Trams! (Work In Progress)

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goalie
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Post by goalie »

goalie wrote:if i hit the company color button i get ctds
seems it has something to do with one switch because if i generate a new ttdpatch it works but after i edit this file i get a ctd
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Post by Patchman »

This appears to be a crash while drawing the tab bar buttons.

Oh. Lakie forgot to enable tab bars when enhancegui is on. So, to fix the crash, you have to turn on locomotiongui for now.
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stevenh
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Post by stevenh »

RK wrote:Is it possible to disable the fences and to replace the double pylons with normal ones somewhere?
If you decode the GRF provided, you should be able to see how the pylons work. Unfortunately, this latest version of the patch doesn't use separate rear poles for the / and \ directions, but the graphics are there for them.

re: fences... they're hardcoded for now.
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stevenh
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Post by stevenh »

Update for Tram Tracks Sprites:

This will be in the next version... but this is how the tram poles are mapped:
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Ugly, but works.
Ugly, but works.
tramsprites.png (19.99 KiB) Viewed 5435 times
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Villem
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Post by Villem »

Atleast in Alpha 69 the Tram depot is just a white square to me..
Last edited by Villem on 22 Dec 2005 23:18, edited 1 time in total.
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stevenh
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Post by stevenh »

PLEASE download the LATEST GRF from http://www.ttdpatch.net/
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Post by DaleStan »

Akalamanaia wrote:Atleast in Alpha 59 the Tram depot is just a white square to me..
/me wonders how Akalamanaia got trams to work in alpha 59.

Can someone *please* explain why it's so hard to type a correct version number?
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WWTBAM
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Post by WWTBAM »

here is another bug i found the town builds roads out the back of tram depots.
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SCR50.png
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stevenh
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Post by stevenh »

Stupid towns....

Anyway... here's the progress from today:
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just the top bits to do now.
just the top bits to do now.
bridges.png (58.72 KiB) Viewed 5353 times
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Bastiaan
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Post by Bastiaan »

Very nice! I already wondered why I couldn't build bridges with tramtracks :wink:
This is so cool! :D

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goalie
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Post by goalie »

big bug first time after build a tram no road vhicle could be sent to depot
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Geo Ghost
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Post by Geo Ghost »

I have this problem also. Even if the vehicle is surrounded by depots, it cant enter them.
When train collides with road vehicle, crash occures also.
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stevenh
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Post by stevenh »

goalie wrote:big bug first time after build a tram no road vhicle could be sent to depot
Make sure a road is connected to the depot!
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Post by MJS »

goalie wrote:big bug first time after build a tram no road vhicle could be sent to depot
In my game George's long vehicles are sent correctly to a depot, but the original TTD buses aren't.

Two other questions:
- do the trams come with sounds of their own? I hear diesel engines roaring every time they leave a stop :) .
- the Victorian trams I use do not differ greatly in speed, so I haven't been able to see whether they want to overtake eachother. Would they try to do that? (I hope they wouldn't, of course)
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WWTBAM
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Post by WWTBAM »

they wont try and overtake but i wish if thet got stuck behind a rv the rv would pull out from infront of the tram.
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Post by jonty-comp »

MJS wrote:Two other questions:
- do the trams come with sounds of their own? I hear diesel engines roaring every time they leave a stop :) ...
That's because it uses the bus sounds as default. There's a NewSounds switch that adds new sounds to GRFs, but no-one has released a set using it yet (to the best of my knowledge :?) because it involves getting recordings of all the vehicles you make.
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Villem
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Post by Villem »

Actually North American Renewal set already uses the newsounds function.
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saint
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Post by saint »

Don't know if this has been reported elsewhere (sorry if it has, but i havn't seen it yet... :lol: ).

When removing (electric) railway from roads using remove tool, the tile turns into a wierd mess of numerous sprites. Most look like tram tracks/wires/etc mixed with a piece of the industry(?) station set. Most interesting is that the combination of sprite displayed seems to be dependant on which town the road belonged to. (I hope this make sense)

Don't have screenies at moment - may post some later.

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Post by Wile E. Coyote »

And Serbian trams have tram bell sound.
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Post by Flamelord »

Will trams' acceleration model be controlled by digit four or five of the mountain&curves switch?

I.E. will trams' acceleration model be dependent on the RVs', or will it be separate?
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