[OTTD] Dutch Tracks Development (0.1.0-Alpha1 released)
Posted: 20 Mar 2012 09:51
Dear all,
I just released the second alpha of the Dutch Tracks newgrf. It is available through the ingame content download. The release topic can be found here.
[Archive]
It has been discussed a number of times in the various Dutch NewGRF-topics and I'm happy to announce that I (more or less) started the development of the
Dutch Tracks.
Since development has just started, there is no code to show yet, and it is very likely that before there is a final version compatibility with older versions will be broken a number of times, so even when there is code don't start a long running game with it right away. I also have to figure out a number of things about NML (sprite order and track compatibility stuff) and other things (DevZone working).
I don't have a roadmap or something, but first thing I want to get is the basic code for a small number of tracks, and work from there by fixing properties and other things. Of course somewhere along the way graphics have to be added, if you want to help and provide them, just drop a message here. I might not pick that one up right away, since I have to figure out the sprite order I have to supply to NML.
Development will take place on the DevZone, so bug reports and stuff can go there: DevZone. At this moment it is still empty, but that is something I'm working on . The license will be GPL v2.
Last but not least, I want to thank FooBar for setting up the project on the DevZone and his great work on the other Dutch NewGRF's, which inspired me to work on this.[/Archive]
Update 03-04-2012: Graphics wanted, take a look here for the message
Update 12-07-2012: And we're back, the set is no longer on hold, a playable release will be created using graphics from other track sets that are GPL v2 and will be available in the coming weeks. The ultimate goal still is to have different graphics compared to other sets, but this way a playable release can be made. See this post and further.
Update 23-07-2012: r85 contains different graphics for the different tracks, but since the DevZone hasn't compiled it while it is in the repo already for some days, here is a manual build to play with. The version is fully playable, but it has some things I want to do before labeling it an official release (Like checking the naming of the menus in the game). If you find bugs, please post them on the Bug Tracker on the DevZone. The graphics are from NuTracks 1.1.2, made by Oberhümer.
Update 16-09-2012: First alpha release for 0.1.0.
Update 26-09-2014: Second alpha release for 0.1.0.
I just released the second alpha of the Dutch Tracks newgrf. It is available through the ingame content download. The release topic can be found here.
[Archive]
It has been discussed a number of times in the various Dutch NewGRF-topics and I'm happy to announce that I (more or less) started the development of the
Dutch Tracks.
Since development has just started, there is no code to show yet, and it is very likely that before there is a final version compatibility with older versions will be broken a number of times, so even when there is code don't start a long running game with it right away. I also have to figure out a number of things about NML (sprite order and track compatibility stuff) and other things (DevZone working).
I don't have a roadmap or something, but first thing I want to get is the basic code for a small number of tracks, and work from there by fixing properties and other things. Of course somewhere along the way graphics have to be added, if you want to help and provide them, just drop a message here. I might not pick that one up right away, since I have to figure out the sprite order I have to supply to NML.
Development will take place on the DevZone, so bug reports and stuff can go there: DevZone. At this moment it is still empty, but that is something I'm working on . The license will be GPL v2.
Last but not least, I want to thank FooBar for setting up the project on the DevZone and his great work on the other Dutch NewGRF's, which inspired me to work on this.[/Archive]
Update 03-04-2012: Graphics wanted, take a look here for the message
Update 12-07-2012: And we're back, the set is no longer on hold, a playable release will be created using graphics from other track sets that are GPL v2 and will be available in the coming weeks. The ultimate goal still is to have different graphics compared to other sets, but this way a playable release can be made. See this post and further.
Update 23-07-2012: r85 contains different graphics for the different tracks, but since the DevZone hasn't compiled it while it is in the repo already for some days, here is a manual build to play with. The version is fully playable, but it has some things I want to do before labeling it an official release (Like checking the naming of the menus in the game). If you find bugs, please post them on the Bug Tracker on the DevZone. The graphics are from NuTracks 1.1.2, made by Oberhümer.
Update 16-09-2012: First alpha release for 0.1.0.
Update 26-09-2014: Second alpha release for 0.1.0.