tool[8]=7,>
simple_tool[9]=8,<
simple_tool[10]=10,v
simple_tool[11]=11,!
simple_tool[12]=12,#
simple_tool[13]=13,%
simple_tool[14]=14,"
#simple_tool[15]=15,U,U
simple_tool[16]=16,R
simple_tool[17]=17,X
simple_tool[18]=18
#simple_tool[19]=19
simple_tool[20]=,/
# WKZ_TOOGLE_PAX=21
# WKZ_TOOGLE_PEDESTRIANS=22
# WKZ_TRAFFIC_LEVEL=23
# WKZ_CONVOI_TOOL=24
# WKZ_LINE_TOOL=25
# WKZ_DEPOT_TOOL=26 (internal use)
# WKZ_PWDHASH_TOOL=27 (internal use)
# WKZ_SET_PLAYER_TOOL=28 (internal use)
# WKZ_TRAFFIC_LIGHT_TOOL=29 (internal use)
# WKZ_CHANGE_CITY_TOOL=30 (internal use)
# WKZ_RENAME_TOOL=31 (internal use)
# WKZ_ADD_MESSAGE_TOOL=32 (internal use)
# WKZ_TOGGLE_RESERVATION=33
simple_tool[34]=34,O
#simple_tool[35]=35

##############################################################
#=======================
# Dialogue Tools
#=======================

dialog_tool[0]=0,?
dialog_tool[1]=1,Q
dialog_tool[2]=2,m
dialog_tool[3]=3,w
dialog_tool[4]=4,B
dialog_tool[5]=5,f
dialog_tool[6]=6,k
dialog_tool[7]=7
dialog_tool[8]=8
dialog_tool[9]=9
dialog_tool[10]=10
dialog_tool[11]=11,J
dialog_tool[12]=12,^O
dialog_tool[13]=13,^S
dialog_tool[14]=14,H
dialog_tool[15]=15,V
dialog_tool[16]=16,T
dialog_tool[17]=17,G
dialog_tool[18]=18,F
dialog_tool[19]=19,A
dialog_tool[20]=20
dialog_tool[21]=21
dialog_tool[22]=22
dialog_tool[23]=23
dialog_tool[24]=24
dialog_tool[25]=25
#dialog_tool[26]=    #Climates?
#dialog_tool[27]=    #Game Settings?
dialog_tool[28]=28,n

##############################################################
#=======================
# TOOLBARS
#=======================
#~~~~~~~~~~~~~~~~~~~~~~~
# MAIN MENU
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[0][0]=toolbar[1],1
toolbar[0][1]=dialog_tool[0]
toolbar[0][2]=-,200
toolbar[0][3]=toolbar[2],2
toolbar[0][4]=-,200
toolbar[0][5]=simple_tool[0]
#Need New Icon
toolbar[0][6]=simple_tool[7],194,.,+1
toolbar[0][7]=simple_tool[7],194,#44,-1
toolbar[0][8]=simple_tool[1],195
toolbar[0][9]=-,200
toolbar[0][10]=dialog_tool[5]
toolbar[0][11]=toolbar[3],3
toolbar[0][12]=-,200
toolbar[0][13]=toolbar[4],4
toolbar[0][14]=toolbar[5],5
toolbar[0][15]=toolbar[6],6
toolbar[0][16]=toolbar[7],7
toolbar[0][17]=toolbar[8],8
toolbar[0][18]=toolbar[9],9
toolbar[0][19]=-,200
toolbar[0][20]=general_tool[1]
toolbar[0][21]=-,200
toolbar[0][22]=dialog_tool[11]

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[1]: Options
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[1][0]=dialog_tool[1]
toolbar[1][1]=-,200
toolbar[1][2]=-,200
toolbar[1][3]=dialog_tool[12]
toolbar[1][4]=dialog_tool[13]
toolbar[1][5]=-,200
toolbar[1][6]=dialog_tool[4]
toolbar[1][7]=dialog_tool[7]
toolbar[1][8]=dialog_tool[8]
toolbar[1][9]=dialog_tool[9]
toolbar[1][10]=-,200
#dialog_tool[26]
toolbar[1][11]=-,200
#dialog_tool[27]
toolbar[1][12]=-,200
toolbar[1][13]=dialog_tool[6]
toolbar[1][14]=dialog_tool[10]
toolbar[1][15]=-,200
toolbar[1][16]=dialog_tool[28]
toolbar[1][17]=-,200
toolbar[1][18]=dialog_tool[24]
toolbar[1][19]=-,200
toolbar[1][20]=toolbar[10],10
toolbar[1][21]=-,200
toolbar[1][22]=-,202
toolbar[1][23]=toolbar[11],11
toolbar[1][24]=-,202
toolbar[1][25]=toolbar[12],12

