NML - a Newgrf Meta Language
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Re: NML - a Newgrf Meta Language
Looks like you are using NML 0.2. Currently we are about to release 0.4.1.
Get a new NML from here: http://bundles.openttdcoop.org/nml/push/LATEST/
Get a new NML from here: http://bundles.openttdcoop.org/nml/push/LATEST/
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- planetmaker
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Re: NML - a Newgrf Meta Language
NML 0.4.1 released
This release is a bug-fix release aimed mostly for the package maintainers. Thanks goes mostly to frosch who did most of the fixes.
As usual, get it from the DevZone's bundle server:
This release: http://bundles.openttdcoop.org/nml/releases/0.4.1/
Latest development release: http://bundles.openttdcoop.org/nml/push/LATEST/
This release is a bug-fix release aimed mostly for the package maintainers. Thanks goes mostly to frosch who did most of the fixes.
Code: Select all
0.4.1 (2015-04-12)
------------------------------------------------------------------------
- Add: second_rocky_tileset
- Add: Build-in function 'getbits'
- Change: Try to improve packaging by applying some in-built automatisms via find_package() (oberhumer) (issue #7540)
- Fix: Building source bundle was broken
- Fix: Version identification for tags
- Doc: Update readme with python version info
- Cleanup: Remove pre-OpenTTD-1.1 wrappers for SHIFT_LEFT, SHIFT_RIGHT and SHIFTU_RIGHT.
- Cleanup: Remove bootstrap
This release: http://bundles.openttdcoop.org/nml/releases/0.4.1/
Latest development release: http://bundles.openttdcoop.org/nml/push/LATEST/
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- MinchinWeb
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Re: NML - a Newgrf Meta Language
Has the option of posting NML to pypi ever been considered? It seems you need a working Python installation to use NML anyway, so would not installation at that point via pip would be fairly simple?
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- planetmaker
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Re: NML - a Newgrf Meta Language
Yes.MinchinWeb wrote:Has the option of posting NML to pypi ever been considered? It seems you need a working Python installation to use NML anyway, so would not installation at that point via pip would be fairly simple?
It's on my list of things to figure out. Mostly it seems to need some (not so trivial) changes to the build process.
And it needs figuring out the password to the nml account which obviously was created ages ago by people who are not around anymore.
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Re: NML - a Newgrf Meta Language
Yes it seems somehow I ended up with 0.2.0.frosch wrote:Looks like you are using NML 0.2. Currently we are about to release 0.4.1.
Get a new NML from here: http://bundles.openttdcoop.org/nml/push/LATEST/
Install 0.4.1 and now Im back to python3 issues! haha
Also, you probably know this but the documentation in a lot of places still says NML is not python3 compatible
https://pythonhosted.org/nml/nml-language.html
Also, in the README it says that there is a setup.py but I couldnt find it in the tarball.
Re: NML - a Newgrf Meta Language
actually I found it. I had the x86_64.tar which doesn't include the setup.py
- planetmaker
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Re: NML - a Newgrf Meta Language
The documentation you link is as old as the nml you seem to have gotten - an unmaintained old version. The official documentation is at our NewGRF wiki: http://newgrf-specs.tt-wiki.net/wiki/NML:Main and the one shipped with NML itself within the readme and man page. The official download location, the only one which is updated by us directly, is our DevZone's bundle server: http://bundles.openttdcoop.org/nml/releases/0.4.1/abregado wrote:Yes it seems somehow I ended up with 0.2.0.frosch wrote:Looks like you are using NML 0.2. Currently we are about to release 0.4.1.
Get a new NML from here: http://bundles.openttdcoop.org/nml/push/LATEST/
Install 0.4.1 and now Im back to python3 issues! haha
Also, you probably know this but the documentation in a lot of places still says NML is not python3 compatible
https://pythonhosted.org/nml/nml-language.html
Also, in the README it says that there is a setup.py but I couldnt find it in the tarball.
As to setup.py, it is in the source release: http://bundles.openttdcoop.org/nml/rele ... 4.1.tar.gz and not needed for the other binary releases.
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Re: NML - a Newgrf Meta Language
Yeah I read through the old documentation and followed those steps before I started, which is where I was lead astray. Its all good now, I've gotten it working. Thanks for your help.
Re: NML - a Newgrf Meta Language
I'm using NML 0.4.0 in a windows console.
When compiling, I always get lots of <[K (where the < is actually a left arrow).
Is this because the windows console can't handle the escape codes? I'm not worried because it compiles fine, it's just one thing that bugs me a bit...but I can live with it.
When compiling, I always get lots of <[K (where the < is actually a left arrow).
Is this because the windows console can't handle the escape codes? I'm not worried because it compiles fine, it's just one thing that bugs me a bit...but I can live with it.
Re: NML - a Newgrf Meta Language
Those are ANSI control characters, which make the output look nice on unixy systems. Noone bothered to make it look nice on windows. They cause no harm though.
