[Univ] Generic Tram Set (v0.4)

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Grandmaster
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Re: Generic Tram Set [v0.4 now available 09/02/2008]

Post by Grandmaster »

i will place it in the suggestion forum.

But what about the first wish of mine. Longer passenger trams. Seems to me that a longer tram has everything to do with this set. The only tram that has 4 wagons is the goods tram, but i want to have a passenger version also.
Because i know that it is not possible to custom build trams like trains, it would be nice to have future trams in short, medium and very long versions.

If i look at the company Alstom, they have trams of the same series that are 3, 5 or 7 compartments long. Maybe that is also possible for a generic tram set 0.5 :?: just hoping. :)
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Zephyris
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Re: Generic Tram Set [v0.4 now available 09/02/2008]

Post by Zephyris »

Ah, I see what you mean now. It would be simple to add more longer vehicles to this set but I would rather not; this is supposed to be a very basic "in the style of the original vehicles" set, not the ultimate flexible tram set. Plus I also find that less experienced players find very long road vehicles annoying because of traffic jam problems, and for a set which is included in releases I want to avoid this frustration.

Do feel free to modify it for your own use though; IIRC you only need to modify two hex values to lengthen a vehicle.
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Re: [Univ] Generic Tram Set (v0.4)

Post by cosmicray »

So I am working on a NewGRF to raise the capacity of some vehicles in the game. I'm trying to do so on these Generic Tram Sets also. It's a bit difficult because I can't find the NML source anywhere (can you publish it?)

I'm trying to do something like:

item(FEAT_ROADVEHS, tram_3e, 0x3E) {
property {
cargo_capacity: 100;
}
}


but no matter what I set cargo_capacity to, it has no effect.

I have a clause like this for every ID from 0x3A to 0x44, but still nothing changes. Any ideas?

This same approach works fine modifying base vehicles. I have tried loading the NewGRFs in different order, and nothing helps.

Thanks!
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Re: [Univ] Generic Tram Set (v0.4)

Post by Supercheese »

You may need to also change the capacity in a callback and not just a property. For instance:

Code: Select all

item(FEAT_ROADVEHS, tram_3e, 0x3E) {
	property {
		cargo_capacity:					100;

	}
	graphics {
		cargo_capacity:					100;
	}
}
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Re: [Univ] Generic Tram Set (v0.4)

Post by cosmicray »

Thanks for that tip -- I tried it, but it still didn't do the trick.
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Re: [Univ] Generic Tram Set (v0.4)

Post by Lakie »

I believe you need to mark that it'll be modifying another NewGrf'a vehicles first for it to work. Link.

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Re: [Univ] Generic Tram Set (v0.4)

Post by cosmicray »

Yes, that was it! engine_override("RW\01\03"); did it.
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Re: [Univ] Generic Tram Set (v0.4)

Post by Zephyris »

cosmicray wrote:So I am working on a NewGRF to raise the capacity of some vehicles in the game. I'm trying to do so on these Generic Tram Sets also. It's a bit difficult because I can't find the NML source anywhere (can you publish it?)
I'm afraid there is no NML source (it was made before NML existed) and there is no commented NFO (because I made it without adding any comments). Decompiling the GRF to NFO is exactly the same as me publishing the source!
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Re: [Univ] Generic Tram Set (v0.4)

Post by dice128 »

Hi everyone,

could you please tell me how i can use "generic tram set" into a scenario game?. Because it doesn't works. It work into regular game with random cities but if i try to use it into a scenario it doesn't work. How is it possible??

Thx!
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Re: [Univ] Generic Tram Set (v0.4)

Post by kamnet »

You have to enable Scenario Developer mode, then open the scenario in the Scenario Editor and add it there. Details are found on the board here and the wiki.
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Re: [Univ] Generic Tram Set (v0.4)

Post by dice128 »

Thanks for the reply, but i've tried....i didn't find any option....
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Re: [Univ] Generic Tram Set (v0.4)

Post by NekoMaster »

dice128 wrote:Thanks for the reply, but i've tried....i didn't find any option....
ITs actually in the openttd.cfg, which you can find in your OpenTTD Folder located in "My Documents", just open it with notepad or any other text editor and find/search for

scenario_developer = false

and change that false to true.

