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 Post subject: new graphics
PostPosted: Wed Jan 18, 2006 5:15 pm 
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Engineer
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Location: holland
i see at pics from others that they have other sort of stations and busstations and so.....how can i get that ones?!
i mean, i get the answer, see the tddpatch site, and wiki and so...but eurh...i dont know what 2 do :oops:


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PostPosted: Wed Jan 18, 2006 5:43 pm 
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Tycoon
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Thats for ttdpatch :), this is OpenTTD, people here are working on the new graphics, but unfortunatly we're playing catch-up.

If you're after TTDPatch help then you'd be better asking around in their forums.

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 Post subject:
PostPosted: Wed Jan 18, 2006 5:46 pm 
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Engineer
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aah thats why i cant imply the ttdpatch graphics haha!!

its okay, thanx....then i will wait, because i like open ttd more then ttdpatch..

cheers!


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 Post subject:
PostPosted: Wed Jan 18, 2006 6:00 pm 
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Tycoon
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You can always try, just put the grf files in your data folder,

then in your openttd.cfg add them like this:

[newgrf]
<insert grf name>
<insert another grf name>

I personally only use UKRS, for some lovely british locos :)

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 Post subject:
PostPosted: Wed Jan 18, 2006 8:09 pm 
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Tycoon
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Location: Black Mesa Research Facility - New Mexico
Or try to do it the other way to install .exe's (like townreplacement-set):

Install TTDPatch,
Install eg. the .exe's like the townreplacement-set (or something that imidiatly alters game .grf files (like bridges and stuff)),
Install OTTD,
Use the TTDPatch game files.

Have fun with OTTD with some TTDPatch graphics.

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 Post subject:
PostPosted: Thu Jan 19, 2006 8:31 am 
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Tycoon
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Location: Hull, England
the fact that some new graphics and mainly the tools look spacificly for TTDP and its TTD folder is annoying, because although they would work with OTTD, you have to mess around installing the original game and the patch to get it going.... this is just REALLY annoying...

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 Post subject:
PostPosted: Thu Jan 19, 2006 10:39 am 
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Just means that they'll die a death should OpenTTD become the more popular project.

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 Post subject:
PostPosted: Thu Jan 19, 2006 2:11 pm 
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Brianetta wrote:
Just means that they'll die a death should OpenTTD become the more popular project.


Which it will!

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 Post subject:
PostPosted: Thu Jan 19, 2006 2:39 pm 
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yer, cos i ain't using them for 1.

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 Post subject:
PostPosted: Mon Jan 23, 2006 8:54 pm 
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Engineer
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Joined: Tue Jan 17, 2006 11:51 pm
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but how can i be informed about the status of the new graphics and/or gameplay? i mean, i read every day here, but i only see small changes like other kind of trucks and so...


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 Post subject:
PostPosted: Mon Jan 23, 2006 10:29 pm 
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korpeltje wrote:
but how can i be informed about the status of the new graphics and/or gameplay? i mean, i read every day here, but i only see small changes like other kind of trucks and so...

Reading here *is* the way to be informed about the status of new graphics and gameplay.

The graphics team are slowly and methodically creating new low- and high-colour graphics to replace those that came from Microprose's product. I believe, at the moment, that work is mainly being prototyped in SimuTrans, which supports the relevant colour depths already. The work is being done from the ground up, literally - the ground tiles are done, if I have been reading and comprehending correctly.

Once there is a complete set of new, open, freely useable graphics, OpenTTD will begin to be rewritten to use them. Until then, work on OpenTTD is following the roadmap.

I am not an OpenTTD developer, and I am not on the graphics team. My information is form the forums here. It might be inaccurate, in which case I'm sure somebody will step in with corrections.

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 Post subject:
PostPosted: Tue Jan 24, 2006 2:33 am 
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Tycoon
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Location: Christchurch, New Zealand
well ground tiles are done except for shore tiles.... which the first time we did them had alignment problems.

I am trying to think of a way to avoid alignment problems this time.

Alltaken

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 Post subject:
PostPosted: Tue Jan 24, 2006 7:01 pm 
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Location: Hatfield
With the better GRF support, which newgrfs are people using sucessfully.

I've got UKRS (pb_brmini)
but has anyone got the canadian rail set working?

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 Post subject:
PostPosted: Tue Jan 24, 2006 7:42 pm 
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I often use the UK triplet from PikkaBird - details here: http://ppcis.org/nightly/

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 Post subject:
PostPosted: Wed Jan 25, 2006 12:37 am 
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Engineer
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Location: holland
well i think i am very stupid!! i read here everyday about: hey, try this grf, or code this for grf's
but whatever i do, i cant get it done!! consider myself as an hopeless man..
i just want new stuff's like cool stations, new kind of things like trams and new cool trains and so on! but whatever i try...
i tried to install ttd, installed the patch, installed newgrfs in de dir newgrf (duh) installed openttd but no...tried this, tried that..
even tried to code in openttd.cfg with lines like:
[newgrf]
newstatsw.grf

but then openttd crash

im out of my ideas..

maybe not a nice question, but is there maybe a dutch openttd-er who can inform me in dutch how to imply new grf's?? maybe it is something that i read wrong or so..
but anyhow, all the english recommends are also welcome ofcourse :P

anyway...please help!!


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 Post subject:
PostPosted: Wed Jan 25, 2006 12:42 am 
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Engineer
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Joined: Tue Jan 17, 2006 11:51 pm
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Location: holland
btw...what does it that it makes really hard to make openttd better? is it because of the old scripting? i agree that the game has something nostalgic (dont know if its a real word..but okay) it has something like: the good old day's...like u say to your child: Son, i've been playing that game for 20 years now...and its still the best!
so, what i wanted to say (haha) that the game cant be much improved on the graphics (when im wrong, tell me) but it can be much improved on AI and more functions and so...


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 Post subject:
PostPosted: Wed Jan 25, 2006 12:45 am 
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Newstations and trams are currently in TTDPatch only, but hopefully someome can code/port them.

Try the latest nightly for newstatsw.grf. You won't get any new stations, but new waypoints for sure. (newstations feature is undergoing work)

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 Post subject:
PostPosted: Wed Jan 25, 2006 1:01 am 
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Engineer
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Location: holland
Quote:
Newstations and trams are currently in TTDPatch only, but hopefully someome can code/port them.

Try the latest nightly for newstatsw.grf. You won't get any new stations, but new waypoints for sure. (newstations feature is undergoing work)


thnx...:)..i'm little bit relaxed now :) i was going to throw the computer out of the window :P but i will spare it now...


hmm another question (am i a little bit annyoing for u guys with all my (stupid) questions??) if i download a trainsset (or whatever) in the future, will it be, like now, that how farther in the game the better trains will develop? or will it be immediatly available?


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 Post subject:
PostPosted: Wed Jan 25, 2006 1:58 am 
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TTDPatch Developer
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korpeltje wrote:
(am i a little bit annyoing for u guys with all my (stupid) questions??)

No. The annoying bit is your broken keyboard. Please replace it with one on which you can type capital letters.

Thank you.

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 Post subject:
PostPosted: Wed Jan 25, 2006 9:38 am 
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The newstatsw.grf is not the only one GRF.
I use at least 5-6 grf files in my OTTD games - planeset for OTTD, ships, DBXL,euroroads and some more.
edit: i forgot - the great TTRSv2.

Although it would be nice to have the newstats, one-way roads, bridges over tunnels entrances, long vehicles (... damn thats a lot :shock: )

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Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.


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