After playing around with DD for a while, I noticed that the textures can really stack up and can be missed easily. For example, if you had a bank of 20 cars (A-T), you'd have to implement the facing left, right, opposite left and opposite right textures which would increase the .bld filesize and be tedious to type out (even with copy-pasting).
Also, if you enter a high enough input that the .bld doesn't account for, the text on the dispatch display will be limited (which is probably a good thing...)
But to address the first issue, maybe text can be generated during a simulation instead of being pre-typed.
I might be able to create a function that automatically generates these. That's how the floor number generation is, where the function loops in order to generate all the images.
After playing around with DD for a while, I noticed that the textures can really stack up and can be missed easily. For example, if you had a bank of 20 cars (A-T), you'd have to implement the facing left, right, opposite left and opposite right textures which would increase the
.bld
filesize and be tedious to type out (even with copy-pasting).Also, if you enter a high enough input that the
.bld
doesn't account for, the text on the dispatch display will be limited (which is probably a good thing...)But to address the first issue, maybe text can be generated during a simulation instead of being pre-typed.