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[2]: View
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[2][0]=general_tool[0]
toolbar[2][1]=simple_tool[8]
toolbar[2][2]=simple_tool[9]
toolbar[2][3]=-,200
toolbar[2][4]=dialog_tool[2]
toolbar[2][5]=-,200
toolbar[2][6]=simple_tool[2]
toolbar[2][7]=-,200
toolbar[2][8]=simple_tool[12]
toolbar[2][9]=simple_tool[10]
toolbar[2][10]=simple_tool[11]
toolbar[2][11]=simple_tool[13]
toolbar[2][12]=simple_tool[14]
toolbar[2][13]=simple_tool[34]
toolbar[2][14]=simple_tool[35]
toolbar[2][15]=-,200
toolbar[2][16]=simple_tool[15],9,^U,K
toolbar[2][17]=simple_tool[15],,(,I
#196
toolbar[2][18]=simple_tool[15],,),D
#197
toolbar[2][19]=simple_tool[16]
toolbar[2][20]=-,200
toolbar[2][21]=dialog_tool[11]
toolbar[2][22]=-,200
toolbar[2][23]=simple_tool[19],,+,+
#198
toolbar[2][24]=simple_tool[19],,-,-
#199

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[3]: Lists
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[3][0]=dialog_tool[3]
toolbar[3][1]=dialog_tool[14]
toolbar[3][2]=dialog_tool[15]
toolbar[3][3]=dialog_tool[16]
toolbar[3][4]=dialog_tool[17]
toolbar[3][5]=dialog_tool[18]
toolbar[3][6]=dialog_tool[19]
toolbar[3][7]=dialog_tool[25]

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[4]: Infrastructures
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[4][0]=toolbar[13],20,,ROADTOOLS,roadtools.txt
toolbar[4][1]=toolbar[14],21,,RAILTOOLS,railtools.txt
toolbar[4][2]=toolbar[15],22,,TRAMTOOLS,tramtools.txt
toolbar[4][3]=toolbar[16],23,,NARROWGAUGETOOLS,railtools.txt
toolbar[4][4]=toolbar[17],24,,MAGLEVTOOLS,maglevtools.txt
toolbar[4][5]=toolbar[18],25,,MONORAILTOOLS,monorailtools.txt
toolbar[4][6]=toolbar[19],26,,SHIPTOOLS,shiptools.txt
toolbar[4][7]=toolbar[20],27,,AIRTOOLS,airtools.txt
toolbar[4][8]=toolbar[21],28

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[5]: Depots
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[5][0]=toolbar[22],30
toolbar[5][1]=toolbar[23],31
toolbar[5][2]=toolbar[24],32
toolbar[5][3]=toolbar[25],33
toolbar[5][4]=toolbar[26],34
toolbar[5][5]=toolbar[27],35
toolbar[5][6]=toolbar[28],36
toolbar[5][7]=toolbar[29],37
toolbar[5][8]=toolbar[30],38
toolbar[5][9]=toolbar[31],39

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[6]: Stops
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[6][0]=toolbar[32],40
toolbar[6][1]=toolbar[33],41
toolbar[6][2]=toolbar[34],42
toolbar[6][3]=toolbar[35],43
toolbar[6][4]=toolbar[36],44
toolbar[6][5]=toolbar[37],45
toolbar[6][6]=toolbar[38],46
toolbar[6][7]=toolbar[39],47
toolbar[6][8]=toolbar[40],48
toolbar[6][9]=toolbar[41],49

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[7]: Extenstions
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[7][0]=toolbar[42],50
toolbar[7][1]=toolbar[43],51
toolbar[7][2]=toolbar[44],52
toolbar[7][3]=toolbar[45],53
toolbar[7][4]=toolbar[46],54
toolbar[7][5]=toolbar[47],55
toolbar[7][6]=toolbar[48],56
toolbar[7][7]=toolbar[49],57
toolbar[7][8]=toolbar[50],58
toolbar[7][9]=toolbar[51],59

