Thanx!

EDIT: Story about AI incompatibility is deleted now, because system is supported, not via generic callbacks, but with various AIs.
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Doesn't that require a simple action A? I'd be suprised if OTTD didn't support that TBH.Wile E. Coyote wrote: - OTTD don't supports narrow gauge rails (or I didn't knew how to make them to replace Maglev tracks). I hope Cornelius could help here, or maybe somebody else. Anyway, you could play with at least standard gauge part of set.
I really haven't looked in NG rails code, but I suppose you're right. With Patch, you set parameter to determine which type of tracks NG rails are replacing (normal, monorail or maglev). But in OTTD you can replace only normal tracks (I don't know whyPurno wrote:Doesn't that require a simple action A? I'd be suprised if OTTD didn't support that TBH.
Thanx in advance!mart3p wrote:Meanwhile, I've started a game using standard gauge only. I will report on any findings.
Strange, cause AFAIK (and I admit I do not know much about it) the monorail/maglev track is built up of ordinary tiles and rail sprites. Action A can be used to change the appearance of any stationary sprite, such as any tile, building, tree, etc. AFAICT, Action A is pretty old, and should've been supported a loooooong time ago. However, it could be parameters aren't supported.Wile E. Coyote wrote:I really haven't looked in NG rails code, but I suppose you're right. With Patch, you set parameter to determine which type of tracks NG rails are replacing (normal, monorail or maglev). But in OTTD you can replace only normal tracks (I don't know whyPurno wrote:Doesn't that require a simple action A? I'd be suprised if OTTD didn't support that TBH.).
The problem is not the use of Action A , this works fine in OTTD. Grf parameters also, are fully supported by OpenTTD.Purno wrote:Action A is pretty old, and should've been supported a loooooong time ago.
The changes I have made keep the parameters the same:Wile E. Coyote wrote:But NG rails GRF don't supports parameter 8 (which will be replacement for maglev), I suppose there is no that parameter in code.
No, I won’t be posting an edited grf without permission. When I am happy with my changes to ngrailsw.grf I will talk to Cornelius.Wile E. Coyote wrote:But, of course, you can't post edited GRF without Cornelius's permission.
Code: Select all
// no smoke?
if ((RailVehInfo(engtype)->flags & RVI_WAGON && effect_type == 0) ||
disable_effect ||
GetEngine(engtype)->railtype > RAILTYPE_ELECTRIC ||
v->vehstatus & VS_HIDDEN) {
continue;
}
I haven't noticed that.mart3p wrote:1. There is no steam from narrow gauge steam engines. OpenTTD assumes that smoke effects aren't needed for engines on "maglev" or "monorail" rail types.
And to carry iron ore too.mart3p wrote:Self-unloading Wagon is built carrying livestock (it should be built carrying coal).
You're right. I've noticed that too, and working on removing cargo translation table and re-coding wagons for original cargos only. That should be easy to solve, and human players can refit wagons properly, but there is other thing which confuses me.mart3p wrote:Problems 2 to 8 are almost certainly due to OpenTTD's lack of support for newcargos. I guess some cargos in the refit masks have been remapped by a cargo translation table.
Unfortunately, there we can't do nothing, just to wait to appropriate support.mart3p wrote:Action 4 generic text (feature 48 ) is not supported by OpenTTD, so strings are not changed e.g. “Maglev” should change to “Narrow Gauge “.
I’ve now released my Visual and Sound Effects for NewGRF NG Trainsets patch.Wile E. Coyote wrote:I haven't noticed that.mart3p wrote:1. There is no steam from narrow gauge steam engines. OpenTTD assumes that smoke effects aren't needed for engines on "maglev" or "monorail" rail types.Hope it'd be solved with Action 0 prop. 22.
EDIT: unfortunately not. And sound effect is for maglev too.![]()
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