"Pimp My Sprites" - eGRVTS - New testing version [June 2012]
Moderator: Graphics Moderators
- andythenorth
- Tycoon
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- Location: Lost in Music
Re: "Pimp My Sprites" - eGRVTS
I'm going to re-use the BANDIT code for HEQS, which will provide trams (hmm, also trains too ).
Adding buses would be trivial.
Adding buses would be trivial.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: "Pimp My Sprites" - eGRVTS
Fair enough!
I will leave the choice of language up to whoever is actually doing the coding of the busses/trams though
I will leave the choice of language up to whoever is actually doing the coding of the busses/trams though
Re: "Pimp My Sprites" - eGRVTS
OpenGFX+ Road Vehicles might also have some interesting bits of code for anyone interested in coding eGRVTS in nml
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: "Pimp My Sprites" - eGRVTS
Hi all!
Thanks to LaDoncella and colossal404 here is a new, fully coded and full featured, new eGRVTS testing version. Please download it and let me know what you think.
This is a full recode of eGRVTS in NML with all the buses, trucks and horse drawn vehicles you know and love. New features are:
* Many improved graphics
* Graphics for more cargo types
* Support for realistic acceleration
* Parameters to control availability of different classes of vehicles
* More smoke effects (parameter configurable)
Please test it out and give feedback on usability, bugs, etc. Contributions to improve graphics are also still welcome
Thanks to LaDoncella and colossal404 here is a new, fully coded and full featured, new eGRVTS testing version. Please download it and let me know what you think.
This is a full recode of eGRVTS in NML with all the buses, trucks and horse drawn vehicles you know and love. New features are:
* Many improved graphics
* Graphics for more cargo types
* Support for realistic acceleration
* Parameters to control availability of different classes of vehicles
* More smoke effects (parameter configurable)
Please test it out and give feedback on usability, bugs, etc. Contributions to improve graphics are also still welcome
- Attachments
-
- eGRSTS2-nml.zip
- (1.05 MiB) Downloaded 258 times
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
I'm finding that the double articulated trucks aren't reporting their actual capacities correctly in the vehicle list - an example is the Link Double Articulated Tanker Truck, which reports 136,000 litres in the vehicle menu but only really carries 86,000. The same thing happens with the other double length articulated trucks.
I noticed this when testing my AI - it judges how many vehicles it needs from that number and was not producing enough at oil wells, so I checked the list.
I noticed this when testing my AI - it judges how many vehicles it needs from that number and was not producing enough at oil wells, so I checked the list.
- Attachments
-
- capacity_mismatch_egrvts2.png (17.68 KiB) Viewed 4113 times
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Thanks. The code has been fixed.TTFTCUTS wrote:...
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
As eGRVTS2 is nml coded it will support translations!
See attached for the english .lng file, please help out with other languages if you can!
We currently have full translations for:
English
Spanish
See attached for the english .lng file, please help out with other languages if you can!
We currently have full translations for:
English
Spanish
- Attachments
-
- english.lng
- (17.08 KiB) Downloaded 185 times
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
It seems that you won't need my help with translations then
Does it support auto-refit? Is the source available anywhere?
Does it support auto-refit? Is the source available anywhere?
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
- colossal404
- Chief Executive
- Posts: 652
- Joined: 07 Mar 2009 12:48
- Location: Szeged, Hungary
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Hungarian lang file, but I don't know the hungarian lang ID, so please correct it
- Attachments
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- hungarian.lng
- (17.6 KiB) Downloaded 120 times
- LaDoncella
- Traffic Manager
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
The ID is 24. I have already added it on my side.colossal404 wrote:Hungarian lang file, but I don't know the hungarian lang ID, so please correct it
You can check the language IDs on this page
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Newer NMLs also understand "hu_HU"
While you are at it, you may also want to consider the following changes in english.lng:
While you are at it, you may also want to consider the following changes in english.lng:
Code: Select all
STR_GRF_DESCRIPTION
Tram -> Trams
STR_PARAM_GENERAL_DESC
avaiable -> available
] -> )
STR_PARAM_RECOLOUR_DESC
funcion -> function
posible -> possible
# Auxiliar -> # Auxiliary
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- Route Supervisor
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- Skype: madchimiste
- Location: Berlin, Deutschland
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Very good work, and very useful ingame!
I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
- Bob_Mackenzie
- Chairman
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- Joined: 25 Mar 2010 13:36
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
From the .lng
By default tankers with use random graphical variants. If this parameter is enabled tanker graphics will vary according to the cargo carried instead
This parameter allows players to choose which vehicles are available in game (All, Only Cargo, Only passenger)
In any case note misspelling of available and the different bracket types at either end of the parenthesis
Cheers
Bob
may I suggest changing to...By default tankers will use random graphics variants. If this parameter is enabled tankers graphics will use graphics depending their cargo instead.
By default tankers with use random graphical variants. If this parameter is enabled tanker graphics will vary according to the cargo carried instead
may I suggest changing to...This parameter allows to choose which vehicles are avaiable (All, Only Cargo, Only passenger]
This parameter allows players to choose which vehicles are available in game (All, Only Cargo, Only passenger)
In any case note misspelling of available and the different bracket types at either end of the parenthesis
Cheers
Bob
- LaDoncella
- Traffic Manager
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
They are not in yet.arikover wrote:I can't manage to find the trams, though. I checked at the parameter. Are they work in progress? In that case, good luck, and keep going! Thank you for that new version of this excellent set!
Not yet.Terkhen wrote:Does it support auto-refit?
Last edited by LaDoncella on 30 Jun 2012 20:16, edited 1 time in total.
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Alberth wrote:While you are at it, you may also want to consider the following changes in english.lng:
Fixed, thank you.Bob_Mackenzie wrote:From the .lng
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Refit cost should already be zero, so this should just require bit 4 of the miscellaneous flags being set... However that is done with this new-fangled nml code!LaDoncella wrote:Not yet.Terkhen wrote:Does it support auto-refit?
- andythenorth
- Tycoon
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- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'
The callback is needed if you want to allow only some refits, e.g. only between "dirty" cargoes, but not from dirty to clean.
-- Michael Lutz
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
That's what I did.Michi_cc wrote:No need for a callback if you are happy with zero cost, just add ROADVEH_FLAG_AUTOREFIT to the misc flags ("misc_flags: bitmask(ROADVEH_FLAG_AUTOREFIT)")andythenorth wrote:Add a 'refit_cost' cb and return 'CB_RESULT_AUTOREFIT'
As a side note I have seen in OpenGFX+ Trains/Road that the refit_cost callback also returns the refit cost, which the game seems to ignore. And makes auto-refit completely free.
Re: "Pimp My Sprites" - eGRVTS - New testing version [June 2
In OpenGFX+ Road Vehicles, autorefit is free only in some cases. You can see how it is meant to work in the section 2.2 of the readme. Does it behave differently ingame?
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
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