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[8]: Fences
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[8][0]=toolbar[52],60
toolbar[8][1]=toolbar[53],61
toolbar[8][2]=toolbar[54],62
toolbar[8][3]=toolbar[55],63
toolbar[8][4]=toolbar[56],64
toolbar[8][5]=toolbar[57],56
toolbar[8][6]=toolbar[58],66
toolbar[8][7]=toolbar[59],67
toolbar[8][8]=toolbar[60],68

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[9]: Power
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[9][0]=general_tool[8]
toolbar[9][1]=ways(128,0)
toolbar[9][2]=bridges(128)
toolbar[9][3]=tunnels(128)
toolbar[9][4]=general_tool[17],70,,128

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[10]: OTHER --> Test
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[10][0]=ways(2,255)
toolbar[10][1]=simple_tool[5]
toolbar[10][2]=general_tool[9]
toolbar[10][3]=general_tool[11]
toolbar[10][4]=general_tool[30]
toolbar[10][5]=ways(128,0)
toolbar[10][6]=bridges(128)
toolbar[10][7]=tunnels(128)
toolbar[10][8]=general_tool[8]
toolbar[10][9]=general_tool[6]
toolbar[10][10]=general_tool[31]
toolbar[10][11]=general_tool[14],,l,128
toolbar[10][12]=general_tool[32]
toolbar[10][13]=dialog_tool[24]
toolbar[10][14]=general_tool[29]
toolbar[10][15]=general_tool[35]
toolbar[10][16]=general_tool[10],22,,+100
toolbar[10][17]=general_tool[10],23,,-100
toolbar[10][18]=general_tool[9]
toolbar[10][19]=general_tool[11]
toolbar[10][20]=general_tool[30]
toolbar[10][21]=general_tool[14],25,,city_road
toolbar[10][22]=ways(3,255)
toolbar[10][23]=simple_tool[3]
toolbar[10][24]=dialog_tool[20],,(
toolbar[10][25]=general_tool[26]
toolbar[10][26]=dialog_tool[21],,/
toolbar[10][27]=dialog_tool[22],,&
toolbar[10][28]=dialog_tool[23],,�
toolbar[10][29]=general_tool[28]
toolbar[10][30]=simple_tool[6]

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[11]: QUIT
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[11][0]=-,201
toolbar[11][1]=simple_tool[17]
toolbar[11][2]=-,201

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[12]: EDIT MAP
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[12][0]=toolbar[61],15,,SLOPETOOLS,slopetools.txt
toolbar[12][1]=-,200
toolbar[12][2]=general_tool[11]
toolbar[12][3]=-,200
toolbar[12][4]=general_tool[9]
toolbar[12][5]=general_tool[10],25,,+100
toolbar[12][6]=general_tool[10],26,,-100
toolbar[12][7]=dialog_tool[24]
toolbar[12][8]=-,200
toolbar[12][9]=simple_tool[3]
toolbar[12][10]=dialog_tool[20]
toolbar[12][11]=general_tool[26]
toolbar[12][12]=dialog_tool[21]
toolbar[12][13]=dialog_tool[22]
toolbar[12][14]=dialog_tool[23]
toolbar[12][15]=general_tool[30]
toolbar[12][16]=-,200
toolbar[12][17]=general_tool[37],20,,-1
toolbar[12][18]=general_tool[37],20,,+1
toolbar[12][19]=general_tool[38],20,,0
toolbar[12][20]=general_tool[38],20,,1
toolbar[12][21]=general_tool[38],20,,2
toolbar[12][22]=general_tool[38],20,,3
toolbar[12][23]=general_tool[38],20,,4
toolbar[12][24]=general_tool[38],20,,5
toolbar[12][25]=general_tool[38],20,,6
toolbar[12][26]=general_tool[38],20,,7

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[20]: ROAD Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[13][0]=toolbar[62],80
toolbar[13][1]=toolbar[63],81
toolbar[13][2]=toolbar[64],82
toolbar[13][3]=toolbar[65],83
toolbar[13][4]=toolbar[66],84
toolbar[13][5]=toolbar[67],85
toolbar[13][6]=-,200
toolbar[13][7]=general_tool[17],71,,1
toolbar[13][8]=general_tool[14],,s,1

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[21]: TRAIN Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[14][0]=toolbar[68],90
toolbar[14][1]=toolbar[69],91
toolbar[14][2]=toolbar[70],92
toolbar[14][3]=toolbar[71],93
toolbar[14][4]=toolbar[72],94
toolbar[14][5]=toolbar[73],95
toolbar[14][6]=-,200
toolbar[14][7]=general_tool[17],72,,2
toolbar[14][8]=general_tool[14],,t,2
toolbar[14][9]=general_tool[18],,e,2

