As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately ...
Long vehicles v5. Planning
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- George
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Re: Long vehicles v5. Planning
- Sensation Lover
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Re: Long vehicles v5. Planning
i was meaning to that... did you had any feedback... but from this anwer i guess not... I'm realy sorry!George wrote:As I wrote. It is stoped. Unless some OTTD dev provide some code to support it.Sensation Lover wrote:How things going with this set? I know you've been having a little headake lately ...
I was in:
Austria,Belgium,Brazil,China,France,Germany,Hungary,Indonesia,Italy,Luxemburg,Malaysia,Mexico,Netherlands,Norway,Panamà,Poland,Romania,
Saudi Arabia,Singapore,Slovenia,Spain,Switzerland,Thailand,U.K.,Ukraine,U.S.A.
Austria,Belgium,Brazil,China,France,Germany,Hungary,Indonesia,Italy,Luxemburg,Malaysia,Mexico,Netherlands,Norway,Panamà,Poland,Romania,
Saudi Arabia,Singapore,Slovenia,Spain,Switzerland,Thailand,U.K.,Ukraine,U.S.A.
Re: Long vehicles v5. Planning
Hi,
if voting it is still actual, for me prototype BUS 4 ( T16=4+8+4 ) looks most realistic.
In my opinion, It is not a problem that vehicle has some glitches in tunnels. Most important that on normal roads and junctions it looks as realistic as possible. I is really funny when bus splits in 2 parts on a hil
For trucks it would be alright to split.
George, just do nothing till openttd developers provide necessary interface for long vehicles OR make a patch . I think community will support your patch and will vote for it.
if voting it is still actual, for me prototype BUS 4 ( T16=4+8+4 ) looks most realistic.
In my opinion, It is not a problem that vehicle has some glitches in tunnels. Most important that on normal roads and junctions it looks as realistic as possible. I is really funny when bus splits in 2 parts on a hil
For trucks it would be alright to split.
George, just do nothing till openttd developers provide necessary interface for long vehicles OR make a patch . I think community will support your patch and will vote for it.
Re: Long vehicles v5. Planning
That's too bad. I'll have to stick to eGRTVS. I like this one better cause of the trucks, but the turning stinks. It's just not neat having the whole body turn. eGRTVS managed to do this, so maybe ask for help from them, if they still exist...
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Re: Long vehicles v5. Planning
Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
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Re: Long vehicles v5. Planning
I'd be pleased with a better scaled version too, but the amount of work would be eye watering!oberhümer wrote:Why not just downsize the sprites? Long Vehicles currently look outsized anyway.
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Re: Long vehicles v5. Planning
I too would rather have down scaled sprites, i have some down scaled buses in the NARVS set that look alright though the length could use some work
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Re: Long vehicles v5. Planning
Hi George
Any plans to restart/continue LV5?
It would be awesome to have more trucks and buses than in LV4
Any plans to restart/continue LV5?
It would be awesome to have more trucks and buses than in LV4
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Re: Long vehicles v5. Planning
Not earlier than xUSSR train set would come out.Digitalfox wrote:Any plans to restart/continue LV5?
It would be awesome to have more trucks and buses than in LV4
That means NOT soon.
Re: Long vehicles v5. Planning
if you can get this working good id love to see this
nuclear powered bus from THE BIG BUS movie from 1976.
now this would be amazing in transport sort of a bus train cross
nuclear powered bus from THE BIG BUS movie from 1976.
now this would be amazing in transport sort of a bus train cross
Re: Long vehicles v5. Planning
Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.boohey wrote:if you can get this working good id love to see this
nuclear powered bus from THE BIG BUS movie from 1976.
now this would be amazing in transport sort of a bus train cross
Re: Long vehicles v5. Planning
haha sure does make you feel old. wish i knew how to make this for ttd i think it would be awesome!Hyronymus wrote:Oh boy, I'm getting old. I watched that movie in primary school. Had some cliffhangers, so to say.boohey wrote:if you can get this working good id love to see this
nuclear powered bus from THE BIG BUS movie from 1976.
now this would be amazing in transport sort of a bus train cross
- NekoMaster
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Re: Long vehicles v5. Planning
Im thinking if something like that where made, it would probably be in the future. Though I doubt people would like having a nuclear powered bus running through their cities and country. Maybe a bus this big would have something like a small locomotive engine or a huge truck engine.
