OpenGFX+ Trains development thread

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Trond
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Re: OpenGFX+ Trains development and translations thread

Post by Trond » 14 Nov 2013 11:13

Doublepost becoz of different matter :)

Yes, I do know grf should not be changed in a game, but I did...

I have been using Opengfx trains 0.3.0 untill now, and yesterday I noticed some of the trains were getting strange sizes like the lengt was 5.4 etc. So with 12 wagon long train including the loc, I was actually fitting 12 wagons + the loc. And it all fit in a 6 tile station... Thats one wagon too much...

[EDIT: HERE I CHANGE GRF, AFTER THE TRAINS WERE ALREADY SHOWING WRONG SIZES FOR THE WAGONS]

Now when I loaded the 5065 build today, it warned me about it, a red errormessage with something about the trainlenghts being wrong. I'm azuming this means its already fixed in newest version, but tought I'd mention it...

In the pic I have removed one wagon of one of the trains (#257), and not from the other (#256). The longest one fit in a 6 tile station with version 0.3.0 but is now one wagon too long...

Hope I made sense there...

Other than that, I must say I like the trains in the latest build, the companycolors show up for real, and max zoom is awesome :)

Edit: closeup up 6,5 tiles long train on 6 tiles long stations...
Attachments
Clipboard03.png
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Clipboard01.png
Clipboard01.png (86.55 KiB) Viewed 2716 times
Last edited by Trond on 14 Nov 2013 11:28, edited 2 times in total.
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Alberth
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Re: OpenGFX+ Trains development and translations thread

Post by Alberth » 14 Nov 2013 11:22

Your current report is useless, as the change of the grf invalidates any warranty you may have.

Try to reproduce your problem in a new game (setup grfs, start new game, cheat yourself some money, and build 1 train to verify).
If that also fails, you can make a report and post about it.

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Re: OpenGFX+ Trains development and translations thread

Post by Trond » 14 Nov 2013 11:24

Well, this all happened BEFORE I changed any grf... (warranty? I just want the people working on it to know about it)

Here are 2 pictures of one such train when using 0.3.0 and not changing the grf file

I did however, forget that I use a patchpack, so it might aswell be that doing it. Sorry, just forget it :roll:

EDIT: Nope, tested with 1.3.2, same grfs and happened there also. Got me a LEV 1 and added passengercars to it, and they donht count 0,5 pr. car.

Same happens with a new game with same grfs.

EDIT2: Started a game in 1.3.2 with ONLY the 0.3.0 ogfx trains newgrf and none else, and it happens there aswell...
Attachments
tog1.png
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tog2.png
tog2.png (21.32 KiB) Viewed 2710 times
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish

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Re: OpenGFX+ Trains development and translations thread

Post by frosch » 14 Nov 2013 13:55

Yes, OpenGFX+ Trains changes the wagons incompatibly from 0.3 to current nightly.

See here: https://dev.openttdcoop.org/issues/4131
Previously wagons had 7/8 length sometimes, now they are all 8/8.

So, intentional, but incompatible.
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Trond
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Re: OpenGFX+ Trains development and translations thread

Post by Trond » 14 Nov 2013 14:13

Aha, thanks for that frosch :)
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish

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siu238X
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Re: OpenGFX+ Trains development and translations thread

Post by siu238X » 15 Nov 2013 17:09

Here are the Chinese (Traditional) and Chinese (Simplified) translations.
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chinese_traditional.lng
Chinese (Tradtional) 正體中文
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chinese_simplified.lng
Chinese (Simplified) 简体中文
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planetmaker
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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker » 15 Nov 2013 20:01

siu238X wrote:Here are the Chinese (Traditional) and Chinese (Simplified) translations.
Thanks. I added the simplified Chinese translation. I've no means to judge what to do with the traditional Chinese translation as it was also already modified by means of the web translator.

Please register at DevZone (if you haven't) and apply as translator for the Chinese translations and use it to improve them :-)

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kamnet
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Wagon refit at station

Post by kamnet » 13 Sep 2014 03:33

So on the wagon refit thread, is there a list available of the wagons, and what they can currently be refit to?

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planetmaker
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Re: Wagon refit at station

Post by planetmaker » 13 Sep 2014 07:21

kamnet wrote:So on the wagon refit thread, is there a list available of the wagons, and what they can currently be refit to?
Yes. The NewGRF ships with a readme which also lists the rolling stock. The refit capability between rail / monorail and maglev for wagons of the same type should not differ.
https://hg.openttdcoop.org/ogfx-trains/ ... .ptxt#L116

Siggie
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Re: OpenGFX+ Trains development thread

Post by Siggie » 16 Sep 2014 14:46

I think I have found a problem when I played openTTD with FIRS and this set using "refit at station". I have a train with bulk-wagons and want to transport iron-ore and scrap metal. Station refit to scrap metal works fine but back to iron-ore just won't work. The readme tells me that this should be possible.

Try out the savegame:
Slundston Transport, 14th May 1970.sav
(8.75 KiB) Downloaded 72 times

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Thrillville109
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Re: OpenGFX+ Trains development thread

Post by Thrillville109 » 11 Aug 2019 03:58

Most of the rail locomotives are one pixel lower than they should be and it's annoying me. Sorry this message is so brief, but I don't know how to give a better description than that. Also the misalignment is only in 8bpp mode.
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Gondhall Transport, Jan 13th, 1950.png
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