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[22]: TRAM Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[15][0]=toolbar[74],100
toolbar[15][1]=toolbar[75],101
toolbar[15][2]=toolbar[76],102
toolbar[15][3]=toolbar[77],103
toolbar[15][4]=toolbar[78],104
toolbar[15][5]=toolbar[79],105
toolbar[15][6]=-,200
toolbar[15][7]=general_tool[17],73,,7

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[23]: NARROW Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[16][0]=toolbar[80],110
toolbar[16][1]=toolbar[81],111
toolbar[16][2]=toolbar[82],112
toolbar[16][3]=toolbar[83],113
toolbar[16][4]=toolbar[84],114
toolbar[16][5]=toolbar[85],115
toolbar[16][6]=-,200
toolbar[16][7]=general_tool[17],74,,8

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[24]: MAGLEV Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[17][0]=toolbar[86],120
toolbar[17][1]=toolbar[87],121
toolbar[17][2]=toolbar[88],122
toolbar[17][3]=toolbar[89],123
toolbar[17][4]=toolbar[90],124
toolbar[17][5]=toolbar[91],125
toolbar[17][6]=-,200
toolbar[17][7]=general_tool[17],75,,6

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[25]: MONO Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[18][0]=toolbar[92],130
toolbar[18][1]=toolbar[93],131
toolbar[18][2]=toolbar[94],132
toolbar[18][3]=toolbar[95],133
toolbar[18][4]=toolbar[96],134
toolbar[18][5]=toolbar[97],135
toolbar[18][6]=-,200
toolbar[18][7]=general_tool[17],76,,5

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[26]: SHIP Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[19][0]=toolbar[98],140
toolbar[19][1]=toolbar[99],141
toolbar[19][2]=toolbar[100],142
toolbar[19][3]=toolbar[101],143
toolbar[19][4]=toolbar[102],144
toolbar[19][5]=toolbar[103],145
toolbar[19][6]=-,200
toolbar[19][7]=general_tool[17],77,,3
toolbar[19][6]=toolbar[104],146
#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[27]: AIR Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[20][0]=toolbar[105],150
toolbar[20][1]=toolbar[106],151
toolbar[20][2]=toolbar[107],152
toolbar[20][3]=toolbar[108],153
toolbar[20][4]=toolbar[109],154
toolbar[20][5]=toolbar[110],155
toolbar[20][6]=-,200
toolbar[20][7]=general_tool[17],78,,16

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[28]: UNKNOWN Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[21][0]=toolbar[111],160
toolbar[21][1]=toolbar[112],161
toolbar[21][2]=toolbar[113],162
toolbar[21][3]=toolbar[114],163
toolbar[21][4]=toolbar[115],164
toolbar[21][5]=toolbar[116],165
toolbar[21][6]=-,200
toolbar[21][7]=general_tool[17],79,,4

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[30-39]: DEPOTS Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[22][0]=buildings(33,1)
toolbar[23][0]=buildings(33,2)
toolbar[24][0]=buildings(33,7)
toolbar[25][0]=buildings(33,8)
toolbar[26][0]=buildings(33,6)
toolbar[27][0]=buildings(33,5)
toolbar[28][0]=buildings(33,3)
toolbar[29][0]=buildings(33,16)
toolbar[30][0]=buildings(33,4)
toolbar[31][0]=buildings(35,0)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[40-49]: STOPS Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[32][0]=buildings(34,1)
toolbar[33][0]=buildings(34,2)
toolbar[34][0]=buildings(34,7)
toolbar[35][0]=buildings(34,8)
toolbar[36][0]=buildings(34,6)
toolbar[37][0]=buildings(34,5)
toolbar[38][0]=buildings(34,3)
toolbar[39][0]=buildings(34,16)
toolbar[40][0]=buildings(34,4)
toolbar[41][0]=buildings(35,0)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[50-59]: EXT. Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[42][0]=buildings(35,1)
toolbar[43][0]=buildings(35,2)
toolbar[44][0]=buildings(35,7)
toolbar[45][0]=buildings(35,8)
toolbar[46][0]=buildings(35,6)
toolbar[47][0]=buildings(35,5)
toolbar[48][0]=buildings(35,3)
toolbar[49][0]=buildings(35,16)
toolbar[50][0]=buildings(35,4)
toolbar[51][0]=buildings(35,0)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[60-68]: FENCE Set
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[52][0]=way(1,255)
toolbar[53][0]=way(2,255)
toolbar[54][0]=way(3,255)
toolbar[55][0]=way(4,255)
toolbar[56][0]=way(5,255)
toolbar[57][0]=way(6,255)
toolbar[58][0]=way(7,255)
toolbar[59][0]=way(8,255)
toolbar[60][0]=way(16,255)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[70]: Edit Slopes
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[61][0]=general_tool[2]
toolbar[61][1]=general_tool[3]
toolbar[61][2]=-,200
toolbar[61][3]=general_tool[4],184,,36
toolbar[61][4]=general_tool[4],185 ,,4
toolbar[61][5]=general_tool[4],186,,12
toolbar[61][6]=general_tool[4],187,,28
toolbar[61][7]=-,200
toolbar[61][8]=general_tool[4],188,,72
toolbar[61][9]=general_tool[4],189,,8
toolbar[61][10]=general_tool[4],190,,24
toolbar[61][11]=general_tool[4],191,,56
toolbar[61][12]=-,200
toolbar[61][13]=general_tool[4],192,,82
toolbar[61][14]=general_tool[4],193,,83
toolbar[61][15]=-,200
toolbar[61][16]=general_tool[5],69