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Re: NML - a Newgrf Meta Language
i suppose windows at some point forgot the ability to interpret ANSI codes, and replaced it with their proprietary garbage.
Re: NML - a Newgrf Meta Language
I think it's that exactly. I wasn't overly concerned, just curious... It's been churning out those characters for months and only my programming mistakes were throwing out errors.Eddi wrote:i suppose windows at some point forgot the ability to interpret ANSI codes, and replaced it with their proprietary garbage.
Re: NML - a Newgrf Meta Language
I'm using Windows console (cmd.exe) too. These ANSI codes looks strange...
The new parameter to disable colours in nml compiler output will be nice feature.
The new parameter to disable colours in nml compiler output will be nice feature.
- planetmaker
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Re: NML - a Newgrf Meta Language
I pushed a small change which checks for the presence of a posix platform when using the colour codes. Thus maybe it's solved with today's nightlyTadeuszD wrote:I'm using Windows console (cmd.exe) too. These ANSI codes looks strange...
The new parameter to disable colours in nml compiler output will be nice feature.
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Re: NML - a Newgrf Meta Language
Finally got around to trying this...NML version 5655.
←[K nmlc info: 0 sprites, 0 cached, 0 orphaned, 0 duplicates, 0 newly encoded (native)
←[K nmlc info: Town names: 22/128
←[Kting output ...←[KK
I'm still getting the control codes. It's NOT a problem but I thought I should update you.
←[K nmlc info: 0 sprites, 0 cached, 0 orphaned, 0 duplicates, 0 newly encoded (native)
←[K nmlc info: Town names: 22/128
←[Kting output ...←[KK
I'm still getting the control codes. It's NOT a problem but I thought I should update you.
Re: NML - a Newgrf Meta Language
I have newgrf with many vehicles, vehicle own names are stored in separate strings and does not need to be translated and bug out translators.
Is it possible to make them 'invisible' for translation system?
Is it possible to make them 'invisible' for translation system?
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
- planetmaker
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Re: NML - a Newgrf Meta Language
No, that's not (easily) possible. Also it's easy for a translator to just click 'copy' and be done with it.McZapkie wrote:I have newgrf with many vehicles, vehicle own names are stored in separate strings and does not need to be translated and bug out translators.
Is it possible to make them 'invisible' for translation system?
OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: NML - a Newgrf Meta Language
the not-easy way would be to split the lang file into two, one translatable and one not, and join them on compilation, then point the translator tool only to one of the files.
Re: NML - a Newgrf Meta Language
Wonder if this right place to ask. Been trying to learn how to use the NML. Managed to make a Town Names, but not having much luck learning to do any thing else. I like to try doing either Objects or a Industry.
I been trying to under stand the NML Tutorial, but afraid not having much luck. I tried months ago to make railway graphics but unsuccessful even with the image blown out 4 times it normal size as so pixelated.
So I thinking maybe try drawing building graphics be easier as they larger.
Wonder if anyone there could make me up a simple program to include a NML file, lang file and one or two sprites so I can try get the gist of it for Industry and Object.
Or if I make some graphics can someone code them for me?
Thank you kindly
I been trying to under stand the NML Tutorial, but afraid not having much luck. I tried months ago to make railway graphics but unsuccessful even with the image blown out 4 times it normal size as so pixelated.
So I thinking maybe try drawing building graphics be easier as they larger.
Wonder if anyone there could make me up a simple program to include a NML file, lang file and one or two sprites so I can try get the gist of it for Industry and Object.
Or if I make some graphics can someone code them for me?
Thank you kindly
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Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
- planetmaker
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Re: NML - a Newgrf Meta Language
This is the thread for asking questions on how to use NML specifically, about programming in NML or problems installing it - not a "looking for coder" or "how to create graphics". The make-nml repository on the DevZone contains a very simplistic one-sprite NewGRF, so you might want to checkout that repo. Alternatively get any other simple one. OpenGFX+Landscape is big, but has a few simple objects included as well, each in its own source file. Objects can, however, take many forms and shapes, so it highly depends on what you want to make. OpenGFX+Industries has many industries, but is not exactly complicated either, also well-structured.GarryG wrote:Wonder if this right place to ask. Been trying to learn how to use the NML. Managed to make a Town Names, but not having much luck learning to do any thing else. I like to try doing either Objects or a Industry.
I been trying to under stand the NML Tutorial, but afraid not having much luck. I tried months ago to make railway graphics but unsuccessful even with the image blown out 4 times it normal size as so pixelated.
So I thinking maybe try drawing building graphics be easier as they larger.
Wonder if anyone there could make me up a simple program to include a NML file, lang file and one or two sprites so I can try get the gist of it for Industry and Object.
Or if I make some graphics can someone code them for me?
Thank you kindly
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
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