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Re: trAInsported: Alpha testers needed
Posted: Sat Mar 09, 2013 1:22 am
by Germanunkol
TheScriptan wrote:Are you making this all by yourself???
![Ultrashocked :ultrashocked:](./images/smilies/ms-ultra-shocked.png)
Well, I got blender and gimp to help me ...
![Smile :)](./images/smilies/ms-smile.png)
Oh, and Imagemagick... I'm starting to
love imagemagick!
master both wrote:can i suggest a scaling function? Please.
Sorry, what do you mean by a scaling function? Do you mean zooming? You can zoom using the mouse wheel or "Q" and "E".
Or do you mean something else entirely?
Re: trAInsported: Alpha testers needed
Posted: Sat Mar 09, 2013 2:45 am
by master both
master both wrote:can i suggest a scaling function? Please.
Germanunkol wrote:Sorry, what do you mean by a scaling function? Do you mean zooming? You can zoom using the mouse wheel or "Q" and "E".
Or do you mean something else entirely?
Nothing, im a total stupid, didn’t see the settings
![Confused :?](./images/smilies/ms-confused.png)
. i was going to ask for resizeable windows.
Re: trAInsported: Alpha testers needed
Posted: Mon Mar 11, 2013 3:43 am
by substitute541
About half of the top ten is populated by path-finders, the other half is populated by probability-checkers.
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 6:29 am
by AnToHu0
Hi, Germanunkol!
I`m from Russia and i`ve got some trouble with game path: by default game stores AI scripts in %appData% directory(win7 x64). My system appdata path contains cyrillic glyphs and game can`t create or read any scripts. I ran game with --console option and saw, that cyrillic part of path substituted by pseudographical symbols.
So I had to create new user in my system to play.
Can you fix this encoding bug If it`s not a feature of LOVE engine?
P.S. At the same time textures and *.conf file creates succsessfully.
P.P.S Sorry for my english=)
P.P.P.S. You`ve made great game, thanks a lot!
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 9:36 am
by substitute541
Haven't researched it yet, but I think UTF-8 doesn't support Cyrillic symbols. Maybe that's why it throws an error. It's the problem of either LOVE or Lua.
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 10:53 am
by AnToHu0
substitute541 wrote:Haven't researched it yet, but I think UTF-8 doesn't support Cyrillic symbols. Maybe that's why it throws an error. It's the problem of either LOVE or Lua.
It doesn`t throw an error. Game just doesn`t see files. And utf-8 supports symbols of almost all alphabets including cyrillic.
http://www.utf8-chartable.de/unicode-ut ... start=1024
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 8:35 pm
by Germanunkol
AnToHu0 wrote:Hi, Germanunkol!
I`m from Russia and i`ve got some trouble with game path: by default game stores AI scripts in %appData% directory(win7 x64). My system appdata path contains cyrillic glyphs and game can`t create or read any scripts. I ran game with --console option and saw, that cyrillic part of path substituted by pseudographical symbols.
So I had to create new user in my system to play.
Can you fix this encoding bug If it`s not a feature of LOVE engine?
P.S. At the same time textures and *.conf file creates succsessfully.
P.P.S Sorry for my english=)
P.P.P.S. You`ve made great game, thanks a lot!
Hey, thanks a lot for the nice remarks and the feedback!
I did not know there there could be problems with this. But to help me debug, maybe you could try the following for me (I don't have a cyrillic OS here):
TestEnumerate.love
Please run it on your cyrillic user account, (make sure the AI subfolder of the %APPDATA%\love\trAInsported folder already exists) with --console option and place the results here. Then please also post the ouput of the following when you run it in the cmd.exe (find it using your start menu)
Code: Select all
dir "[DIrectory Of your AI folder]" /B
Could you do that? It might help me find the problem! Thanks
![Smile :)](./images/smilies/ms-smile.png)
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 9:12 pm
by Nabakin
You are amazing sir! Your game doesn't lag one bit and I cant even imagine how you were able to render those maps with such perfection. Any tips to give a semi-newbie?
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 10:45 pm
by asfreng
In the version 2, compete mode passengers never appear (they do it in challenge maps) ;(
Another thing, where i can get the new stuff added from version 1 to 2 (excluding tutorials =P)?
Btw great game, congrats for the big work =)
Re: trAInsported: Alpha testers needed
Posted: Tue Mar 19, 2013 11:52 pm
by Germanunkol
I'm about to release the next version, maybe tomorrow. There's lot's of new stuff... here's a preview:
![Image](http://somepic.someserver.de/pics/thumb/beb955fd0e44444ac6e04216a0c17a09.png)
On another note: Is there anyone who'd like to contribute some more sound effects?
Nabakin wrote:...Any tips to give a semi-newbie?
Thanks!
![Smile :)](./images/smilies/ms-smile.png)
For the map rendering, have a look at the Image subfolder. There's all the tiles I use... and then I piece them together in Scripts/mapRenderPart.lua (
https://github.com/Germanunkol/trAInspo ... erPart.lua), you can check that out as well.
Basically, first I create a table of tables, so that I get a two-dimensional representation of the map. Then I fill it with Letters - R for rails, H for house etc. And at the end I go through table line by line and create an imageData that I paste the tiles into using imageData:paste(). At the end I create an image from that.
Of course it gets a little more involved: I split it up into multiple threads and map parts. Also, there's things like the edges that I need to look out for: they get other images. But basically, the above procedure was how I started - so that was pretty straight forward.
Some say this is not the best way, and I should use sprite batches instead. But I don't think I'll change it back now... it works
![Razz :P](./images/smilies/ms-razz.png)