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[80-85]: ROAD Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[62][0]=ways(1,0)
toolbar[63][0]=ways(1,1)
toolbar[64][0]=bridges(1)
toolbar[65][0]=tunnels(1)
toolbar[66][0]=wayobjs(1)
toolbar[66][1]=-,200
toolbar[66][2]=general_tool[33],168,,1
toolbar[67][0]=signs(1)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[90-95]: TRAIN Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[68][0]=ways(2,0)
toolbar[69][0]=ways(2,1)
toolbar[70][0]=bridges(2)
toolbar[71][0]=tunnels(2)
toolbar[72][0]=wayobjs(2)
toolbar[72][1]=-,200
toolbar[72][2]=general_tool[33],169,,2
toolbar[73][0]=signs(2)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[100-105]: TRAM Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[74][0]=ways(7,0)
toolbar[75][0]=ways(7,1)
toolbar[76][0]=bridges(7)
toolbar[77][0]=tunnels(7)
toolbar[78][0]=wayobjs(7)
toolbar[78][1]=-,200
toolbar[78][2]=general_tool[33],170,,7
toolbar[79][0]=signs(7)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[110-115]: NARROW Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[80][0]=ways(8,0)
toolbar[81][0]=ways(8,1)
toolbar[82][0]=bridges(8)
toolbar[83][0]=tunnels(8)
toolbar[84][0]=wayobjs(8)
toolbar[84][1]=-,200
toolbar[84][2]=general_tool[33],171,,8
toolbar[85][0]=signs(8)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[120-125]: MAGLEV Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[86][0]=ways(6,0)
toolbar[87][0]=ways(6,1)
toolbar[88][0]=bridges(6)
toolbar[89][0]=tunnels(6)
toolbar[90][0]=wayobjs(6)
toolbar[90][1]=-,200
toolbar[90][2]=general_tool[33],172,,6
toolbar[91][0]=signs(6)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[130-135]: MONO Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[92][0]=ways(5,0)
toolbar[93][0]=ways(5,1)
toolbar[94][0]=bridges(5)
toolbar[95][0]=tunnels(5)
toolbar[96][0]=wayobjs(5)
toolbar[96][1]=-,200
toolbar[96][2]=general_tool[33],173,,5
toolbar[97][0]=signs(5)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[140-145]: SHIP Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[98][0]=ways(3,0)
toolbar[99][0]=ways(3,1)
toolbar[100][0]=bridges(3)
toolbar[101][0]=tunnels(3)
toolbar[102][0]=wayobjs(3)
toolbar[102][1]=-,200
toolbar[102][2]=general_tool[33],174,,3
toolbar[103][0]=signs(3)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[149] PORTS
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[104][0]=buildings(11,3)
 
#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[150-155]: AIR Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[105][0]=ways(16,0)
toolbar[106][0]=ways(16,1)
toolbar[107][0]=bridges(16)
toolbar[108][0]=tunnels(16)
toolbar[109][0]=wayobjs(16)
toolbar[109][1]=-,200
toolbar[109][2]=general_tool[33],175,,16
toolbar[110][0]=signs(16)