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# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: Long vehicles v5. Planning
I upgraded Openttd to 1.2.0, and I got this message when loading my savegame:
NewGRF 'Long vehicles v4 (13 jan 2008)'
provides incorrect information
Callback 0x11 returned unknown/invalid
result 0x19
I have two settings that might be causing this problem:
Road traffic is "Left".
Enable multiple NewGRF engines sets is "Off".
Also, some of the vehicles have the frontal part clipped in the menus.
NewGRF 'Long vehicles v4 (13 jan 2008)'
provides incorrect information
Callback 0x11 returned unknown/invalid
result 0x19
I have two settings that might be causing this problem:
Road traffic is "Left".
Enable multiple NewGRF engines sets is "Off".
Also, some of the vehicles have the frontal part clipped in the menus.
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Re: Long vehicles v5. Planning
Reported http://bugs.openttd.org/task/5262Derenzano wrote:NewGRF 'Long vehicles v4 (13 jan 2008)' provides incorrect information Callback 0x11 returned unknown/invalid result 0x19
Would not be fixed in LV4Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would be fixed in LV5 in case a solution is found
Re: Long vehicles v5. Planning
George, wait for Update Long Vehicles version 5 next month or not.
Ease Back.
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Re: Long vehicles v5. Planning
There would be no LV5 this yearSkiddLow wrote:George, wait for Update Long Vehicles version 5 next month or not.
Re: Long vehicles v5. Planning
in case of LV4, you could try using extra_callback_info1 (var 10) to select a sprite with different x-offset for the vehicle GUI (lists, details, depot, etc.)George wrote:Would not be fixed in LV4Derenzano wrote:Also, some of the vehicles have the frontal part clipped in the menus.
Would be fixed in LV5 in case a solution is found
in case of LV5, if you make use of articulated vehicles, then you need to make sure the sprite is aligned properly for the front vehicle, the sprite should not "stick out to the front". since you probably use var61 to change the sprite appearance for the vehicle parts, then you also should use extra_callback_info1 to circumvent this magic for the GUI sprites.
see also: http://newgrf-specs.tt-wiki.net/wiki/Action2/Vehicles
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Re: Long vehicles v5. Planning
Sorry to bring back from the dead's this topic, but...
I have coded in NML the Opel 3.6 from LV5.
Far from completed (on sprites, code is ready), but articulated with trailer.
How? I have decoded the NFO of LV5 trucks, the problem is that with only a PNG with thousands of sprites is hard to find all sprites needed even when looking at the NFO decoded as a guide.
So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?
I would finish the LV5 in NML and share the code with you, and if you then are then willing to, you could release it as your own LV5.
Ignore the missing trailer, the code is there but I haven't added the sprites, cause a 6197 sprites PNG is not fun
I have coded in NML the Opel 3.6 from LV5.
Far from completed (on sprites, code is ready), but articulated with trailer.
How? I have decoded the NFO of LV5 trucks, the problem is that with only a PNG with thousands of sprites is hard to find all sprites needed even when looking at the NFO decoded as a guide.
So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?
I would finish the LV5 in NML and share the code with you, and if you then are then willing to, you could release it as your own LV5.
Ignore the missing trailer, the code is there but I haven't added the sprites, cause a 6197 sprites PNG is not fun
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Re: Long vehicles v5. Planning
no problem if you can operate PSD filesDigitalfox wrote:So George would you be willing to share with me the LV5 sprites (the graphics files that you probably have separated in multiple folders or PNG's, making it much easier to add their positions, sizes and offset's)?
P.S. May be a project on DevZone would be good for NML based development?
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