ChillCore wrote wrote:
That did the trick. I was testing with 1.0.0-rc2, r35 worked in that version.
Let's hope the change in trunk gets backported to the 1.0.0 branch.
I cant se a single reason why r37 dont work in 1.0.0-rc2 if r35 do. There are two differences between thoose two. The first beeing the minor gfx glitch on the crossing vs underlay, and in r36 did i add some slight difference in minimapcolors, but that have been in this since the beginning of the entire RailTypes feature started. (Correct me if im wrong here someone, but its been in the specs all the time afaik).
Stefantje wrote:
DJ Nekkid wrote:
It seems like the Action0 property 16 (different colors on the minimap) isnt supported on RC2, but it hopefully will be on RC3/1.0.0, so either wait for RC3 or get a nightly
Aah, thank you! Good work btw, this is really something I was missing in the game
Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
just noticed the track enablers in depot - i was not sure how i can use them because they won't work because there no power - overhead or 3rd rail - i currently placed planned line and the track enabler won't run
so anyone knows what is problem with those?
They are there just to enable the tracks for building. If there arent any engines available for building, the tracks wont be buildable. Hence i needed some "track enables" Turn of "Vehicles never expire" and they should go away
DJ Nekkid wrote:They are there just to enable the tracks for building. If there arent any engines available for building, the tracks wont be buildable. Hence i needed some "track enables" Turn of "Vehicles never expire" and they should go away
ah - but problem is the power - i tried to start the that track enabler but its needs a power supply
may i suggest to reduce cost differences? 180/330$ (80 kmph) is ok, but other costs are too high. for example 11280/37530$ (160 kmph) is toooo high. my idea is to double cost for every higher type of track. for example 160kmph track for 720/1320$
And, compared to original prices are the 80kmh tracks 1/3rd and 1/1 of the original non-el prices. The 120kmh tracks are 1/1 and 3x of the original non-elrail prices.
Btw, 2$ = 1£ ingame.
DJ Nekkid wrote:Tonight i've added the gfx i have at my disposal atm. The picture saies it all:
I still lack 3rd rail gfx, as i hope for some company color capabilities for the 3rd rail, and use something similar to the metrosets gfx, but the yellow bar is CC, and not yellow
The planning rails still have no GFX, but that probably will come the next few days.
I've also not coded in new tunnels and road crossings, but this will also come when i get around to it. Now atleast can one see visual difference between the tracks
Unfortunatelly 120 km/h looks like road.
Correct me If I am wrong - PM me if my English is bad AIAI - AI for OpenTTD
DJ Nekkid wrote:Im not sure what you are doing, because the prices are WAY lower, and you _probably_ have inflation on. Currently on medium construction costs:
And, compared to original prices are the 80kmh tracks 1/3rd and 1/1 of the original non-el prices. The 120kmh tracks are 1/1 and 3x of the original non-elrail prices.
Btw, 2$ = 1£ ingame.
it was caused by db set under nutracks in newgrf setting