#~~~~~~~~~~~~~~~~~~~~~~~
# Toolbar[160-165]: UNKNOWN Tools
#~~~~~~~~~~~~~~~~~~~~~~~

toolbar[111][0]=ways(4,0)
toolbar[112][0]=ways(4,1)
toolbar[113][0]=bridges(4)
toolbar[114][0]=tunnels(4)
toolbar[115][0]=wayobjs(4)
toolbar[115][1]=-,200
toolbar[115][2]=general_tool[33],176,,4
toolbar[116][0]=signs(4)




EDIT: Fixed items as per post below
« Last Edit: July 21, 2012, 11:10:15 AM by Spartanis »

Offline Spartanis

Re: pak.ironhorse
« Reply #31 on: July 21, 2012, 05:47:13 AM »
Fixed:

toolbar[26][10]toolbar[148] --> toolbar[26][10]=toolbar[148]
Toolbar[25][n] Ordering numbers
Toolbar[2][n] Ordering numbers
Toolbar[0][n] Ordering numbers

Inserted toolbar[12][8]=-,200
Inserted toolbar[1][1]=-,200


Removed Dummytoolbars and re-order toolbar[n]'s



Just gotta check ordering numbers!! hehe
« Last Edit: July 21, 2012, 11:11:09 AM by Spartanis »

Offline Spartanis

Re: pak.ironhorse
« Reply #32 on: July 21, 2012, 06:05:13 AM »
New Error:

FATAL ERROR:: werkzeug_t::read_menu()
Missing Parameter for toolbar
press any key


any idea what that is?

Offline Spartanis

Re: pak.ironhorse
« Reply #33 on: July 21, 2012, 07:42:11 AM »
I half suspect its something to do with those Dummy toolbars... O.o

Offline Spartanis

Re: pak.ironhorse
« Reply #34 on: July 21, 2012, 11:04:14 AM »
Removed unneccessary DUMMY tool bars and re-ordered toolbar[n]'s ... Still same issue. So its not that.. hmmmm


Ok.. I checked, re-checked, cross-checked, upsidedown-checked, side-checked, mental-checked... still cannot find teh source of the problem...


it MUST be something simple.... O.o
« Last Edit: July 21, 2012, 11:42:39 AM by Spartanis »

Offline Dwachs

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Re: pak.ironhorse
« Reply #35 on: July 21, 2012, 08:27:05 PM »
The toolbars need titles:
Code: [Select]
toolbar[5][7]=toolbar[29],37,,The title goes here
Thats what all these AIRTOOLS, WATERTOOLS, FIRETOOLS etc are about ;)

EDit: With r5836 you should not get any fatal errors. You still have to watch simu.log, too.
« Last Edit: July 21, 2012, 08:41:13 PM by Dwachs »
Parsley, sage, rosemary, and maggikraut.

Offline Spartanis

Re: pak.ironhorse
« Reply #36 on: July 21, 2012, 11:25:11 PM »
Thanks Dwach, NOW i understand the point of those AIRTOOLS, WATERTOOLS, FIRETOOLS etc is about.

Creating a new dialog (in this case, toolbars) do need a TITLE in the titlebar :)

Offline Spartanis

Re: pak.ironhorse
« Reply #37 on: July 29, 2012, 07:28:29 AM »
Right.. I got something to annoy the bajesus outta yas.. I redone my icons to 32x32 (for design reasons)... and i got CONFUDDLED with which goes with where.. so I rewrote the ICON numbers in menuconfig.

Since i like to group everything, I bypassed Gen, Simp and Dialog tools with just making ONE line each (image[0]=notused.0.0), thus making every icons needed, and be grouped, in the BARTOOLS

eg:
#-----------------------
# ROAD SET Icons
#-----------------------
Image[129]=> Roadset.0.0
Image[130]=> Roadset.0.1
Image[131]=> Roadset.0.2
Image[132]=> Roadset.0.3
Image[133]=> Roadset.0.4
Image[134]=> Roadset.0.5
Image[135]=> Roadset.0.6
#-----------------------
# TRAIN SET Icons
#-----------------------
Image[136]=> Trainset.0.0
Image[137]=> Trainset.0.1
Image[138]=> Trainset.0.2
Image[139]=> Trainset.0.3
Image[140]=> Trainset.0.4
Image[141]=> Trainset.0.5
Image[142]=> Trainset.0.6
#-----------------------
# TRAM SET Icons
#-----------------------
Image[143]=> Tramset.0.0
Image[144]=> Tramset.0.1
Image[145]=> Tramset.0.2
Image[146]=> Tramset.0.3
Image[147]=> Tramset.0.4
etc etc...