I might also add that it might be nice to have

newgrf_developer_tools = false

set to true to allow loading up grfs while in game (just be careful with this because you can crash the game if you play around with the GRF order/loading while in game)
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Re: [Univ] Generic Tram Set (v0.4)

Post by dice128 »

thanks for your help!
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Re: [Univ] Generic Tram Set (v0.4)

Post by Eddi »

NekoMaster wrote:I might also add that it might be nice to have newgrf_developer_tools
do not go around suggesting this to people.
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Re: [Univ] Generic Tram Set (v0.4)

Post by dice128 »

Eddi wrote:
NekoMaster wrote:I might also add that it might be nice to have newgrf_developer_tools
do not go around suggesting this to people.
is that a bad thing? Also i've another question : in game local authority prevent me to built metropolitan airport for "noise pollution" how can i avoid this? i've read with trees planting but it doesn't works. Is any setting option available?

thx
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Re: [Univ] Generic Tram Set (v0.4)

Post by Supercheese »

dice128 wrote:is that a bad thing? Also i've another question : in game local authority prevent me to built metropolitan airport for "noise pollution" how can i avoid this? i've read with trees planting but it doesn't works. Is any setting option available?

thx
You can try toggling the Allow_town_controlled_noise_level_for_airports setting. You may notice though that with it disabled you will not be able to build more than two airports per town.
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Re: [Univ] Generic Tram Set (v0.4)

Post by Eddi »

dice128 wrote:
Eddi wrote:
NekoMaster wrote:I might also add that it might be nice to have newgrf_developer_tools
do not go around suggesting this to people.
is that a bad thing?
all the things you requested, which are dangerous enough, are included in the scenario developer mode. adding newgrf developer mode includes even more, even more dangerous, things, which are really only useful if you actually develop a newgrf.
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Re: [Univ] Generic Tram Set (v0.4)

Post by Cecil Cityscape »

Love this GRF! :D :D :D

I just noticed though, that at the end, towards 2050 or so, the two final cargo trams go obsolete, and the a2020 stays, but its max reliability goes down to 50%. This can hinder large tram networks, so I think it would be good if this was changed.
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Re:

Post by skyrish19 »

Villem wrote:As much i like this set, you need to be more innonative with the names, for example calling a tram just "Manley-Morel" is a bit confusing, since theres a DMU that carries that name wich it is also commonly referred by, and thats just the manufacturer(Metro Cammell is the real life example, wich funnily enough did make some tram trailers for the Blackpool tram system).

Theres quite many sites for TTD that reveal the real manufacturers behind the vehicles in TTD, it could very well be useful to you in deciding what kind of TTD style manufacturer/class names to use, instead of randomly picking a prefix or name.
Then how's about this for TTO-style names (like i said usually preferred NewGRF vehicles with real-life names or models)

Code: Select all

Bedford Passenger (Balough Passenger)
BR Jubilee Passenger (SH Jubilee Passenger)
BR Royal Passenger (SH Royal Passenger)
Volvo Passenger (Foster Passenger)
Alstom Passenger  (A2020 Passenger)
AEC Mail (MPS Mail)
BR 08 Mail  (SH 08 Mail)
BR 2000 Mail (SH 2000 Mail)
Bedford Goods (Balogh Goods)
Metro-Cammell Goods (Manley-Morel Goods)
Brush Goods (Floss Goods)
What you do think when i renamed them to TTO-style names in game?
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Re: [Univ] Generic Tram Set (v0.4)

Post by Donald Duck »

After 2051, no trams at all are available, so after a while I'm forced to keep very old trams without being able to renew them, and I can't buy any new trams. It would be nice if the last tram model would be available forever, just like the last default train and bus models.
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