I checked, and double checked both dat and menuconfig and eventhe row/col cehck for each images.. and guess wot?

Fatal_error: alles_geladen()
12skin_besch_t-object Bartools not found
*** Please install proper.. yadda yadda yadda blah.....
.



I check which is the problem by copying pak64 files into my pakironhorse folder..... run fine


then i copy my new bartools pak file, and bingo.. problem exists..


It seems my DAT file and Images association is the problem...


brb.....

* Embarrassed*


ok.. a couple of image filenames do not match in the dat file...


*super embarrassed*
« Last Edit: July 29, 2012, 07:59:20 AM by Spartanis »

Offline Spartanis

Re: pak.ironhorse
« Reply #38 on: July 29, 2012, 08:27:24 AM »



Note: Not all icons are done (text icon) and not all icons are shown (dependecies on available way,building etc etc paks)


But it is getting there :) I DO love the job i did on SLOPE tools icon.. which i forgot to include in the screenshot.. *sigh* But its something i have to create myself using GIMP :)


Think i'll take a long break from this.. it does do my head in. But it gets easier if one be persistent.. (thanks to Alex Brose for his support.. without him.. i probably just gave up ages ago lol....).  This way, by the time i come back to this, i would have a few set of icons ready to create.


In all.. it has been a frustrating, liberating, rewarding job i ever done.. and its not even done! LMAO!!!!!!!!!!!

PS: Because its such a big job that i have done with MenuConfig and Icons.. Im willing to share these with the pakset maintainers for their paksets.. should they wish to have it....
« Last Edit: July 29, 2012, 08:32:51 AM by Spartanis »

Offline greenling

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Re: pak.ironhorse
« Reply #39 on: July 29, 2012, 09:12:45 AM »
Spartanis
Can you post a biger Photo from the Menüs?
Thati can view all menüs.
Opening hours 20:00 - 23:00
(In Night from friday on saturday and saturday on sunday it possibly that i be keep longer in Forum.)
I am The Assistant from Pakfilearcheologist!
Working on a big Problem!

Offline Spartanis

Re: pak.ironhorse
« Reply #40 on: July 29, 2012, 09:15:24 AM »
Spartanis
Can you post a biger Photo from the Menüs?
Thati can view all menüs.


What.. ALL of the icons in One shot?! its not feasable!! lol

I'll post a shot of some of them.. will that do?

Offline Spartanis

Re: pak.ironhorse
« Reply #41 on: July 29, 2012, 09:19:47 AM »

Offline Dwachs

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Re: pak.ironhorse
« Reply #42 on: July 29, 2012, 02:43:08 PM »
I likelove your icons!

Could you resolve the fatal error you posted above? It simply says that these BarTools are missing.
Parsley, sage, rosemary, and maggikraut.

Offline jamespetts

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Re: pak.ironhorse
« Reply #43 on: July 29, 2012, 03:51:36 PM »
I second Dwachs' comment on the icons!
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Offline VS

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Re: pak.ironhorse
« Reply #44 on: July 29, 2012, 07:43:28 PM »
I will just join the chorus :D

I assume they're not vectors?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Offline Spartanis

Re: pak.ironhorse
« Reply #45 on: July 29, 2012, 10:43:53 PM »
I likelove your icons!

Could you resolve the fatal error you posted above? It simply says that these BarTools are missing.

Yes I did resolve it. Its just a couple of filename spelling errors. Its fixed and worked beautifully.

As I was saying to A.Browse, I'm not quite happy with it all in general, it looks it doesn't match up in style, but I'm keeping me slope edit icons. I dearly love those (I hand created those in gimp, so me proud, *thumps chest*)

Offline Spartanis

Re: pak.ironhorse
« Reply #46 on: July 29, 2012, 10:46:12 PM »
I will just join the chorus :D

I assume they're not vectors?
No. Icon background was an image file borrowed from fruity loops studio software, I just modified it to suit in gimp

Icons are found at web places such as icons.com and such

As for edit slope, drawn from scratch using gimp.

Offline Spartanis

Re: pak.ironhorse
« Reply #47 on: July 30, 2012, 12:04:24 PM »
If you like, you can USE these icons for your own paksets... I dont mind.. Just hope they are "generic" enough.. and understandable enough for everyone


Just ask me, and i'll email them to you :)

Offline prissi

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Re: pak.ironhorse
« Reply #48 on: July 30, 2012, 01:19:41 PM »
Well, if you used icon "from icons.com and other places" then there is a non-zero chance of some of them being actually copyrighted. Under what license did you took them? Otherwise these could not be used but for personal addons.

Offline Spartanis

Re: pak.ironhorse
« Reply #49 on: July 31, 2012, 09:18:36 AM »
Well, if you used icon "from icons.com and other places" then there is a non-zero chance of some of them being actually copyrighted. Under what license did you took them? Otherwise these could not be used but for personal addons.

I DO see your point. These icons came from icons website that are free to download.. I supposed they are under that lic.. i forgot what it was.. ya know.. "free to use, but not to make money out of"

Besides, I rather create my own if and when i can tho......

Offline Spartanis

Re: pak.ironhorse
« Reply #50 on: August 02, 2012, 12:24:36 PM »
Regarding to the issues of Copyright Licenses, I decided to draw something from scratch. But I am not sure if this is worth the go...

This example i made tonight (only one) that SUITS the theme of "Ironhorse".. being that is,... wood/iron .. of the golden railway age....





I can see this would never be suited for Simutrans general ICON pak tho..

Offline Fabio

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Re: pak.ironhorse
« Reply #51 on: August 02, 2012, 12:43:03 PM »
It looks very nice!  And the color choice would make it good for Pak 128 Britain, too ;)

Offline Spartanis

Re: pak.ironhorse
« Reply #52 on: August 03, 2012, 10:16:40 AM »
It looks very nice!  And the color choice would make it good for Pak 128 Britain, too ;)

It does? I wonder if James think the same.. if he does.. Then I shall create these style icons for my Pak, and for his....

The reason I need to redo my icons, is that I WANT to share and distribute my pak.ironhorse, without any copyright issues....

Offline Spartanis

Re: pak.ironhorse
« Reply #53 on: August 11, 2012, 03:09:38 AM »
As I was waiting for certian simutrans patch release.. I went ahead to tackle the problem of Roads.

I know there is a group of coders working out a SINGLE TILE roads that not only two-ways, but also dual ways (that is.. original tile would be both directional, while additional tile would have both lanes going the same direction). Which is a marvel in itself, but i feel they are not to "scale" with the railway side. So I decided to create (tested and proven by myself months ago) a single tile ONE lane only road.

The first steps of creating is simple enough. Considereing that the NS and EW tiles are dual use when it comes to rotating (that is, the NS tile when viewing North, is the same tile used when viewing South), i had to make sure the these two tiles are rotatable, that is, Mirrored.

This leads to a problem of having line marked roads. Where you would have a solid line on the outside, and dashed lines in the middle, in the tile sense, one side would be SOLID, the other side would be dashed. This looks great in theory, but in practise, the NS and EW tiles, when rotated 180 degrees, is incorrect.

So, for now, i create two solid lines on the outside, when placed side by side, it appears to have a double lined in the center. Creating corners, and other types of tiles yeilds no problem but however, when it comes to diagonal....they appear too narrow compared to the rest. As if the road is tilted on an angle, rather that flat along the surface. The solution, of course, is to shift the Solid Line markings outwards a bit.

THis creates a new problem, the "gap" between tiles, making it look zig-zaggy rather that a continuous line.

I have come up with a solution, OVERLAPPING. Since we cannot extend graphically towards the south and east facing (as they are tile-cutted off), We can extend north and west. This acheive the OVERLAPPING result.

Through trial and error, I managed to get one set of Diagonal road looking rather nice and perfect



Example: Pak128.Britain City Road Tiles



Example: pak64. IronHorse city Roads.


So far so good. The idea of Overlapping makes it easier to create possible roads directions, but there is still much work to do, as well as figuring it out. (as you can see from the image above). Here is the example images used (with tiles that shows Overlapping)


(1)(2)(3)(4)(5)(6)(7)(etc..)




and so on and so on.


If you feel there is a much better solution or have ideas on creating a perfect OVERLAPPING tiles that can be used as one road set pakfile, that actually works when creating roads in any directions. Feel Free to make a suggestion, for im stuck at NW diagonal tiles to ends with two possiblities (eg: ends facing West, Ends facing North), despite the fact that one facing works fine (in the case of the image above, North Facing, but the West Facing is not.


The problem is that making a seamless tile-able  road without graphical errors. I COULD create "hook" solid line on the other end of this tile (5) (north end). I Could create a surface overlap in tile (7) but.. im not sure that would solve the problem...